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Sunday, April 25, 2010

Tenebrae is a GNU General Public Licensed first-person shooter engine, one of the many Quake engines.

Tenebrae is a modification of the quake source that adds stencil shadows and per pixel lights to quake. Stencil shadows allow for realistic shadow effects on every object in the game world. Per pixel lighting allows you to have fine surface details correctly lit. These are essentially the same algorithms as used by the new Doom game.

Tenebrae is a GNU General Public Licensed first-person shooter engine, one of the many Quake engines, it was created and is now mantained by Charles Hollemeersch . Tenebrae is available for Microsoft Windows, Linux and MacOS X platforms. Tenebrae means darkness in Latin.

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Tenebrae2 only supports the Quake3 bsp format. If you want to make new levels in the Quake1 bsp format or use existing Quake1 levels you should use Tenebrae1.

It is notable for implementing stencil shadows and per-pixel lighting. The potential to use these rendering technologies in a PC gaming engine was already proven by their being known to be part of the game DOOM 3 (also by id Software), but the Tenebrae engine then became publicly available in late 2002 before this game was released.

A much improved version under the name Tenebrae 2 has been under construction since mid- 2003. Tenebrae 2 features major optimizations in the rendering engine (with extensive use hardware acceleration) and full support for Quake 3 maps (as opposed to the less feature-rich Quake map format). Although it is also based on the original Quake source-code, the Tenebrae 2 engine is capable of producing graphics which rival those of many modern closed-source engines (DOOM 3, FarCry, etc.)

A single-player game known as Industri uses Tenebrae as its engine.

Screenshots.



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Saturday, April 17, 2010

Return to Castle Wolfenstein is a first person shooter video game published by Activision.

The single player game was developed by Gray Matter Interactive and Nerve Software developed its multiplayer mode. Id Software, the creators of Wolfenstein 3D, oversaw the development and were credited as executive producers.

The multiplayer side eventually became the most popular part of the game, and was influential in the genre. Splash Damage, an independently-owned game developer in London, created some of the maps for the Game of the Year edition. A sequel, titled Wolfenstein, was released on August 18, 2009.

Multiplayer.

Wolf MP is an objective game mode, in which both the Axis and Allies have a series of objectives to complete to win the round, with one team's objectives normally preventing the other team from completing their objectives. There are primary and secondary objectives. Primary objectives have to be achieved to win the round, where secondary objectives don't necessarily need to be achieved, but can aid in certain ways in completing primary objectives. Primary objectives include blowing something up, or escaping with the documents, and secondary objectives include capturing flag/spawn points. As far as the classes are concerned, medics can leave medic packs to heal comrades, but can run out of ammunition quickly. Lieutenants can provide packs of ammo, as well as calling for air strikes, but need a medic to stay alive. Engineers are able to blow up walls using dynamite.
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Wolf MP - Stock or "Vanilla" Wolf calls for one round of offense and defense per team, per map. Each team gets a certain amount of time to complete the map's objectives. A few maps are dual-objective, and instead of time being the variable, whoever completed the given task first, wins.

Wolf SW (Stopwatch) was the main competitive game type for RtCW, each team would attack twice and defend twice on a map — where team A would attack and set a time or not set a time, known as a "Full Hold", then team B would attack and have to beat that time to score a point. If they did not beat the time then team A were awarded the point, the only other outcome was if neither team set a time, known as a "Double Full Hold", neither team scored a point. Games were played over two maps and each map would be played ABBA, so each team got to go first at setting a time on each map.

Wolf CP is a checkpoint mode, the objective is to take control of the flags that are in various locations around the map, the first team to control all these flags simultaneously will win the round.

Screenshots.

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