News | Forum | People | FAQ | Links | Search | Register | Log in
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?
First | Previous | Next | Last
Also 
This is of particular interest to me, because my next map will certainly require a custom engine; at least one with increased capacity, and preferably one with skybox support and tga sprite replacement textures.

I'd like to get a good idea of what engines most people here find acceptable. 
I Cant Run 
standard glquake properly on my setup, dont know why.

Instead I use mhquake with all 'enhancements' turned off except for model interpolation. So it looks and runs exactly like glquake would but with smoother animation.

For levels like nesp09 which need higher edict counts, I use the nehahra version of darkplaces.

Fitzquake would be my preferred engine if it had model interpolation and was capable of handling levels like nesp09. The software emulated lighting it can do is wonderful.

As for darkplaces, I liked earlier versions but havent tried it lately because I ran into big problems with it when bumpmapping was introduced, mainly due to lack of documentation to turn off stuff. 
Kinn 
For my part I'm currently mapping using FitzQuake 0.75 as a "Quake test" engine (it support colored lightning, transparent water, for example, and have a better capacity ,in term of resolution and performances than a standard WinQuake for example)
Furthermore I suppose this is the most used engine by many of us here... let me know if I'm wrong !!

Regarding custom Quake engine, I don't know if an engine like the one you required exists today... Many custom engine features are really specific to a map (or pack) and thus are developed especially for a precise project...
If you want a special custoom engine, I think you'd rather modify existing Quake C code by yourself.. or be helped by a good software "Quake" engineer ;P 
Fitzquake 
seems good, but it won't load my current map, which exceeds a number of limits. 
DarkPlaces 
Yes, darkplaces used to be very nice, but as more and more features were added, it just moved further and further from quake. It's not really a glquake replacement anymore - OK I guess if you are making a completely new TC, but that's narrowing the user base a bit IMO. 
Kinn 
Your latest map seems to be a very huge map if FitzQuake is not able to load it !! BTW, what are the number of limits you exceed ?? 
Nitin 
Fitzquake would be my preferred engine if it had model interpolation and was capable of handling levels like nesp09. The software emulated lighting it can do is wonderful.

You realise that the software-emulated lighting was first written by LordHavoc for Darkplaces and that other Quake engines are mostly using parts of his code to archieve the same? :) 
JPLambert 
Well, just edict limits really. Static entities, that sort of thing. Also, unless it has a higher tolerance for packet overflows, I'm sure it would cause chokeage in the final battle(s) too. 
AguirRe's Engines 
I'd just like to say that AguirRe's Win/GlQuake replacements are pretty much spot-on for my needs in terms of map capacity. These are a great choice if you want an ultra-conservative single-player engine, for use in huge maps. 
Nitin 
You realise that the software-emulated lighting was first written by LordHavoc for Darkplaces and that other Quake engines are mostly using parts of his code to archieve the same? :)

That may be true - LordHavoc is an extremely talented coder and I love a lot of what he's done with DarkPlaces.

The problem most people have though is with all the extraneous bloat that comes with it. 
Sorry Above Post Meant For Jago. 
I Mainly Use. 
Glxpro+ (ver 1.01). It was a hacked of a version of GL ProQuake by Trujen that cause a bit of a fuss because Trujen refused to release the source (instant GPL issue). Nice client that has all the ProQuake stuff, plus 24bit texture support and some other eyecandy stuff. This client is probably concidered old hat now, but it as good as I want it.

Anyway, lets start a list.

Quake1 Clients (excluding QW clients)
=====================================

DarkPlaces (LordHavoc) : http://icculus.org/twilight/darkplaces/

FitzQuake v0.75 (John Fitzgibbons) :
http://celephais.net/fitzquake/

GLQuake v0.97 (author?) :
http://www.quaketerminus.com/nqexes/glq1114.exe

GQ Quake v1.07 (Matthew 'Gleeb' Garnett-Frizelle) :
http://www.fileplanet.com/dl/dl.asp?/planetquake/gzone/gq_1.07.zip

ProQuake v350 (jp grossman) :
http://www.planetquake.com/proquake/

Telejano version 8.03 (Tei) :
http://telejano.berlios.de/

Tenebrae (Charles Hollemeersch?)
http://tenebrae.sourceforge.net/

TomazQuake v1.46(Tomaz) :
http://www.fileplanet.com/files/80000/82161.shtml

XQuake v1.01 GL (Trujen) :
http://stormzero.com/rune/files/glxpro+101.zip 
Jago 
I dont know much about who coded what but fitzquake's implementation of it looks better on my setup than darkplaces. And it runs a lot faster.

Like I said, the newer versions of DP may have fixed all that but I stopped using it after I couldnt work out how to turn off a lot of the new features. 
More Engines 
There is also Twilight at http://twilight.sourceforge.net/info/about.php and QuakeForge (website seems to be down). 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.