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ETe

build * Discord server

This is a modern Wolfenstein: Enemy Territory engine aimed to be fast, secure and compatible with many existing ET mods and etmain. It is based on the Quake3e engine which itself is based on the last non-SDL source dump of ioquake3 with latest upstream fixes applied. Several common fixes from upstream ET:Legacy also are applied as needed for security.

Go to Releases section to download latest binaries for your platform or follow Build Instructions.

Notes: Skip the ete-etmain-mod-replacement-allplatform.zip unless you know what you are doing. You will want ete-docs.zip and ete-platform-name.zip when downloading prebuilt packages. 64-bit (x86_64) platforms are unstable currently with bugs that do not exist under 32-bit platforms.

This repository does not contain any game content, so in order to play you must copy the resulting binaries into your existing Wolfenstein: Enemy Territory installation

Key features:

  • optimized OpenGL renderer
  • optimized Vulkan renderer NOT YET
  • raw mouse input support, enabled automatically instead of DirectInput(\in_mouse 1) if available
  • unlagged mouse events processing, can be reverted by setting \in_lagged 1
  • \in_minimize - hotkey for minimize/restore main window (win32-only, direct replacement for Q3Minimizer)
  • \video-pipe - to use external ffmpeg binary as an encoder for better quality and smaller output files
  • improved server-side DoS protection, much reduced memory usage
  • raised filesystem limits (up to 20,000 maps can be handled in a single directory)
  • reworked Zone memory allocator, no more out-of-memory errors
  • non-intrusive support for SDL2 backend (video,audio,input), selectable at compile time for *nix via CMake
  • tons of bug fixes and other improvements
  • basic Discord Rich Presence support (win32-only currently, linux support to follow when 64-bit support is ready)

Vulkan renderer

NOT YET AVAILABLE

OpenGL renderer

Based on classic OpenGL renderers from idq3/sdet/ioquake3/cnq3/openarena, features:

  • OpenGL 1.1 compatible, uses features from newer versions whenever available
  • high-quality per-pixel dynamic lighting, can be triggered by \r_dlightMode cvar
  • merged lightmaps (atlases)
  • static world surfaces cached in VBO (\r_vbo 1)
  • offscreen rendering, enabled with \r_fbo 1, all following requires it enabled:
  • screenMap texture rendering - to create realistic environment reflections
  • multisample anti-aliasing (\r_ext_multisample)
  • supersample anti-aliasing (\r_ext_supersample)
  • per-window gamma-correction which is important for screen-capture tools like OBS
  • you can minimize game window any time during \video|\video-pipe recording
  • high dynamic range render targets (\r_hdr 1) to avoid color banding
  • bloom post-processing effect
  • arbitrary resolution rendering
  • greyscale mode

Performance is usually greater or equal to other opengl1 renderers

OpenGL2 renderer

Original ioquake3 renderer, not available and unlikely to be ported

Missing ioquake3 features

  • OpenAL(-soft) support
  • VoIP support (probably never going to add since Discord etc)
  • Extra sound codecs like ogg and opus

Contacts

Discord channel: https://discordapp.com/invite/hsDQVby

Links