/ET-XreaL

Clone of ET-XreaL project (XreaL renderer for Wolfenstein: Enemy Territory)

Primary LanguageCOtherNOASSERTION

Screenshot, Goldrush Work in Progress

ET-XreaL clone

This is copy of ET-XreaL project. It's not in active development (since 2011), and I am not its author. I simply cloned it to Github for convenience. Original readme file, containing full description and installation instructions is "readme.txt".
P.S. Currently developing successors of ET:XreaL - Daemon Engine, OpenWolf Engine

Description

XreaL is a heavily improved Quake 3 Arena engine. It's bundled with new tools and a demo game that was never finished.
ET:XreaL is a subproject bringing all XreaL enhancements to Return to Castle Wolfenstein: Enemy Territory.

Original links

ET:XreaL official pages: Sourceforge, Moddb / Old threads on Splashdamage forums: 1, 2
XreaL official website not currently working, but copy of it exists on Web Archive.
ET:XreaL source code (cloned here), XreaL Shader manual (PDF), ETXRadiant, Omni-bot, Texture Guidelines

Full engine package, including game files (1.5 Gb) you can download from Sourceforge or from Moddb
Wolfenstein: Enemy Territory is free game, you can download it here

Features

ET:XreaL

  • 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

ET:XMap BSP Compiler

  • 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

Continue reading

Everything else - look in original readme file (readme.txt).