// Pic of the Moment
A new version of Quake2Max released! Very nice new features, including a bunch of new particle/decal textures and a shader-based bloom effect.
On another note, EGL v0.1.8 BETA4 was also released today.
// News
// EGL HAS MOVED!
EGL has moved to a new home at QuakeDev, along with the official EGL forum. Echon.org is sticking around though.Click here to visit the new homepage.
// EGL v0.1.8 beta5 out posted by Echon on 05.06.2005 @ 12:49:05 AM
Goto the EGL downloads page and get it.
A couple release notes:
* Shader language HAS CHANGED — old addons will no longer work. The addons will be updated soon.
* “*.pak” loading defaults OFF now. PKZ loading added (just a zip file), and *.pkz always loads.
The changelog is over 120 lines long, so here are the ‘highlights’:
* […]
// EGL v0.1.8 Beta5 soon posted by Echon on 01.06.2005 @ 4:59:49 PM
I’m expecting to have it uploaded this weekend. I don’t have enough time after work during the week to bundle and upload it all, so I’m putting it off (again).
I don’t work on Fridays so it should be up early Friday, if I don’t manage to get the time to put it up […]
// Move delay posted by Echon on 14.05.2005 @ 7:34:01 AM
The site move is delayed until I get a new server to put it on. The release date isn’t going to change though. I only have a couple bugs to iron out and one last feature I want to add before releasing, so I’m expecting to be done well before the ETA (which is two […]
// So everyone knows… posted by Echon on 01.05.2005 @ 6:34:21 AM
The next release of EGL will come when the new site for EGL is up at the end of the month. I’ve made significant code changes so don’t feel comfortable even releasing another beta.
// Echon.org posted by Echon on 28.04.2005 @ 2:09:53 PM
Well I’m tearin this bitch down. I’ve got a Doom3 mod to code, a game engine I’m writing from scratch, and work fulltime. EGL will be moving to www.quakedev.com. I’m probably not going to be making many more EGL releases after the next few though. I just don’t have the time for it anymore. If […]
// New Quake2 Map! posted by Echon on 21.03.2005 @ 8:47:50 PM
Zorius announced the release of his new Quake2 map Strogg citadel.
The map ships in 2 versions, one for “vanilla” Quake2 and another with high resolution textures especially for Quake2 engine mods like Quake2maX, EGL etc. Visit his page for more information, screenshots and downloads.
http://zorius.dionussos.com
// Delayed!! haha posted by Echon on 19.03.2005 @ 6:37:26 PM
I’m in the middle of putting the Q3 shader language into EGL — since it’s better and stuff — and I’m still not done. It will be at least a few days coding before it is.
EDIT:
Particle/decal shaders now using the new shader system that appears to be fully functional. Shouldn’t be too far off (few […]
// hahah posted by Echon on 14.03.2005 @ 1:45:41 AM
Well, I just spent a few hours re-writing my rendering backend (what renders EVERYTHING) to a more optimal Quake3 style. It’s now fully optimized to use multitexture. I have to ditch the older shader language to take full advantage of it, so in the next release all of your shaders will not work. Don’t worry […]
// EGL shader documentation up posted by Echon on 12.03.2005 @ 12:16:17 AM
Yes, I finally got around to putting it up here. Click “Documents” on the left to view the shader documentation. I will no longer package it with releases because it’s here anyways, and it’s annoying to have to update BOTH of them when I make a change to the shader spec.
Note: Some features […]