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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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Interpolation 
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 
does it break anything else ? 
Breakages 
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 
you sir, rock! 
No Need For A New Thread 
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 
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 
Metl And Other Engine Coders 
Join the interesting discussion A new standardised protocol?
http://forums.inside3d.com/viewtopic.php?t=1095 
YEAH YEAH 
Tyrquake, fuck that, where's a new Tyrmap??!? 
Daylight Assault! 
plz 
Hats Off To Spirit 
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. 
 
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 
I just stumbled onto a bunch of Linux engines and their sources:
http://icculus.org/~ravage/quake/ 
I Like Joequake 
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 
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 
 
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 
stable and mature software alright 
 
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 
 
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... 
 
Yeah, thankfully :) 
 
Model Format Support Question 
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? 
 
i wouldn't mind at all if all engines moved to a 16bit model format. just sayin'... 
 
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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