EGL

A Quake2 compatible engine modification.

Wednesday, September 26 2007

» EGL 0.3.1-R1 Release By: R1CH @ 11:34 AM

Since Echon is way too lazy to deal with EGL, I ended up fixing EGL 0.3.1 to work with the new protocol 35 changes recently introduced by R1Q2, and now I even have to post the news post about it! This release simply updates EGL to the new protocol 35, offering additional bandwidth savings.

Download:
http://egl.quakedev.com/files/egl-v0.3.1-r1.exe

Source:
http://egl.quakedev.com/files/egl-v0.3.1-r1-src.zip

2 Comments

Tuesday, May 15 2007

» Patch for EGL 0.3.1 by R1CH By: BadBrent @ 10:29 PM

If you're like me and you use EGL, you'll want to read this. R1CH made a patch for EGL (0.3.1) that corrects a connecting issue which has just revealed itself about 24 hours or so ago. When you try to connect to a server running anticheat and HTTP downloading, EGL will go into an infinite refresh loop until you hit Ctrl+Alt+Del and kill egl.exe. R1CH created a patch for the latest version of EGL since Echon hasn't been able to correct the problem yet, so if you use EGL, patch your EGL up:

http://r-1.ch/egl.v0.3.1-patch.exe

http://www.r1ch.net/forum/index.php?topic=1352.0

6 Comments

Friday, February 16 2007

» Small new addon By: Echon @ 07:30 PM

A new addon is in the "Standard addons" section. A small (12) collection of crosshairs. All of them are white so you can use ch_red/ch_green/ch_blue to modify their color.

1 Comment

Thursday, February 15 2007

» Blink! By: Echon @ 11:59 PM

http://egl.quakedev.com/misc/egl268.jpg

Still working out the bugs, but there's emission-in-progress. Think of it as artist-controllable bloom, I can replace all of the mapFX with this and give a much more realistic effect. It uses hardware shaders to blur, so there won't be any jagged edges!

7 Comments

divider

» What's done and what's to come! By: Echon @ 08:46 PM

There's been a ton of additions and changes to the next build, but there's still more work to be done! Here's a very trimmed down version of the done list:
  • Exception handler based off of R1Q2's with a few new features.
  • More accurate entity ambient lighting from dynamic lights.
  • Added support for binding the windows keys (left and right individually, or both!) and you can optionally disable it opening the start menu -- on Windows 2000 and greater.
  • Fixed some compiler settings that will increase performance and stability.
  • Fixed Anticheat support.
  • Majority of effects revamped to obstruct the view a lot less and still look good.
  • Lessened CPU usage when the window is minimized.
  • Faster alias model rendering.
  • Compacting Quake2 BSP lightmaps to save on texture swaps and improve batching efficiency.
  • PKZ package file lookup is now faster.
  • Sorting all shaders on load to increase batching and renderer performance.
  • Lessened mesh buffering memory consumption by 8x.
  • Updated PNG loading, better support for 8-bit PNGs and they load a bit quicker.
  • Fixed s_volume not affecting cinematic playback.
  • @t and @l lookup is faster.

And, to come:
  • HTTP Downloading on R1Q2 servers.
  • Q2BSP and Q3BSP surface prebatching and better lightmap packing.
  • Adaptive VSync.
  • Shadow maps.
  • Finish emissive.

10 Comments