Trem with the ioq3 gl2 renderer! pretty!


#1

pulled from trem git, the new renderer is really pretty!! though the sun seems to be the only light that can produce shadows, so when you're "inside* aka under the giant shadow created from the sun, no other lights will produce the same pretty shadow :frowning: but it runs really well too


TODO List for the Initial release of Tremulous 1.3
[MOD & SKINS] Silv3rLight's Skins!
Last newbie about Tremlous
High Steaks Mapping Competition
#2

Holy shit, thats crazy. Which git did you pull this from? Who is working on this?


#3

This is from the github trem repo. The new renderer will look even better with some new assets that utilize its more advanced features.


#4

some more screenshots, made everything shiny!!!!!!!!!!!!


#5

#6

Tremulous: oiled up edition.


#7

DAT CKIT, this looks so fucking nice.


#8

I honestly think something happened inside my pants when i viewed these pics. Im so confused. Have I reached puberty?


#9

Everything looks so wet tho


#10

Exactly ;D


#11

Not so much if there are specular texture maps used (there are none here in these screenshots)


#12

Looks like shinytrem's version as with those other models in the second half of the post starting from where the hud is modified. For your reference, R CZ uses shinytrem, and I think EDGE might have too.


#13

yep!! i loaded superpies visual mod which contains shinytrem and other fun stuff.


#14

What happens if you use cg_shadows "2" (the old "semi-realistic shadows" of the default quake 3 engine)


#15

sorry for late reply, cg_shadows is deprecated and broken in the new renderer, attempting to use it produces some really ugly looking circular black disks around your character that spazz out. along with that, r_dlLight mode is also broken, which is needed in order for regular map lights to produce proper player shadows.


#16

Report the problem to "github.com/ioquake3/ioq3" with luck and patience it may get fixed since Tremulous still appears to merge upstream occasionally.


#17

there's already a bug report https://bugzilla.icculus.org/show_bug.cgi?id=6003 though it seems pretty low priority atm, need more people interested in it being fixed.


#18

I forgot to add but cg_shadows "2" in tremulous only worked with r_stencilbits "8" which may not be set by default.
Also check cg_shadows "3" and cg_shadows "4" (and whatever goes after it if available)


#19

I've also seen success with the new gl2 renderer. This morning I've was identifying the problems with master server + game server introduced in the latest upstream code. Afterwards I played around on a few maps twiddling with various renderer and cgame cvars.

Find some neat shots of r_drawSunRays 1, plus other cvars that I don't remember.

(*Note that the FPS is really slow, I believe this is due to r_ssao which does not make any noticable differences)

Pulse_102




ATCS (+ HD Texture pack)


#20

wow that's really pretty!! i wasn't aware the new renderer was capable of sunrays, that's awesome!!!

any cvars to ramp the effect up even more?