GUMP![]() Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
http://www.neowin.net/comments.php?category=gamers&id=29933
quote: This should be of great benefit to all you small developers out there. |
MastaLlama![]() Member Posts: 671 From: Houston, TX USA Registered: 08-10-2005 |
/me get's all excited! ------------------ |
nfektious Member Posts: 408 From: Registered: 10-25-2002 |
LOLquote: This has been happening since the first public release of the game code alone...hopefully they'll get it right the first time they release the whole package. I sure hope there won't be a slew of pointrelease files following the release, like there was back in the day. It will be nice to have this finally available; I've been wanting to get my hands on the engine code for several years...money was always the problem Thanks for the update G. |
GUMP![]() Member Posts: 1335 From: Melbourne, FL USA Registered: 11-09-2002 |
http://www.quakesrc.org/forums/viewtopic.php?t=5257 As an alternative there is the latest version of the QFusion engine, which supports Q3 BSP, an increased number of Q3 shader commands, as well as a custom BSP format (lightstyles, higher resolution lightmaps) and Raven's format used in Jedi Acedemy. The version I linked to above includes full dynamic lights and GLSlang integration as well as stencil shadows. The only negative with the engine is that the Release 7 build is VERY CPU limited in detailed maps. But R6 combined with a couple sorting fixes is actually slightly faster than the last build of Quake3. Unfortunately I was never able to convince the leader programmer of the QFusion project that he had introduced a serious problem somewhere in the midst of producing R7. |
nfektious Member Posts: 408 From: Registered: 10-25-2002 |
Can grab it here: |
D-SIPL![]() Moderator Posts: 1345 From: Maesteg, Wales Registered: 07-21-2001 |
w00t... --D-SIPL ------------------ |
Brandon![]() Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
Wow... very intense. ------------------ |