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File Date Author Commit
 bin 2011-10-22 trebor_7 trebor_7 [4fdee6] Merge branch 'master' of ssh://xreal.git.source...
 darkradiant 2011-06-11 trebor_7 trebor_7 [5281f4] Fixed enginepath in etxreal.game
 distrib 2011-10-16 trebor_7 trebor_7 [4c9be6] Ported cl_guid support from ioquake3.
 docs 2011-10-18 trebor_7 trebor_7 [29a9e8] Updated HOWTO-ET_map_format_to_Doom3.txt
 src 2011-11-10 trebor_7 trebor_7 [80992c] Added missing -ldl and -lm for etxreal Linux ta...
 .gitmodules 2011-06-12 trebor_7 trebor_7 [e8bff6] Added submodule omni-bot.
 .indent.pro 2010-08-14 trebor_7 trebor_7 [0206c3] Replaced uncrustify.cfg with .indent.pro XreaL ...
 CC-BY-SA Unported.txt 2011-08-10 Eonfge Eonfge [7e583d] Updates licenses, mentioning a few more CC-flic...
 CHANGELOG.txt 2011-11-10 trebor_7 trebor_7 [cb7c61] Updated CHANGELOG.txt
 COPYING.txt 2011-08-10 Eonfge Eonfge [7e583d] Updates licenses, mentioning a few more CC-flic...
 CREDITS.txt 2011-10-22 trebor_7 trebor_7 [4fdee6] Merge branch 'master' of ssh://xreal.git.source...
 GPL.txt 2010-09-19 trebor_7 trebor_7 [22eb6b] Updated README.txt and COPYING.txt.
 README.txt 2011-10-18 trebor_7 trebor_7 [8e610a] Changed r_deferredShading for ET to be for deve...
 indent.exe 2010-08-14 trebor_7 trebor_7 [0206c3] Replaced uncrustify.cfg with .indent.pro XreaL ...
 indent_engine.sh 2010-09-07 trebor_7 trebor_7 [18af22] Adapted indent_*.sh scripts.
 indent_game.sh 2010-09-07 trebor_7 trebor_7 [18af22] Adapted indent_*.sh scripts.
 premake4.exe 2011-06-08 trebor_7 trebor_7 [b12393] Started to add premake files.
 premake4.lua 2011-10-15 trebor_7 trebor_7 [0e031c] Added premake option --with-omnibot.
 premake4_vs2010.bat 2011-06-10 trebor_7 trebor_7 [3aa1b9] Added premake4_vs2010.bat to generate Visual St...
 premake4_with-omnibot_vs2010.bat 2011-10-15 trebor_7 trebor_7 [0e031c] Added premake option --with-omnibot.
 q3map2build.bdf 2011-06-11 trebor_7 trebor_7 [db53e7] Added q3map2build.exe
 q3map2build.exe 2011-06-11 trebor_7 trebor_7 [db53e7] Added q3map2build.exe

Read Me

____  ___                     .____     
\   \/  /______   ____ _____  |    |    
 \     /\_  __ \_/ __ \\__  \ |    |    
 /     \ |  | \/\  ___/ / __ \|    |___ 
/___/\  \|__|    \___  >____  /_______ \
      \_/            \/     \/        \/

_________________________________________


ET-XreaL Readme - http://sourceforge.net/projects/xreal

Thank you for downloading ET-XreaL.



_______________________________________

CONTENTS
_______________________________



This file contains the following sections:

	1) SYSTEM REQUIREMENTS

	2) LICENSE

	3) INSTALLATION
	
	4) GETTING THE SOURCE CODE AND MEDIA

	5) COMPILING ON WIN32 WITH VISUAL C++ 2010 EXPRESS EDITION

	6) COMPILING ON GNU/LINUX
	
	7) CHANGES
	
	8) FEATURES
	
	9) CONSOLE VARIABLES
	
	10) KNOWN ISSUES
	
	11) BUG REPORTS
	
	12) FUTURE PLAN
	
	13) CONTRIBUTIONS
	
	14) DONATIONS



___________________________________

1) SYSTEM REQUIREMENTS
__________________________



Minimum system requirements:

	CPU: 2 GHz Intel compatible
	System Memory: 512MB
	Graphics card: Any graphics card that supports Direct3D 10 and OpenGL >= 3.2

Recommended system requirements:

	CPU: 3 GHz + Intel compatible
	System Memory: 1024MB+
	Graphics card: Geforce 8800 GT, ATI HD 4850 or higher. 




