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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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Mark V Winquake 
Cheers - looks good! 
 
uuuuunnnngggghhhh...god I love how the textures look in the software renderer.... 
 
Load up Zendar or that Koohoo knock off Sock made to see a couple of maps that really accentuate software rendering. ;-) 
In Fact ... 
You can type:

install zendar1d
game zendar1d

Single Player->New Game 
 
"Can play anything Quakespasm can play including BSP2 maps. Can also play Nehahra, etc. "

Crashes on Arcane Dimensions tho. If I load the start map, I start riding the lift and kaboom ... 
 
Crashes on Arcane Dimensions tho

so does the current release build of quakespasm. 
 
Every new SP release these days seems to require new engine limits.

No doubt I'll eventually be checking that out.

I did make the statement before Arcane Dimensions was released. ;-) 
Baker 
Load up Zendar or that Koohoo knock off Sock made to see a couple of maps that really accentuate software rendering. ;-)

Will do...

There is something sublime about what the software renderer does to the colours. It's all so much grittier and creepier. 
 
Crashes on Arcane Dimensions tho.

I played AD using mark v and everything was fine. no crashes or any problems. skill 2. 
 
I played and tested AD on MarkV and it worked fine. Not the Winquake version I believe... it identifies as v0.99 on the lower right corner of the console. 
 
Ah, I was using the Winquake version ... the regular just outright crashed and wouldn't even start up. Weird. 
 
Does any of those SW engines support 64-bit Linux? 
 
 
Tried to run on my Ubuntu 64 box, after compiling it, crashed when trying to start a new game. Playing demos works fine, menus work fine as well. 
 
Likely, they haven't fixed QuakeC interpreter to use 64-bit aligned pointers, which Linux 64-bit is rather insistent on.

So the demos run, it should be able to play as a client, but the second single player attempts game logic, it'll explode. 
 
So something you could do ...

Start Quakespasm -dedicated and maxplayers = 1 and deathmatch = 0 and then connect to the Quakespasm server. 
Arcane Dimensions On Qbism Super8 
Anyone get arcane dimesnions to run on qbism super8? I tried running but it crashes on start up. 
 
mark_V_Winquake just crashes for me. Used the link that was included. Sad. Was looking forward to the palleted texture rendering. hehe 
 
If you post your config.cfg, your command line, start up Mark V with "c:\quake\mark_v_winquake.exe -condebug start" and post the contents of "c:\quake\id1\start.log" tell me about your machine specs (version of Windows, anything unusual) ...

I'd be willing to quickly check for anything unusual.

I haven't had anyone say that Mark V WinQuake and 30-40 people have given it a test drive, but obviously it isn't working for you. 
Qbism Super8 Cl_beams_quakepositionhack? 
does qbism super8 have a console command similar to qbism super8 cl_beams_quakepositionhack? for darkplaces? I am trying to adjust the position of the lightening gun beam in QC but no matter what I do, it is always in the center when using qbism super8. I was wondering if it is the result of qbism also having a console variable similar to qbism super8 cl_beams_quakepositionhack? in dark places that I need to disable in order to get it to work.

I've looked for one. but no luck so far. 
#412 
That behavior was implemented by me before qbism forked the code, so he may have not changed it. When I implemented it I didn't add any cvar to restore the original behavior.

Hmm� Yep, no changes were made:
https://github.com/qbism/super8/blob/master/cl_tent.c 
 
@mankrip: So no matter what, there is no way around it unless something is changed in the engine itself? No way around using quakec code? 
 
:/ Yep, no way around, other than using a different kind of beam. 
 
Well not quite... You can spawn a new entity to be the source of the beam at the spot you want. 
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