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Quake Ported To Flash, Play In Your Browser
Someone named Michael Rennie has ported Winquake to Flash. It has been bundled up with the shareware episode, so you can play all of episode 1 in your browser using mostly tolerable mouselook controls (click and hold to mouselook.) Read more at Quaddicted.

Play Here: http://www.quaddicted.com/engines/files/quake-flash.swf
Source Code: http://github.com/mkr3142/QuakeFlash
Compile Info: http://github.com/mkr3142/QuakeFlash/blob/master/readme_QuakeFlash.txt

Thanks to Spirit for the original story and Baker for finding the source code.
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Whoa 
That is all 
Total Convert Into An Audience For Your Maps 
Quake platforms:

Desktop: Windows, Mac, Linux
Consoles: PSP, Wii, Nintendo DS
Phones: iPhone, maybe others
Web Plug-Ins: Flash, Silverlight

Most Quake maps get an audience of maybe 50-400 because someone has to buy Quake. A no strings attached free download would get a far larger audience and a Flash version would increase the ease of access substantially.

If it were a standalone download, a great map could have an audience far higher (think Mac OS X alone which severely lacks in game choices to begin with).

Example of a near total conversion (has a couple of Quake sounds remaining) was Kurok:

http://www.youtube.com/watch?v=XOWEEzzrkXo

/End subliminal message 
Woah. 
You bitches need to get on this like niggaz getting on a ho.

For once Baker is right, this could be a really significant event, for the obvious reasons of accessibility. Get this p1mped out right and you've got a lot bigger audience.

I don't know any of the technical nor legal details about utilising the rest of Quake, nor about custom content for that / for shareware alone but I think this is worth following up a lot. This Rennie guy should be welcomed with open arms and worked with.

P.S. Control remapping doesn't work for mouse buttons but surely that shit can be ironed out.

P.P.S. Spirit I hated flash for years too and still think it's often used pointlessly - but NOT for in-browser games, this is a perfect use. There's a world of difference between a site that's been made user-inimical by pointless flash, and using flash to play a game. BTW where did you find some of the choads on your comments page?? Jeez... 
Absolutely Agree 
with Shambler, the cock whore. This is an awesome achievement, and what is most surprising is how well this performs - my laptop's fans didn't even spin up during the demo. Great stuff! Now once Flash supports 3D acceleration, hopefully though OpenGL, we can port Fitzquake to Flash as well! 
 
I'm working through the very rough grunt work here ...

http://forums.inside3d.com/viewforum.php?f=3 
Very Cool Tech Demo 
That was awesome, I seriously did not think flash could do 3D applications very well. My only problem is having to press down LMB all the time to move around, otherwise I like! 
Uhm 
It does load the whole chunk at once, right?
Streaming gamedata on demand would be needed to make this useful (and not killing the host). I had the biggest german game mag make a tiny hidden link and got 50GB traffic on that day.

Also, you cannot store much data locally, correct? Everything would be needed to be downloaded each time.

How big are savegames? Could you store them as those stupid Flash objects?

Last but not least, Flash performance on Linux is laughable. 
Save Games And Config.cfg Saves 
I had messaged Michael Rennie and he emailed me back and told me that in fact save games DO save and config.cfg does save as a "flash cookie". 
That's Pretty Wild 
it just sucks that it takes a couple of minutes for the thing to load each time (i'm guess it's downloading the whole game? iirc, stock quake with nothing else is like 50-60mb?) 
 
If you save it locally, it loads very quickly. It is more a measure of your bandwidth.

For a moment, pretend that there is no shareware license agreement prohibiting this ...

Imagine opening pak0.pak and stripping out E1M1 thru E1M8 plus start. And then putting a single map or maybe 2 in there.

It would load rather quickly.

Now imagine mouselook not requiring you to hold the mouse down but rather moving you in the direction the mouse is placed.

Or imagine the top-down perspective DarkPlaces games (about 10 of them have been made or partially made), like the side scroller Quake.

That's an easy engine modification.

http://forums.inside3d.com/viewtopic.php?t=1158

I personally believe the potential implications of what Michael Rennie has done is huge. And this port is 10/10 on a quality scale -- it's not like it is some perma-beta with dozens of non-working features.

It isn't immediately obvious to most people the possibilities to this because most people are going to compare it to playing Quake on the desktop.

But there is 11+ years of Quake modding history ... the engine, the QuakeC, the mapping.

This is like a lump of clay. If you have an imagination, it can be molded and shaped.

I'm not claiming I have an imagination, but I can envision someone having one. 
Attack Of The Killer Trees! 
 
of course it's just openquartz, but the concept is now proven. Are there any (true) Total Conversions out there that are good quality? Xmen was decent from what I remember, though it is (or was) commercial. What about QuakeRally? Was that a TC or did it use some quake assets? 
Also: 
might be worthwhile to try using one of the improved engines that has a software renderer. Aguirre's quake is one, tyrquake is another i think, and maybe there is a frikquake? 
X-Men: The Ravages Of Apocalypse 
XMenRavages.swf:

http://www.quake-1.com/docs/flashquake/XMenRavages.swf

Quake Rally wasn't a total conversion. Actually X-Men: The Ravages of Apocalypse wasn't quite either but I null.wav'd out the id1 Quake sounds for the Flash compile.

Software engines:

aguirRe Quake has .pcx skybox support, enhanced capacity, and can deal with rendering more surfaces.

Aside from that I can't really think of any interesting software renderer engines, but no doubt I'll add some niceties in (cvarlist / cmdlist / etc).

Truely what needs to happen is an "OpenGL" Flash Quake engine. Of course it wouldn't be "OpenGL" but using a Flash 3D API (there seem to be multiple ones).

Which I don't really know much about at this point, but here is one:

http://www.streamhead.com/tutorial-getting-started-with-sandy-3d-and-flashdevelop/ 
 
Oh, you got to check out Makaqu. It is a fantastic software engine (without no raised limits I guess). 
Makaqu 
I tried it once. Couldn't figure out what was so great about it, but maybe my memory is wrong and it was some other engine.

I'll peek around in www.quaddicted.com/engines and try it sometime. 
Makaqu Cont ... 
Was that the engine that used to be hosted at quakesrc.org/hell's kitchen or something like that. I'm thinking I'm wrong on the engine name and it was something else.

Actually, I don't think I tried Makaqu but had tried another software renderer engine with interesting ideas. 
 
Nah, Makaqu is "the Dreamcast engine". It's got nice shadows on models and usability things. 
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