How look other games on the Daemon engine?

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darkitten
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Joined: Fri May 19, 2017 11:34 am UTC

Re: How look other games on the Daemon engine?

Post by darkitten »

i made a few maps (crappy maps) for urt and trem a long time ago.. i used gtk is that what i should use if i want to make a new map for unvanquished?

do i use DarkRadiant?
or ODRadiant?
im not sure what the best editor to learn is?

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illwieckz
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Re: How look other games on the Daemon engine?

Post by illwieckz »

Hi darkitten. If you want to map for Unvnanquished, the best thing you can do is to use the NetRadiant build by Ingar. Some NetRadiant improvement are coming, but this one is the most advanced release available if you want to map for Unvanquished.

GtkRadiant does not support Unvanquished currently. on NetRadiant side many stuff is still in early state but it already works if you use that Ingar's build.
DarkRadiant support is not there yet (there was only some experiments done but it's not usable yet) and no one did something for ODRadiant. NetRadiant will still be the recommended map editor for a long time.

And welcome ! :smile:

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darkitten
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Joined: Fri May 19, 2017 11:34 am UTC

Re: How look other games on the Daemon engine?

Post by darkitten »

thank you very much :beer:

do you think ill need the Tremulous support files
"netradiant-support-tremulous.zip"

or more specific unvanquished resources..

iv started construction of assets and build layout

edit* looks like iv got everything already and its all working.. ill just need to figure out how to get textures again

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illwieckz
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Re: How look other games on the Daemon engine?

Post by illwieckz »

We got more lighting code implemented and merged and more is to come. 👍️

Once the next release is published, the game engine will be considered 100% backward compatible with the various lighting modes used in idTech3 legacy assets such as Quake 3 and RTCW/Wolf:ET game and mods. There was also improvements on light styles support and this task is now considered completed as well. 🎉️

To check for compatibility, I tested the engine against a very large corpus of maps from many games, not only from Tremulous and Unvanquished.

I thought it was a good time to see how maps from those other games now render in the Dæmon engine! 👀️

So, here are some examples with plenty of screenshots!

Due to the dynamic nature of light styles, I can't show them in action in static screenshots so those screenshots are from maps not making use of light styles. This is a good enough showcase anyway.

All those screenshots are considered correct on the lighting side. It's possible that some game-specific features unrelated to lighting are not rendered.

True Combat: Elite (Wolf:ET mod)

The lightmaps were not rendered properly before (wrong overBrightBits).

Shown: railhouse, snow

Image

Image

Close Quarter Battle (Wolf:ET mod)

The lightmaps were not rendered properly before (wrong overBrightBits).

Shown: sample

Image

Urban Terror (Quake 3 derivative)

The lightmaps were not rendered properly before (wrong overBrightBits).

Shown: abbey, mandolin

Image

Image

Wolfenstein: Enemy Territory

Some surfaces were wrong because of grid lighting used instead of vertex lighting on map surfaces without lightmaps

Shown: oasis, goldrush

Image

Image

Return to Castle Wolfenstein

Shown: church, village1

Image

Image

Return to Castle Wolfenstein (multiplayer maps)

Shown: beach, assault

Image

Image

Quake Ⅲ Arena

Shown: dm7, tourney3

Image

Image

Quake Live

Shown: fuse, ragnarok (×2), qzpractice1

Image

Image

Image

Image

Open Arena (Quake 3 derivative)

Shown: spirit3, dm5

Image

Image

World of Padman (Quake 3 derivative)

Shown: padkitchen, padgarden

Image

Image

Smokin' Guns (Quake 3 derivative)

Shown: alamo2, coyotebluff

Image

Image

Wild West (RTCW mod)

Shown: canyon

Image

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illwieckz
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Re: How look other games on the Daemon engine?

Post by illwieckz »

I made a video to showcase the goodness:

phpBB [video]

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Tom
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Re: How look other games on the Daemon engine?

Post by Tom »

Looks great!

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