Interpolation
#115 posted by Preach on 2006/09/01 04:16:02
If all you miss in fitzquake is model interpolation then you can try my unofficial attempt to hack it in : - )
http://people.pwf.cam.ac.uk/~ajd70/fitzhack.zip
Just don't use r_shadows 1, the wonder of an unofficial release.
Preach
#116 posted by nitin on 2006/09/01 07:09:19
does it break anything else ?
Breakages
#117 posted by Preach on 2006/09/01 07:30:27
Not to my knowledge, I've been using it regularly since I wrote it and not encountered anything else. I only changed one other bit of code, and that was just adding the monsterclip thing(which isn't required now thanks to the trick Than found which works the same in all engines). So it should be fine. Maybe I should go back and fix the shadows code, I'm sure it wouldn't be too hard...
Preach
#118 posted by DaZ on 2006/09/01 07:57:36
you sir, rock!
No Need For A New Thread
#119 posted by Spirit on 2007/09/21 11:40:48
For anyone who has trouble compiling for example TyrQuake in Linux for this error:
/usr/bin/ld: cannot find -lGL
First try running ldconfig as root.
If that didn't help check what is your "real" libGL.so.something in /usr/lib
ls -l | grep libGL.so
For me this looks like this:
18 2007-09-19 10:17 libGL.so.1 -> libGL.so.100.14.11
608400 2007-08-23 11:43 libGL.so.100.14.11
386460 2007-08-28 12:41 libGL.so.1.2
The libGL.so.100.14.11 is my "real" one. The -> implies a symlink from libGL.so.1 to it. What is missing though is a LibGL.so which is needed for compiling. Create a new symlink that points LibGL.so -> libGL.so.100.14.11:
ln libGL.so.100.14.11 libGL.so
Now make again. :)
I Am Adding Engines To Quaddicted
#120 posted by Spirit on 2008/06/21 14:59:28
Please help me finding what should be listed about them:
http://forums.inside3d.com/viewtopic.php?t=1053
A New Tyrquake Is Out, 0.6.0
#121 posted by Spirit on 2008/06/25 10:10:43
Metl And Other Engine Coders
#122 posted by Spirit on 2008/07/30 20:51:40
Join the interesting discussion A new standardised protocol?
http://forums.inside3d.com/viewtopic.php?t=1095
YEAH YEAH
#123 posted by Shambler on 2008/07/30 22:45:03
Tyrquake, fuck that, where's a new Tyrmap??!?
Daylight Assault!
#124 posted by DaZ on 2008/07/31 04:45:24
plz
Hats Off To Spirit
#125 posted by Baker on 2008/07/31 07:57:49
If anything comes of his idea.
The 2 protocols that would be the best are:
1. DarkPlaces protocol 7, so coop play without lag is possible without an expensive dedicated server. (yeah, I know about ZQuake and FTEQW).
2. aguirRe's default protocol with the near infinite limits support.
#126 posted by Trinca on 2008/07/31 16:04:37
aguirRe's with qrack and joequake eyescandy
:p
and same menus to demos and stuff...
that whould take me out of joequake i think...
Linux Engines
#127 posted by Spirit on 2008/12/04 11:32:03
I just stumbled onto a bunch of Linux engines and their sources:
http://icculus.org/~ravage/quake/
I Like Joequake
#128 posted by rudl on 2008/12/04 12:15:39
I always disable all graphic effects. But i can't turn off the green lightning of the scrags. XD
Not too fond of qrack, it think it's not that stable, but the packet overflow seems to be fixed.
Pcx Woes
#129 posted by Spirit on 2009/06/22 17:42:43
Is the screenshot function broken in tyr-quake 0.60 (sw, on Linux)? The PCX files I get from it look like this in GIMP:
http://s1.image.gd/o/4e/4ec35adfeae686b143bbf3d9facd3f0ce480ceef.png
#130 posted by gb on 2009/06/22 20:32:08
I have the same problem, I think it is the bit depth of the X server though (or of the framebuffer, or both). Didn't get it to work yet. Most sw renderers do that.
Tyrann seems to be MIA, so maybe we should ask sezero to fix that. I also have a heap of patches for tyrquake that I don't have anyone to contact about :-/ and a manpage O_o
Even for Joequake I have to start the X server in 8 bit mode to get proper screenies O_o
FTE does working screenies in software, though. Sometimes >:-)
Sounds Like
#131 posted by Jago on 2009/06/29 11:40:12
stable and mature software alright
#132 posted by gb on 2009/06/29 16:34:04
ah yeah please, bring it on. No, then again, don't.
Thing is, not many people even cared about Linux Quake in the last 13 years. Maybe 0.1 % did. Similar for software. So we have kind of a, umm, steep hill facing us.
Doing only Windows Quake sure was easier. It's 1999, man!11!1
#133 posted by gb on 2009/06/29 16:37:56
also, X11 and the GUIs have been rapidly changing. Unlike Windows.
Of course, that created other problems for Windows. :)
People just can live with no change much better than with change. It's easier.
Finally, someone could report a bug. O_o
:O
Gb
There's always Fitzquake SDL...
#135 posted by gb on 2009/06/29 20:42:45
Yeah, thankfully :)
#136 posted by Spirit on 2009/07/05 13:17:38
Model Format Support Question
#137 posted by Kinn on 2014/12/07 13:39:29
What is the most "acceptable" engine (i.e. least offensive to us funcsters) that supports a model format with 16-bit vertex accuracy - either .md3, or a 16-bit vertex version of good ol' .mdl, or whatever.
Can anyone provide a list of such quake engines?
#138 posted by necros on 2014/12/07 18:27:49
i wouldn't mind at all if all engines moved to a 16bit model format. just sayin'...
#139 posted by ericw on 2014/12/07 22:00:10
Among fitzquake-derived engines, RMQEngine supports IQM format (http://sauerbraten.org/iqm/). DirectQ also seems to support IQM. (I've never actually tried IQM support in these engines, though).
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