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Wolf Enstein
OpenWolf is a Wolfenstein: Enemy Territory game modification based on ET-GPL. It was supposed to modernise our beloved old game and take it to a new level, however, all work stopped on it some time ago.

The good news is that Dushan has returned and is working on this excellent project again, here's what he had to say, over on Splash Damage:



"Finally I found some free time.

Now I have continued with developing OpenWolf, and add things what I learned while working with idTech4, Torque3D and Unreal Engine 4.

Two more things are important and what I need to say....
I am not supporting anymore stock ET mods, because of other changes what I made.

I have added full support for Bullet Physics, drivable vehicles and I have added libRocket UI and with that I have merged "cgame" and "ui" modules into one common module.

In some my older revision I also have support for "Oculus Rift" device, just "DK1" version (it is still in experimental status), I say experimental because it was pain in the ass to test and I don't have any way of testing that on the new device and with updated SDK ....

All other old features of my OpenWolf are "supported", but now after few years I doubt in many of them and I think that many of them are not needed."
- Dushan


If Dushan succeeds with his project Wolfenstein Enemy Territory will be transformed into a very modern game, the way it should have been already. Good luck to him, I really hope that he succeeds with this cheers.gif .


Source: http://forums.warchest.com/showthread.php/...OpenWolf/page16
Matéos
And will change how ET gameplay is, turning it into something close to Dirty Bomb :P Trick jumping will be over, and some other things proper to the engine too.

He's doing some experiments, breaking mod compatibility in order to move forward, and you'll need a more powerfull PC compared to vanilla ET to run it ^^'

However the changes are interesting as to see how far the game can be modified
TomDome
ZITAT(Matéos @ Aug 30 2015, 03:45 PM) *
and you'll need a more powerfull PC compared to vanilla ET to run it ^^'


After all those years ET is in tha wild, the specs shouldnt be any problem for anyone.
Moving forward can be a chance to help ET survive some more years. Or kill it more quickly. Time will tell.
Wolf Enstein
QUOTE (TomDome @ Aug 30 2015, 07:56 PM) *
......Moving forward can be a chance to help ET survive some more years...............




I have to agree, Tommy. All Wolf ET has ever really needed is better graphics, the gameplay/teamplay is still the best to this day, no other game compares to Wolf ET for that. Good luck to Dushan and his OpenWolf project super.gif .
CS|kOoL
Hi,

For me our favourite game needs only to be improved about textures because as we know all...the computer equipment have changed since 2003 , bla bla bla...

I say only about textures because about game play it is just the perfection (for me) , anyway it is maybe for that "ET" still alive !!

Again thanks to all those who have worked and work hard again on this great game (developpers , mappers , modders etc etc..).
Wolf Enstein
Check this out, folks, Dushan's videos, demonstrating the superiority of OpenWolf's capabilities, compared to those of original Wolf:ET brutale.gif :



# Dynamic Shadows From Rotating Fan



# Blinking lights shadows



# Drivable vehicles with full Bullet Physics interaction



Very impressive indeed super.gif .
CS|kOoL
Awesome !!

Thx for sharing Mr. G !
jemstar
It does look good..hopefully my crappy pc can run it!!

Very impressive!!
Dushan
QUOTE (jemstar @ Sep 7 2015, 01:24 AM) *
It does look good..hopefully my crappy pc can run it!!

Very impressive!!


Don't worry :)
jemstar
QUOTE (Dushan @ Sep 7 2015, 10:14 AM) *
Don't worry :)


I feel reassured!! sign_fixed.gif
Wolf Enstein
It's great to see you here on the SL forums, Dushan, we're looking forward to your next project updates cheers.gif .
TomDome
An updated version of ET would give me a kick to play it more again grin.gif

I hope you have the time and muse to keep on working on it Dushan.
Vodin

Greetings, my name is Vodin and I am the author of QIO engine.
QIO Engine is IOQuake fork started and maintained only by me since 2012.
The engine is almost entirely rewritten in C++ and supports several rendering backends and content from multiple Q3-based game engines.

I am sorry to say but those "Bullet physics", "spotlights, shadows, bump mappings" and stuff videos are not originated from OpenWolf engine - they are from my Qio engine.
Dushan (Dusan Jocic, TheDushan) cloned my engine from here:
https://sourceforge.net/p/qio/code/HEAD/tre...nk/code/server/
Here is the revision log (up to 500 code commits, all by myself):
https://sourceforge.net/p/qio/code/532/log/?path=

TheDushan just changed the name of my engine and started acting like he's the author of all the features.
I think this is very childish and unethical of him and I'm displeased because that's not the first time.
He had already done that with my "Doom3 CM in RTCW engine" (cm_api.cpp etc) few years ago.

I know that's GPL, but he should AT LEAST mention my name as the author of the features in his new videos. I was never a part of OpenWolf project and I have nothing to do with it.


