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10-09-2009, 01:11 PM
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#11 (permalink)
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Enforcer
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Industri currently is based on Doom 3 engine. The have abandoned the Tenebrae 2 engine long ago. Seems, this project (I mean Tenebrae 2) is dead also.
Ah, I have somehow stupidly missed the link in your message. Cool, thanks, I didn't think there is something to download from the project that seems abandoned.
Last edited by Mancubus; 10-09-2009 at 01:17 PM..
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10-10-2009, 01:10 AM
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#12 (permalink)
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Code Monkey
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I updated my post like minutes afterwards but you read it between my edit 
At best tenebrae is hardcoded glitchy crap. GREAT for 2001 but now with shaders and GLSL alot of the work done can be offloaded to the GPU more easily, and a wider port too! These are features best used to mod Halflife2 or quake4 etc IMHO, why bastardize a perfectly working source port with crap that 90% of the players CANT or WONT use? Im all for GFX etc but until the media meets the demands of the engine its just square fluff. DarkPlaces for the win.
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10-10-2009, 01:41 AM
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#13 (permalink)
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Enforcer
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Originally Posted by R00k
DarkPlaces for the win.
Yes, DP looks good, there's no argue, but some of its features (or, more correctly, the lack of them) are disappointing me.
I don't get why explosions, fire, monsters projectiles look like "welcome back to nineties". AFAIR, ALL of ports that were looking comparatively good (Telejano, Tomaz, etc.) had them much more prettier. The most irritating is Wizard's projectiles. In DP it's some almost colorless shit it spits at you. OK, maybe in real world, so to say, it would look exactly like this, finally - it's a slime, right? But guys, this ISN'T real world. IT'S Quake, ok? And he's a WIZARD, not some frog or whatever. Give him some color, huh?
And - ok, I am not a programmer and cannot estimate the way Tenebrae is coded, but let's agree - it's shadowing and lighting are more technological than DP's, right? And what do you want from Tenebrae, if it was developed even before the Doom 3 was released? Sure then it was an experiment, and their result maybe is not all that perfect from programmer's point of view, but for me, the GFX geek, Tenebrae is the winner. When I see the light going trough the window at the first map, it still impresses me. It is real loss for the community, as for me, that the development is ceased.
And as there are a lot of programmers, can anyone explain me two things?
1. What is the difference between DP's renderer and Tenebrae's one? Why shadows and light in Tenebrae look much more advanced and realistic? What technology is used for it in two engines?
2. Why there is no any other port until today that does the same? Why Lord Havoc doesn't take part of Tenebrae's rendering code and implement it into his port to get the best picture Quake can give ever?
Forgive me if I am too emotional and lame.
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10-10-2009, 02:04 AM
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#14 (permalink)
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Chthon
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Originally Posted by Mancubus
Forgive me if I am too emotional and lame.
You aren't being either. Everyone doesn't have to agree and I personally think it is cool you are defending and *expressing* your point of view and reasons.
Tenebrae has entirely it's own feel.
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So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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10-10-2009, 10:56 PM
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#15 (permalink)
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Code Monkey
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Tenebrae uses a different shadow volume code, as DP uses a more robust method. Tenebrae had to hardcode alot of thing to make up for the poor BSP format (and/or map glitches). If it looks odd in DP, its because the map was poorly made (or not made for shadow volumes). DP ALSO touts a shit load of (everything) from a better protocol, better QuakeC, beyond better gfx. All the particle effect btw can be customized via shader scripts, and DP also supports quake3/q2, hl1, and quake media. As our computers get faster DP becomes more "in-focus" every day. If you wanted to make a mod from scratch, or a total conversion, that would take a year to release, you'd best work with DP as everyone now a days has a 1Ghz cpu and at least a 1.3 compliant openGl card. Tenebrae u just have static shadow volumes, yippy!
Have you tried FTE?
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12-09-2009, 09:35 PM
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#16 (permalink)
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Rotfisherman
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Myself am also a Tenebrae fan, I remember when it was being worked on.
I still hope that new textures will work with it. The technology may be "old", but still it looks fantastic.
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12-10-2009, 03:23 AM
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#17 (permalink)
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An Elemental Force
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Originally Posted by R00k
until the media meets the demands of the engine its just square fluff
This, oh yes.
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12-10-2009, 07:02 AM
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#18 (permalink)
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Ogre
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Originally Posted by R00k
..and DP also supports quake3/q2, hl1
This support has been around for a while, and I've seen some experimental hl maps for DP, but I've never seen any q3, q2, or hl models, weapons or effects in any quake engine or screenshot. I think I heard about someone making hl player models for DP, but it never went anywhere. It's not so novel if it never gets used, is all I'm saying.
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04-22-2010, 09:38 AM
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#19 (permalink)
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Mega Enforcer
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you can play music with a media player in the background.
for rygels HIGH set working with tenebrae, what I did was delete all the gloss textures and then i resized down the textures over 1024...like 7 or 8 textures, the doors and i think a lgmetal or two...all of them have the biggest file size...took me five minutes with find files named gloss and photoshop.
Last edited by seanstar; 04-25-2010 at 08:35 PM..
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04-22-2010, 03:32 PM
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#20 (permalink)
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Knight
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Originally Posted by Baker
A better question is where can you download Tenebrae?
It seems that the Tenebrae site is down and has been down for months.
TenebraeInstall.exe
Check the download.txt file for other downloads from original site.
There's also a site with Unofficial Tenebrae builds.
Last edited by Moon[Drunk]; 04-22-2010 at 03:43 PM..
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