_______________________________

2) LICENSE
______________________

See COPYING.txt for all the legal stuff.



_______________________________

3) INSTALLATION
______________________

This release does not contain Enemy Territory's game data, the game data is still
covered by the original EULA and must be obeyed as usual.

Wolfenstein: Enemy Territory is a free release, and can be downloaded from
http://www.splashdamage.com/content/wolfenstein-enemy-territory-barracks

Install the latest version of Wolfenstein: Enemy Territory for your platform to get the game data.

Now copy pak0.pk3, pak1.pk3 and pak2.pk3 from your Wolfenstein: Enemy Territory/etmain to ETXreaL/etmain.
	
You can find binaries to start ETXreaL in ETXreaL/bin/. 

NOTE: You don't need to copy the binaries to anywhere just start them.



____________________________________________

4) GETTING THE SOURCE CODE AND NEW MEDIA
___________________________________

This project's SourceForge.net Git repository can be checked out through Git with the following instruction set: 

	> git clone --recursive git://xreal.git.sourceforge.net/gitroot/xreal/ET-XreaL



___________________________________________________________________

5) COMPILING ON WIN32 WITH VISUAL C++ 2010 EXPRESS EDITION
__________________________________________________________

1. Download and install the Visual C++ 2010 Express Edition.

2. Generate the VC10 projects using Premake:

	> premake4.exe vs2010

3. Use the VC10 solution to compile what you need:
	ET-XreaL/ETXreaL.sln
	
4. OPTIONAL BUILD ETXRadiant (might be difficult)
	You need additional Win32 dependencies to build the ETXRadiant.
	Copy them from the DarkRadiant Subversion repository:
	
	> svn export -r5702 https://darkradiant.svn.sourceforge.net/svnroot/darkradiant/trunk/w32deps/   ET-XreaL/src/tools/etxradiant/w32deps
	
	Compile with ET-XreaL/src/tools/etxradiant/tools/vcprojects/ETXRadiant.sln

__________________________________

6) COMPILING ON GNU/LINUX
_________________________


1. You need the following dependencies in order to compile XreaL with all features:
 
	On Debian or Ubuntu:

		> apt-get install libboost-dev libcurl4-openssl-dev libsdl1.2-dev libxxf86dga-dev libxxf86vm-dev libglu1-mesa-dev
	
	On Fedora

		> yum install boost-devel SDL-devel libXxf86dga-devel libXxf86vm-devel mesa-libGLU-devel


2. Download and extract Premake 4.x to the ET-XreaL/ root directory or install it using your
	Linux distribution's package system.

3. Generate the Makefiles using Premake:

	> ./premake4 gmake 
	
4. Compile ETXreaL targets with

	> make

If you want to build for x86_64 then type:

	> make config=release64


Type "./premake4 --help" or "make help" for more compile options.


___________________________________________________

7) CHANGES
__________________________________________

See CHANGELOG.txt for full list of all changes.

	
___________________________________________________

8) General ET:XreaL id Tech 3 Features
__________________________________________
	
ETXreaL
	* Modern OpenGL 3.2 renderer with all deprecated OpenGL calls removed
	* Clever usage of vertex buffer objects (VBO) to speed up rendering of everything
	* Avoids geometry processing each frame using the CPU (worst bottleneck with the Q3A engine)
	* Renders up to 500 000 - 1 000 000 polygons at 80 - 200 fps on current hardware (DX10 generation)
	* Optional GPU occlusion culling (improved Coherent Hierarchy Culling) useful for rendering large city scenes
	* Doom 3 .MD5mesh/.MD5anim skeletal model and animation support
	* Unreal Actor X .PSK/.PSA skeletal model and animation support
	* True 64 bit HDR lighting with adaptive tone mapping
	* Advanced projective and omni-directional soft shadow mapping methods like EVSM
	* Real-time sun lights with parallel-split shadow maps
	* Optional deferred shading
	* Relief mapping that can be enabled by materials
	* Optional uniform lighting and shadowing model like in Doom 3 including globe mapping
	* Supports almost all Quake 3, Enemy Territory and Doom 3 material shader keywords
	* TGA, PNG, JPG and DDS format support for textures
	* Usage of frame buffer objects (FBO) to perform offscreen rendering effects
	* Improved TrueType font support that does not require external tools
	* Linux 64-bit support
	* Linux sound backend using SDL
	* .avi recorder from ioquake3 including sound support
	* Optimized collision detection routines
	* Support for Omni-bot
	* GUID system to generate internal etkeys which are sent as cl_guid

