Ideas for New Trem

Hi i have some ideas for New version of Tremulous…

  • Support use anohters renderers ( i think cl_renderer be ok)
  • Make DirectX renderer (exemple renderer_directx9.dll, and for use it just type /cl_renderer directx9;vid_restart)
  • Extend MAX_PATCH_PLANES for allow load FUNNY and Big terrains (i think this on code qcommon/cm_patch.c)
  • Remove BSP version check for allow load maps exemple from RTCW xD ( qcommon/cm_load.c here one of BSP check code)
  • Support Unicode (exemple for make possible use non-latinic symbols in chat (exemple no unicode: [BC]NewSource: ???, with unicode: [BC]NewSource: ПРИВЕТ )
  • Make allow change /protocol…

OLD.

u have no idea what u’re talking about.

OLD (S00N™).

WRONG

No…i talking about make custom renderer what using DirectX graphic lib, and what loading via cl_renderer…

u think u have some good idea: „there’s OpenGL and DirectX, they’re used to „render” graphics; in ioQuake3/Tremulous, there is currently a „renderer” called „OpenGL 2”, and using that, one gets fancier graphics; so how about making the same thing with „DirectX”, maybe that would magically give shiny new graphics !”

WRONG. u have no idea how OpenGL and DirectX differ, and have no idea what their APIs look like. u have no idea what a „renderer” means in ioQuake3/Tremulous, have no idea what gives fancier graphics, and have no idea how DirectX is (in)compatible with the current engine.

DevHC, INFO FOR UR BRAIN, Call of Duty 2 in IW Engine 1.0 (Some edited id tech 3)
but it using DirectX, so…

btw check this repo

this rlly Q3 with D3D11…so this…idk…anyway renderer with D3D11 is not impossible

The big problem with DirectX is that its completely incompatible with Linux systems unless they use Wine or some other form of rigging to get Tremulous working. OpenGL allows for (mostly) native support on all available operating systems (Mac/Linux/Windows) without being tied to just one environment.

Sure, but the thing is that this project is a 3-week endeavour by one man trying to get Quake 3 working under Windows 8 and RT. So if we’re going to fork it, we’re also going to have to pick up the pieces and support it even though its only on Windows. Granger God knows if this shit is going to break with Windows 10 or not.

However, an argument could be that we just offer DirectX as an option. The problem with that is its essentially five times the work (to port, debug and implement) with little payoff of what OpenGL is already capable of despite AMD’s drivers sucking the smelliest dick that came out of satan’s asshole when it comes to OpenGL support in general.

I seriously doubt any potential programmer willing to spend their free time on Tremulous is going to get DirectX running when OpenGL (if understood and applied properly) can what DirectX can for videogames. OpenGL has been proven to be reliable since ioquake3’s inception and the only time we’ll MAYBE see a change is when the Vulkan API comes around.

tl;dr DevHC is correct and I’m inclined to trust his word on the matter because he has proven to know his shit when it comes to whats essentially staring at a notepad file for 10 hours at a time and typing in lines of characters just to get something to do X and Y.

i think need just make dedicated client weith d3d support…

The question isn’t about if d3d can be supported in Tremulous. The question is would trem have any benefits using d3d instead of using OpenGL, what are those benefits, and if there are any benefits, would those benefits be worth the work required?

Wow, 247 days old. I wanted to create a new topic but this popped up for having the same name, so I’m posting here the ideas I have had lately. I know this may or may not be good ideas, I just had some while playing today trem and had enough ideas to post. (if this deserves a new topic any moderator please split it to a new topic, maybe the name is very simple and wide for me to post here, but Idk.) Here are the ideas…

EDIT: I did it wrong, ill make a topic for each idea, or we will get an spaghetti plate in here with replies.

@NewSource we have renderer abstraction from ioQ3.

The below project is also relevant:

not sure that’s a great idea. hit me up on slack to discuss alternate approach.

Would love to- Hit me up on slack so we can draft requirements.

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Okay