#390 posted by mankrip on 2015/12/26 04:43:19
Mark V is great indeed.
Super8 is also good and has lots of interesting features, but it looks significantly different from vanilla Quake.
The latest release of Engoo is also very good, but I haven't tested it enough and the previous versions had some instabilities.
Mark V Winquake
#393 posted by Kinn on 2015/12/27 23:32:35
Cheers - looks good!
#394 posted by Kinn on 2015/12/27 23:51:06
uuuuunnnngggghhhh...god I love how the textures look in the software renderer....
#395 posted by Baker on 2015/12/27 23:53:36
Load up Zendar or that Koohoo knock off Sock made to see a couple of maps that really accentuate software rendering. ;-)
In Fact ...
#396 posted by Baker on 2015/12/28 00:05:45
You can type:
install zendar1d
game zendar1d
Single Player->New Game
#397 posted by JneeraZ on 2015/12/28 00:47:05
"Can play anything Quakespasm can play including BSP2 maps. Can also play Nehahra, etc. "
Crashes on Arcane Dimensions tho. If I load the start map, I start riding the lift and kaboom ...
#398 posted by Kinn on 2015/12/28 01:00:05
Crashes on Arcane Dimensions tho
so does the current release build of quakespasm.
#399 posted by Baker on 2015/12/28 01:01:18
Every new SP release these days seems to require new engine limits.
No doubt I'll eventually be checking that out.
I did make the statement before Arcane Dimensions was released. ;-)
Baker
#400 posted by Kinn on 2015/12/28 01:14:03
Load up Zendar or that Koohoo knock off Sock made to see a couple of maps that really accentuate software rendering. ;-)
Will do...
There is something sublime about what the software renderer does to the colours. It's all so much grittier and creepier.
#401 posted by PuLSaR on 2015/12/28 03:29:36
Crashes on Arcane Dimensions tho.
I played AD using mark v and everything was fine. no crashes or any problems. skill 2.
#402 posted by - on 2015/12/28 04:07:30
I played and tested AD on MarkV and it worked fine. Not the Winquake version I believe... it identifies as v0.99 on the lower right corner of the console.
#403 posted by JneeraZ on 2015/12/28 11:31:06
Ah, I was using the Winquake version ... the regular just outright crashed and wouldn't even start up. Weird.
#404 posted by anonymous user on 2015/12/28 17:06:41
Does any of those SW engines support 64-bit Linux?
#405 posted by anonymous user on 2015/12/28 18:15:07
#406 posted by babgo on 2015/12/29 02:28:19
Tried to run on my Ubuntu 64 box, after compiling it, crashed when trying to start a new game. Playing demos works fine, menus work fine as well.
#407 posted by Baker on 2015/12/29 03:09:14
Likely, they haven't fixed QuakeC interpreter to use 64-bit aligned pointers, which Linux 64-bit is rather insistent on.
So the demos run, it should be able to play as a client, but the second single player attempts game logic, it'll explode.
#408 posted by Baker on 2015/12/29 03:11:42
So something you could do ...
Start Quakespasm -dedicated and maxplayers = 1 and deathmatch = 0 and then connect to the Quakespasm server.
Arcane Dimensions On Qbism Super8
#409 posted by Legend on 2015/12/29 11:53:04
Anyone get arcane dimesnions to run on qbism super8? I tried running but it crashes on start up.
#410 posted by Skiffy on 2015/12/29 13:12:52
mark_V_Winquake just crashes for me. Used the link that was included. Sad. Was looking forward to the palleted texture rendering. hehe
#411 posted by Baker on 2015/12/29 17:15:29
If you post your config.cfg, your command line, start up Mark V with "c:\quake\mark_v_winquake.exe -condebug start" and post the contents of "c:\quake\id1\start.log" tell me about your machine specs (version of Windows, anything unusual) ...
I'd be willing to quickly check for anything unusual.
I haven't had anyone say that Mark V WinQuake and 30-40 people have given it a test drive, but obviously it isn't working for you.
Qbism Super8 Cl_beams_quakepositionhack?
#412 posted by Legend on 2015/12/30 02:02:19
does qbism super8 have a console command similar to qbism super8 cl_beams_quakepositionhack? for darkplaces? I am trying to adjust the position of the lightening gun beam in QC but no matter what I do, it is always in the center when using qbism super8. I was wondering if it is the result of qbism also having a console variable similar to qbism super8 cl_beams_quakepositionhack? in dark places that I need to disable in order to get it to work.
I've looked for one. but no luck so far.
#412
#413 posted by mankrip on 2015/12/30 07:35:25
That behavior was implemented by me before qbism forked the code, so he may have not changed it. When I implemented it I didn't add any cvar to restore the original behavior.
Hmm� Yep, no changes were made:
https://github.com/qbism/super8/blob/master/cl_tent.c
#414 posted by Legend on 2015/12/30 19:26:31
@mankrip: So no matter what, there is no way around it unless something is changed in the engine itself? No way around using quakec code?
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