QUOTE ({WeB}GANG$TA @ Sep 6 2015, 06:29 PM) *
Check this out, folks, Dushan's videos, demonstrating the superiority of OpenWolf's capabilities, compared to those of original Wolf:ET brutale.gif :



# Dynamic Shadows From Rotating Fan



# Blinking lights shadows



# Drivable vehicles with full Bullet Physics interaction



Very impressive indeed super.gif .


Those are entirely movies from my QIO engine - unmodified - he just downloaded it from my Repo (available since 2012) and published it as his.




@Dushan I don't know how old are you but you should realize that you've acted in a very unfriendly and unethical manner. I know that my code is freely available as GPL on Sourceforge repo but it doesn't mean you can act like that. I gently ask you to modify the posts, put down the videos, acknowledge me as the code author and apologize me in those topics. Then I can consider working with you on it for the sake of community. Take it like a man.

Also, please note that the RTCW support in my QIO engine is very basic and it's far from being a playable game. Altough I can extend it if you want...

Anyway, I have put up a channel for my Qio Engine (that's the source of all new features and I am the author of it) with some of videos:


Qio Engine: test_physics map (Bullet Physics and dynamic shadows)
https://youtu.be/2THr8A8aKGg

Qio Engine: Testing Bump and Parallax Mapping
https://youtu.be/Bx8TEze5K8o

Qio Engine: HL2-style physgun test on test_physics
https://youtu.be/k2OHByLN6OI

Qio Engine: ragdoll models (Doom3 Articulated Figures support)
https://youtu.be/YlUczDfqMFs

Qio Engine: Open World - Car Physics - Sun Shadow Mapping - 32k x 32k map (Q3 units)
https://youtu.be/eEIFUL-Mp1g

Qio Engine: Quake3 support - q3dm0 - Quake3 Items Bullet Realistic Physics - Q3 Plasma Gun and Rocket Launcher
https://youtu.be/1_vadBKEOv8

Qio Engine: Testing RTCW BSP (xlabs)
https://youtu.be/zSJJhzhUYQU

Qio Engine: Testing Doom3 Weapons (Plasma Gun, MachineGun, Rocket Launcher)
https://youtu.be/O1ZD2JExKSI

Qio Engine: Testing Half Life 2 (Source Engine) models
https://youtu.be/Fa3Od5S-aq0

Qio Engine: Testing Counter Strike: Source world map (BSP) and Entities Physics
https://youtu.be/vm1PNMVw3b4

Qio Engine: Very Early CS 1.6 BSP support - de_dust testing
https://youtu.be/JokLcjk7lzQ

Here is the full FEATURES.txt from my svn:
http://pastebin.com/gCpD08HD


PS: It's funny that Dushan didn't announced "adding ragdolls to OpenWolf" yet. I guess he didn't know that this feature was also available in my Qio ;s
Wolf Enstein
QUOTE (Vodin @ Nov 22 2015, 12:20 PM) *
Greetings, my name is Vodin and I am the author of QIO engine.............I am sorry to say but those "Bullet physics", "spotlights, shadows, bump mappings" and stuff videos are not originated from OpenWolf engine - they are from my Qio engine...............Dushan (Dusan Jocic, TheDushan) cloned my engine...........TheDushan just changed the name of my engine and started acting like he's the author of all the features. I think this is very childish and unethical of him and I'm displeased because that's not the first time. He had already done that with my "Doom3 CM in RTCW engine" (cm_api.cpp etc) few years ago.



Well, this has come as a bit of a shock, Vodin. We had no idea that this was your work. I'm sorry to see that this has happened.



QUOTE (Vodin @ Nov 22 2015, 12:20 PM) *
I gently ask you to modify the posts, put down the videos, acknowledge me as the code author and apologize me in those topics. Then I can consider working with you on it for the sake of community. Take it like a man.




That is a very kind offer, Vodin, considering the circumstances that have arisen with your project and its true ownership.






QUOTE (Vodin @ Nov 22 2015, 12:20 PM) *
Also, please note that the RTCW support in my QIO engine is very basic and it's far from being a playable game. Altough I can extend it if you want...






There are 2 new engines created for Return to Castle Wolfenstein, Vodin. I know that both development teams would be grateful for your assistance. The first is RtCW Cooperative Mod, which utilises the new ioRtCW engine, which you can find here:


https://www.rtcwcoop.com/forum/index.php



And the second is the Russian-made "Berserker" engine, which is being used by the lads from RtCW Remake Mod, which you can find here:



http://www.moddb.com/mods/rtcwremakemod




QUOTE (Vodin @ Nov 22 2015, 12:20 PM) *
Anyway, I have put up a channel for my Qio Engine (that's the source of all new features and I am the author of it) with some of videos:




Your videos are excellent, thank you very much for sharing them.
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