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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to feature-requests</title><link href="https://sourceforge.net/p/xreal/feature-requests/" rel="alternate"/><link href="https://sourceforge.net/p/xreal/feature-requests/feed.atom" rel="self"/><id>https://sourceforge.net/p/xreal/feature-requests/</id><updated>2012-08-11T20:33:57Z</updated><subtitle>Recent changes to feature-requests</subtitle><entry><title>SoF2Xreal</title><link href="https://sourceforge.net/p/xreal/feature-requests/9/" rel="alternate"/><published>2012-08-11T20:33:57Z</published><updated>2012-08-11T20:33:57Z</updated><author><name>bOyka8</name><uri>https://sourceforge.net/u/boyka8/</uri></author><id>https://sourceforge.net3d667124d0cd02c5e3f5c0457babb4804c0c3a09</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I was wondering if you could do the same but for Soldier of Fortune II - Double Helix cause we like the gameplay it has but the graphics could use a bit of improvement like real/fake bumpmapping, bloom, hdr etc. These things could really improve the game as they will not make a new GOOD sof2&lt;/p&gt;
&lt;p&gt;SoF2 is a bit older than ET so it could use a bit more of improvement.&lt;/p&gt;
&lt;p&gt;Or if you can't , maybe we could look into it.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Automatically added etx_ prefix for maps</title><link href="https://sourceforge.net/p/xreal/feature-requests/8/" rel="alternate"/><published>2011-11-14T11:52:41Z</published><updated>2011-11-14T11:52:41Z</updated><author><name>donmichelangelo</name><uri>https://sourceforge.net/u/mich3langelo/</uri></author><id>https://sourceforge.neta4085ebf77eafd0fda2a7c288e69890f35c5d5c1</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;At some point of development it might be useful, perhaps if the protocol version will be changed in the next future, to have a etx_ prefix automatically added to the map name. This would prevent that someone loads an old map and cannot use the newest ET-XreaL features. If I type /devmap goldrush it will load up etx_goldrush instead of the old vanilla goldrush map, just a idea...&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>ETxreal - please add alphaGen param normalzfade to shader </title><link href="https://sourceforge.net/p/xreal/feature-requests/7/" rel="alternate"/><published>2011-10-18T23:24:24Z</published><updated>2011-10-18T23:24:24Z</updated><author><name>IRATA [*]</name><uri>https://sourceforge.net/u/iratatasta/</uri></author><id>https://sourceforge.netcaba1423f655a003ab7bae2c861ef21599cc95e4</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Param 'normalzfade' is not implemented yet. But it's used in ET. Valid params for alphaGen are:&lt;/p&gt;
&lt;p&gt;typedef enum {&lt;br /&gt;
AGEN_IDENTITY,&lt;br /&gt;
AGEN_SKIP,&lt;br /&gt;
AGEN_ENTITY,&lt;br /&gt;
AGEN_ONE_MINUS_ENTITY,&lt;br /&gt;
AGEN_NORMALZFADE,   // Ridah&lt;br /&gt;
AGEN_VERTEX,&lt;br /&gt;
AGEN_ONE_MINUS_VERTEX,&lt;br /&gt;
AGEN_LIGHTING_SPECULAR,&lt;br /&gt;
AGEN_WAVEFORM,&lt;br /&gt;
AGEN_PORTAL,&lt;br /&gt;
AGEN_CONST&lt;br /&gt;
} alphaGen_t;&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Increase the sound cache default value (com_soundmegs)</title><link href="https://sourceforge.net/p/xreal/feature-requests/6/" rel="alternate"/><published>2011-10-18T07:52:23Z</published><updated>2011-10-18T07:52:23Z</updated><author><name>IRATA [*]</name><uri>https://sourceforge.net/u/iratatasta/</uri></author><id>https://sourceforge.net94ec5488871612fd1cdb49b9c624ae571f906575</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The current value of 24MB isn't up to date :/ some maps use up to 160MB of sounds ... let's avoid expansive i/o operations &lt;/p&gt;
