Dragon Ball In MY Linux? ZEQ2-Lite [LGC]
June 8th, 2011 by CrusaderThe Linux Game Cast team has a new video:
ZEQ2-Lite is an open-sourced and mod expandable project based on a highly modified ioQuake3 engine foundation and features many true-to-reference DBZ visuals and mechanics. Additionally, there exists a custom from-scratch particle system as well an extended number of configuration files that can be used to control character skills (visually & mechanically), world particle effects, forms / transformations / tiers, music playlists, and other aspects.




June 8th, 2011 at 8:50 am
Another quake engine based game? *yawn*
June 8th, 2011 at 9:23 am
Yeah, I was only into “Quake engine” based games when they were underground *sips PBR*
June 9th, 2011 at 6:00 pm
Your comments make it sound like, “what’s the first rule of quake games….don’t talk about quake games”. LOL
June 9th, 2011 at 11:09 pm
Oh Bid for Power I do miss you.
June 10th, 2011 at 8:26 pm
Oh, this is far from Bid for Power. Working on a trailer for these critters, have a go at this http://www.youtube.com/watch?v=vY1A_8J2hN8&feature=channel_video_title
Just raw footage of gameplay but, for a community project? These guys are wizard.
June 12th, 2011 at 4:22 am
ZEQ2 suffers the same faults as Bid For Power, but they are particularly problems with the Engine rendering graphics at full graphics scale beyond the effective visual range of the perspective. Look at the slow downs. It there was a console Flag to give bias to render the graphics at the ioQuake3 Graphics Settings level and then degrade the graphics to the lower settings then this would totally improve the rendering. Why render particles and effects far away?
Also, in comparison with IBM’s work on their Java Quake 2 client, ioQuake3 doesn’t scale to hugh outdoor environments as it also doesn’t do well to render every polygon and effect from the settings. I know I’m sounding verry critical, but this was the justification of John Carmack for ID Software to invent the Megabitmap (IIRC that’s what it was called) to render outdoor scenes in one improved visual. That Java Quake2 client from IBM was a completely different direction than ID Software, in that the Quake2 map rooms were actually distributed to be handled somewhat as individual separate servers in regards to the location of what clients were actively in that sector, so that one room was like an Act or “stage” in itself but the cross to the next room as another “stage” was transparently handled without anyone knowing the engine passed the client to another Server Connection (even allowed handling inter-server effects to pass to the other server).
Yea, I think Quake2 was implemented better than Quake3 in terms of platform and architecture.
June 12th, 2011 at 6:21 pm
Anon, I thank you for that reply. Your points are valid.
June 13th, 2011 at 3:23 am
Hey Venn, Im’ not really anonymous. Feels batman.