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Topic: ioquake3 with raytracing patch needs help...  (Read 1073 times)

hannelore
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« on: May 27, 2008, 09:49:59 AM » First post

hello
in first nice forum Wink
Ive read here: http://tremulous.net/forum/index.php?PHPSESSID=l2hj8ss60stkehcdsk7v7vdnm7&topic=7943.msg124143#msg124143
that one of you did it to work compile ioquake3 with the raytracing patch...
I dont have any expeience like c++ or something
So can one of you upload an compiled version of the raytracing patch with ioquake3?
thank you very much!
In the best an windows xp build but uubunte is ok too
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Garoth
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« on: May 27, 2008, 04:59:16 PM » Reply #1

Uhm, chances are you won't be able to run anything quake based with real raytracing. Even with modern computers, the horsepower needed to do the calculations is insane.

I could be wrong, and the patch might be some kind of strange raytracing, or you could have an insanely insane server cluster that you want to run this on... but chances are that even if you got someone to build it for you, you wouldn't be able to run it.
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benmachine
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« on: May 27, 2008, 05:39:07 PM » Reply #2

Garoth: evidently you missed the mailing list discussion
Stephan Reiter's work is a great deal more optimised than prior efforts, I hear you can get (barely) playable framerates at low resolutions.

hannelore: your man to ask would be Odin, I hear he got it to work. I never looked too deeply into it myself.
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kevlarman
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« on: May 27, 2008, 07:56:23 PM » Reply #3

work is a relative term, it crashes on most trem maps and isn't playable on anything with under 4 cores. it also ignores the lightgrid. it's an interesting patch, but if you have to ask for precompiled binaries it's not useful to you atm.
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Garoth
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« on: May 27, 2008, 09:01:37 PM » Reply #4

So I guess it's better than I thought, but still pretty much unusable.
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Odin
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« on: May 27, 2008, 10:46:17 PM » Reply #5

Garoth, did you forget that I got it running on Tremulous? Here's a screenshot:


It's really not worth it because A), no shadow rendering, and B), slow as hell. Since there's no shadow rendering it just looks like Tremulous in fullbright with specular light, except it's 100 times as slow as regular specular lighting in rasterization.
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hannelore
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« on: May 28, 2008, 06:48:31 AM » Reply #6

hmm i know thats very slow but i want to test it out^^
so odin did you have the compiled version anyway?
then pls upload
thank you
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Garoth
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« on: May 28, 2008, 09:23:21 AM » Reply #7

Yes Odin, I've forgotten or never knew that you did get it working, though it makes sense that you would have tried.
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