 Also
#1 posted by Kinn on 2004/10/07 07:20:47
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
#2 posted by nitin on 2004/10/07 07:31:38
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
#3 posted by JPL on 2004/10/07 07:33:48
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
#4 posted by Kinn on 2004/10/07 07:52:09
seems good, but it won't load my current map, which exceeds a number of limits.
 DarkPlaces
#5 posted by Kinn on 2004/10/07 08:10:51
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
#6 posted by JPL on 2004/10/07 08:10:58
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
#7 posted by Jago on 2004/10/07 08:13:44
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
#8 posted by Kinn on 2004/10/07 08:16:05
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
#9 posted by Kinn on 2004/10/07 08:22:27
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
#10 posted by Kinn on 2004/10/07 08:32:05
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.
#11 posted by Kinn on 2004/10/07 08:32:42
.
 I Mainly Use.
#12 posted by Megazoid on 2004/10/07 09:02:46
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
#13 posted by nitin on 2004/10/07 09:14:30
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
#14 posted by Jago on 2004/10/07 09:15:32
There is also Twilight at http://twilight.sourceforge.net/info/about.php and QuakeForge (website seems to be down).
 Nitin
#15 posted by Jago on 2004/10/07 09:19:30
While I do have some issues with newer versions of DP (for example the Shambler lightning thing Kinn has mentioned), I have actually switched from using FitzQuake for testing my maps to DarkPlaces. I am not sure which version you were using, but the latest ones have definately much better lighting than any other NQ/QW engine I�ve seen to date.
 Nitin
#16 posted by Kinn on 2004/10/07 09:21:32
I think pretty much all of DarkPlaces' graphical "enhancements" can be controlled via cvars, but I agree, the documentation is pretty poor. What's turned me off recently though, is that I can't get any build of DarkPlaces after the 21may04 build to run properly on my system. Dunno why. Up-to-date vid drivers and all that.
 Jago
#17 posted by Kinn on 2004/10/07 09:24:22
Shambler lightning has been fixed in latest DP build I believe. The player lightning is still bolloxed though.
 Kinn
#18 posted by Jago on 2004/10/07 09:54:04
Do you mean the player shadow with r_shadow_realtime_world "1" ? If that's what you mean, the player shadow IS in the correct place. If you don't like the player shadow (I know I don't), you can disable it, leaving on everything else.
 Small Thing, But
#19 posted by madfox on 2004/10/07 09:58:46
I tried "The Abandon" with Darkplaces, and it skipped the grenadelauncher in "Facade".
Strange, because FitzQuake or Telejanos didn't.
Could there be a reason for it, ie. bouncing box to big for the used surounding space?
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