&lt;p&gt;change line 41 of [xreal/ET-XreaL] / src / engine / client / snd_mem.c&lt;/p&gt;
&lt;p&gt;from&lt;/p&gt;
&lt;p&gt;#define DEF_COMSOUNDMEGS "24"   // (SA) upped for GD&lt;/p&gt;
&lt;p&gt;to &lt;/p&gt;
&lt;p&gt;#define DEF_COMSOUNDMEGS "160" &lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>surfaceparm demage-types</title><link href="https://sourceforge.net/p/xreal/feature-requests/5/" rel="alternate"/><published>2011-07-17T10:12:13Z</published><updated>2011-07-17T10:12:13Z</updated><author><name>Eonfge</name><uri>https://sourceforge.net/u/eonfge/</uri></author><id>https://sourceforge.net4bffd6375ed5a8ee45561101b91ff7c13c0a0490</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;surfaceparm demage-types (proposed by daz2007)&lt;/p&gt;
&lt;p&gt;surfaceparm nukage: -5hp/s&lt;br /&gt;
surfaceparm hellslime: -10hp/s&lt;br /&gt;
surfaceparm lava: -20hp/s&lt;/p&gt;
&lt;p&gt;Based on the old Quake/Doom metric.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>ET:X - add an auto updater for the game</title><link href="https://sourceforge.net/p/xreal/feature-requests/4/" rel="alternate"/><published>2011-07-12T06:44:30Z</published><updated>2011-07-12T06:44:30Z</updated><author><name>IRATA [*]</name><uri>https://sourceforge.net/u/iratatasta/</uri></author><id>https://sourceforge.net4ce44883b714a16c9761c339e06e67b853c5b5b4</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;A big problem of the ET scene is the splitting between 2.55 and 2.60 ET. ET:X should avoid the same mistake in future and should grant all players are playing the same (latest) version of the game.&lt;/p&gt;
&lt;p&gt;If there is a new release version of ET:X server and client should be updated automatically. &lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Better Audio</title><link href="https://sourceforge.net/p/xreal/feature-requests/3/" rel="alternate"/><published>2011-07-07T21:11:17Z</published><updated>2011-07-07T21:11:17Z</updated><author><name>mew4</name><uri>https://sourceforge.net/u/mew4/</uri></author><id>https://sourceforge.net50684a9716252ee68c6437872a580f4e8d5819bb</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;its Great for ET to have a Up to Date Renderer, But the Ageing Sound System is Left Untouched, maybe have Xreal Audio has well as Xreal Graphics :)&lt;br /&gt;
Direct audio is also Very Buggy on Windows Vista/7 since it is not Hardware Accelerated anymore.&lt;/p&gt;
&lt;p&gt;I Strongly Recommend Xaudio2&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>surfaceparm marks</title><link href="https://sourceforge.net/p/xreal/feature-requests/2/" rel="alternate"/><published>2011-07-04T11:31:37Z</published><updated>2011-07-04T11:31:37Z</updated><author><name>Eonfge</name><uri>https://sourceforge.net/u/eonfge/</uri></author><id>https://sourceforge.netd541ace428d285572c89f573153eda64631540bb</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;#surfaceparm nomarks&lt;br /&gt;
Causes the renderer to not draw bullet impacts and explosions of all sorts on a certain material, This is very useful for a lamp fitting, with an alpha that would otherwise be visible. On the other hand. It's not specific enough.&lt;/p&gt;
&lt;p&gt;#surfaceparm noBulletMarks&lt;br /&gt;
#surfaceparm noExplosionMarks&lt;br /&gt;
These 2 proposed parameters allows a material to be better divined. Sand for example: Sand leaves no bullet marks... but it does leave explosion marks. The other way around (something that imperative to explosions but suffers bullet impacts) is a little more difficult to imagine, but such new parameters give more freedom to designers.&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>