ETXMap
	* Based on q3map2 by Randy 'ydnar' Reddig including additional fixes by the NetRadiant edition
	* Supports Doom 3 and Quake 4 .map formats
	* Built-in mini BSP viewer using -draw
	

___________________________________________________

9) CONSOLE VARIABLES
__________________________________________


r_mode							Sets the window or fullscreen resolution. ET:XreaL has more entries than the original engine.
								0 = 320x240
								1 = 400x300
								2 = 512x384
								3 = 640x480
								4 = 800x600
								5 = 960x720
								6 = 1024x768
								7 = 1152x864
								8 = 1280x720 (16:9)
								9 = 1280x768 (16:10)
								10 = 1280x800 (16:10)
								11 = 1280x1024
								12 = 1360x768 (16:9)
								13 = 1440x900 (16:10)
								14 = 1680x1050 (16:10)
								15 = 1600x1200
								16 = 1920x1080 (16:9)
								17 = 1920x1200 (16:10)
								18 = 2048x1536
								19 = 2560x1600 (16:10)


cg_shadows						Sets the shadows quality (higher value -> more expensive and better quality)
								0 = Off
								1 = Blob shadow
								2 = Exponential Shadow Mapping (16-bit quality)
								3 = Exponential Shadow Mapping (32-bit quality)
								4 = Variance Shadow Mapping (16-bit quality)
								5 = Variance Shadow Mapping (32-bit quality)
								6 = Exponential Variance Shadow Mapping (32-bit quality)
								

r_dynamicLight					Enable dynamic lights
r_dynamicLightShadows			Enable dynamic lights to cast shadows with all interacting surfaces (expensive)

r_vboVertexSkinning				Enables skeletal animation rendering on the GPU
								Pros:
									- Can be much faster with Nvidia cards
								Cons:
									- Can be slower than the CPU path on ATI cards

r_normalMapping					Enables bump mapping
								0 = Disables it and allows faster ET style render mode
								1 = Enables it with simple Blinn-Phong specular lighting
								
r_parallaxMapping				Enables Relief Mapping if materials support it
									
				
r_cameraPostFX					Enable camera postprocessing effects like filmgrain
r_cameraFilmGrain				Enable camera film grain simulation
r_cameraFilmGrainScale			Set the grain scale
r_cameraVignette				Enable vignetting postprocessing effect

r_bloom							Enable bloom postprocessing effect
r_bloomPasses					Number of times the blur filter is applied
r_bloomBlur						Amount to scale the X anx Y axis sample offsets


r_hdrRendering					Enable High Dynamic Range lighting (experimental)

// ----------------------------------------------------------------------------
HDR variables that are cheat protected but might be interesting for some people

r_hdrKey						Middle gray value used in HDR tone mapping
								0 computes it dynamically
								0.27 default

r_hdrMinLuminance				Minimum luminance value threshold
r_hdrMaxLuminance				Maximum luminance value threshold

r_hdrDebug						Shows min, max and average luminance detected by the scene input

// ----------------------------------------------------------------------------

r_deferredShading				(experimental, only allowed for development mode using devmap)
								0 = Renders dynamic lights using Forward Shading like in Doom 3 (default)
								1 = Renders dynamic lights using Deferred Shading like in S.T.A.L.K.E.R.
								Pros:
									- It can render hundreds of dynamic lights that don't cast shadows really fast
									- It stabilizes the fps with heavy weapon fire
								Cons:
									- It lowers the fps if there are no lights because the first depth pass is more expensive
									- It's not compatible with all default ET shader files yet
									

// ----------------------------------------------------------------------------
Variables interesting for developers and mappers

r_showTris						Shows all fast GPU path triangles blue and slow CPU path triangles red
								Blue triangles indicate that those batches don't have to be moved through the PCIe bridge.
								All required geometry and shaders are already available in the GPU memory.
								
