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View Code? Open in Web Editor NEWImproved Elite Force multiplayer client and server based on ioEF
Home Page: http://www.stvef.org/cmod
License: GNU General Public License v2.0
Improved Elite Force multiplayer client and server based on ioEF
Home Page: http://www.stvef.org/cmod
License: GNU General Public License v2.0
this cvar broken
Should make light halos when set to 1, and no halos when 0
for now its no difference which value used
i get error: Resample Texture max width , and map didn't load
cause r_roundimagedown 0 cvar
this cvar helpful to remove resampling down textures making them sharp, a little bit sharper than just r_picmip 0.
can you extend please that max texture width please to bigger value.
this cvar is cheat protected, actually this is not cheat cvar.
Its control level of detail, higher values removes LODS making them more beautiful.
Please allow to change this value to higher values but not less then 250, Thanks
Makes graphic better
Well that makes all players to use my own skin, thats ok, and in other point of view it limits game, reduces variety.
So i have idea:
Maybe ....
develop cvar that turn on and off a CELShading for all players with specific outline color, that will increase visibility (usability like forceModel) and with that it preserves variety.
That is how that done in Quake Champions, you can outline enemy and friends with color you want
Hello, if that possible another graphic improvement =)
If that possible please back port from Jedi Academy a DynamicGlow (bloom effect)
to ioef-cmod
its effect comes from all glowing sources , like lamps, etc ...
looks really nice )
Thanks for your great source port)
That all)
I would love to be able to play through the campaign using this engine! Are there any big technical limitations when it comes to supporting the campaign?
As title says
Can you please provide instructions on how to compile
most noticeable on ef_facade map
turn all antialiasings
look how trees and leafs on them with other foliage is still aliased
if alpha to coverage is added it will antialias all these stuff too
look more here https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
This can be archieved if engine will use OpenGL extension
GL_ARB_texture_non_power_of_two or similar (in case its not ARB)
This extensions is sign that video card can load textures in any size.
In case with this game or any q3 engine it bypass ResampleTexture function that causes blur on textures by scaling them.
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