Berserker engine and few questions

Topics relating to D-Day modeling/coding/skinning etc.

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Highlander
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Berserker engine and few questions

Post by Highlander » Tue Aug 11, 2009 4:00 am

Well I just started messing around with berserk engine and I must say it looks damn nice. I will try to run dday with it, however im not sure if it’s even possible lol but il try :) . For now I mange to run some dday maps but without textures…and here’s my first question anyone knows how to create .pk2 file? Because its looks that berserk completely ignores open folders and reads only from packs .pk2 exactly. I tired to search a bit in net but only found some programs that can read .pk2 not to create them. :(

This is a short (and not full) list of Berserker supported graphical features,
Realtime per-pixel lighting and shadow volumes
Bumpmap
Detailed bumpmap
Specularmap
Parallax
Vertex buffer objects (VBO)
Vertex and fragment programs
Occlusion tests
Distorts
Mirrors
Fog
Advanced particle system and emitters
Client-side animated models
Decal system
High-resolution textures
Last edited by Highlander on Tue Aug 11, 2009 10:48 am, edited 1 time in total.

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Shrewd
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Re: Berserk engine and few questions

Post by Shrewd » Tue Aug 11, 2009 10:38 am

Huh I think the engine you're talking about is "Berserker"

Sounds great, there are also videos in youtube running quake 2 with it.

I found some forums talking about PK2 files (for another game)
http://www.silkroadforums.com/viewtopic.php?t=30017

But for quake2, most pk2, pak files and stuff are just zip compressed files. Just rename them to zip extension and they should work.

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Highlander
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Re: Berserker engine and few questions

Post by Highlander » Wed Aug 12, 2009 3:10 am

Ok iv got some screenies for you and this is how dday might look one day lol ;)

Image
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Lighting looks damn nice even with those shitty textures, but well rest of the map is just red don’t know why it loads only some textures and not all? Any ideas? Also dll didn’t load, was there similar problem with EGL?

...and Shrewd I tried ziping them and just changing name to pk2 but that didn’t work lol but I know why...I only changed name not the extension...but thanks to it I discovered that it actually loads some textures from open folders ;)

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Highlander
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Re: Berserker engine and few questions

Post by Highlander » Wed Aug 12, 2009 4:33 pm

Image
Image
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Looks nice right?

But i also get this shit all around the maps...and well i guess without changeing light type on the maps nothing can be done...also even if got all textures running dll want load :(

Image
Image

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Re: Berserker engine and few questions

Post by Fafner » Wed Aug 12, 2009 4:50 pm

you don't need the dll to play online. You could probably connect to a server and play.

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Highlander
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Re: Berserker engine and few questions

Post by Highlander » Wed Aug 12, 2009 5:13 pm

Tried that...its just goes in to the loop and want connect...

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Re: Berserker engine and few questions

Post by Blade » Thu Aug 13, 2009 7:53 am

nice, i wonder how about applying bumpmaps to existing textures..
Si vis pacem, para bellum.

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Re: Berserker engine and few questions

Post by GypsyLlama » Thu Aug 13, 2009 5:21 pm

polished turd??
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Re: Berserker engine and few questions

Post by Shrewd » Thu Aug 13, 2009 5:51 pm

Well I downloaded it today, it was hard and slow, and I can't even see dday2 with lights :P its all dark.
Seems Berserker uses another game dll, so using the exe and the base berserker folder doesn't seem to work.
Also though I have a good computer, capable of running most Quake engines, this one is soo good that I get low fps.

Engine Source Code is available with the engine, in case someone wants to look.
Last ones at : http://files.mail.ru/LLIOYA

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Re: Berserker engine and few questions

Post by InFerNo » Thu Aug 13, 2009 6:28 pm

You probably mean 'so bad'.

Older engines running badly means it's poorly coded :p
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Re: Berserker engine and few questions

Post by Rab,d » Thu Aug 13, 2009 6:41 pm

If it had the q3 .bsp capability like EGL..it would be worth messing with...
Q2 code was written for software...so it's inherently ineffecient with more advanced features. Q3 .bsp is setup much better for lighting, models, textures, etc.
If i actually had some help with my dday+ project(other than the great modeling infy and others have done)..we could really take this game somewhere. Taking EGL's source and producing a custom frontend would be the first step. Textures, shaders, models and maps and a solid quark addon would be next in-line.
Anyone willing?

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Re: Berserker engine and few questions

Post by InFerNo » Thu Aug 13, 2009 7:58 pm

That water reflection definately needs anti aliasing!
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Highlander
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Re: Berserker engine and few questions

Post by Highlander » Fri Aug 14, 2009 5:01 am

Yeah i have to agree even if Berserker looks nice lack of q3 bsp support and mod unfriendly makes it useless for us.

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Re: Berserker engine and few questions

Post by simbioz » Mon Aug 31, 2009 10:57 am

fuckin* amazing pics ;)


Do you know what is their current web site? http://berserker.quakegate.net/ is KO :(


Edit:

Main web site is in russian :S http://berserker.quakegate.ru/
this other one is a related site : http://fps.maros.pri.ee/index.php?event=1163

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Re: Berserker engine and few questions

Post by Highlander » Mon Aug 31, 2009 12:01 pm

Yeah it looks nice but most lighting would need to be redone becouse of some glowing goo instead of light (like the one on tank)

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