								Red triangles indicate that some geometry has to be processed by the CPU before it can be rendered.
								This usually happens with deformVertexes shader commands.
								
r_showBatches					Draws all batches (geometry, material and lightmap combination) as individual colors.
								General rule: more batches -> less performance
								Avoid many many tiny lightmaps like in the TCE mod and rather use lightmaps with 2048^2 for better batching.
								
r_showLightMaps					Draw all lightmaps (requires glsl_restart)
								
r_showDeluxeMaps				Draw all directional lightmaps (requires glsl_restart)

r_showLightGrid					Draws all lightgrid points with color and direction.



// ----------------------------------------------------------------------------



___________________________________________________

10) KNOWN ISSUES
__________________________________________

	* Omni-bot does not compile for 64 bit targets because the GameMonkey scripting engine does not support it
	* Broken map loading screen
	* A few skys are broken (r_fastsky 1 can help with this)
	* Light bleeding problems with cg_shadows 4 - 5 which are typical for variance shadow mapping


___________________________________________________

11) BUG REPORTS
__________________________________________

ET-XreaL is not perfect, it is not bug free as every other software.
For fixing as much problems as possible we need as much bug reports as possible.
We cannot fix anything if we do not know about the problems.

The best way for telling us about a bug is by submitting a bug report at our SourceForge bug tracker page:

	http://sourceforge.net/tracker/?group_id=27204&atid=389772

The most important fact about this tracker is that we cannot simply forget to fix the bugs which are posted there. 
It is also a great way to keep track of fixed stuff.

If you want to report an issue with the game, you should make sure that your report includes all information useful to characterize and reproduce the bug.

    * Search on Google
    * Include the computer's hardware and software description ( CPU, RAM, 3D Card, distribution, kernel etc. )
    * If appropriate, send a console log, a screenshot, an strace ..
    * If you are sending a console log, make sure to enable developer output:

              ETXreaL.exe +set developer 1 +set logfile 2

NOTE: We cannot help you with OS-specific issues like configuring OpenGL correctly, configuring ALSA or configuring the network.
	

	
___________________________________________________

12) FUTURE PLAN
__________________________________________

	* Add a Creative Commons BY-SA high resolution texture replacement pack including new material definitions to support diffuse, normal and specular textures
	* Create improved versions of existing maps with an etx_ prefix like:
       etx_beach
       etx_battery
       etx_fueldump
       ...
	* Add fake per pixel lighting to allow bump mapping if ETXreaL runs a map that has no deluxemaps
	* Improve ETXMap ET .map -> Doom 3 .map format conversion routine to handle spawnflags -> boolean type conversions
	* Improve ETXMap compiler for better support of extracting models from .bsp files for Blender and further editing
	* Finish Doom 3 style DarkRadiant entity definitions file etmain/def/entities.def to have full support for all ET entity types
	* Add Blender tools to make it easier to replace the existing models
	* Optimize ET decal system with VBOs
	* Add Bullet physics engine (maybe)

___________________________________________________

13) CONTRIBUTIONS
__________________________________________

If you want to contribute media assets like textures, models or sounds to the project then:

	1) Don't derivate them from the original Enemy Territory assets. If you want to add textures or models then you have to create them from scratch.
	
	2) Release your assets under the "Creative Commons Attribution-ShareAlike 3.0 Unported" license.
		See http://creativecommons.org/licenses/by-sa/3.0/ for more details.


___________________________________________________

14) DONATIONS
__________________________________________

If you think that this project is cool and helps you with your projects or you just have fun then make a small donation, please.

Click on one of the PayPal buttons to donate money to XreaL:
	
	http://sourceforge.net/donate/index.php?group_id=27204