Fifth
#673 posted by
Mugwump on 2017/01/18 16:46:05
DP Is Not In Active Dev as far as I know...
It is again since April 2016, as evidenced by Icaro's link (don't refer to the outdated Downloads page).
I Updated My Quakespasm-IRC Engine
It now uses the latest quakespasm base code.
https://dl.dropboxusercontent.com/u/108695968/Quakespasm-IRC-0.3.zip
I'm also slowly adding speedrunning features to it. When it gets a proper release with more features I might give it a name change and make a proper news post for it.
For now, if you're planning on streaming playthroughs, here ya go.
-Snaut
Random Question
#675 posted by
Kinn on 2017/02/11 15:22:38
Does the .lit file contain all the lightmap information, or just colour information?
#676 posted by
PRITCHARD on 2017/02/11 15:42:38
It contains black magic and the souls of the undead. Want to check? Try loading a map that needs one... WITHOUT IT!!!
#677 posted by mh on 2017/02/11 16:24:04
It holds colour * intensity, so an intensity 0 red light will be 0|0|0.
Everything else needed for lighting is actually stored in the surfaces lump, outside of the lightdata. So: each surface stores an offset into the lightdata where it's lightmaps begin (if that offset is -1 then the surface has no lightmaps and so is fullly dark), as well as the styles used by the surface.
Qrack Github
#679 posted by R00k on 2017/02/12 09:16:58
#680 posted by TERMiNAL on 2017/02/17 20:21:28
Does anyone know why in Darkplaces sometimes the sky will show on the water...instead of the water? Is this fixable or a bug?
Just A Guess
#681 posted by Kingold on 2017/02/18 00:48:45
But maybe it is caused by using the pretty water pack when the map is not water-vised.
#682 posted by TERMiNAL on 2017/02/18 03:19:42
I think you're right, says it right in the README.
Having other issues now for some reason, if I alt+tab out of DP it will not let me back in the game and I have to ctrl+alt+delete...everytime.
Fix Blinking Lights Issue
#684 posted by QUAKEULUS on 2019/04/26 22:16:15
Similar problem with latest darkplaces in VR on android port.
Set gl_nopartialtextureupdates 1 to fix
https://www.reddit.com/r/quakegearvr/comments/bhkjpa/found_the_source_of_the_performance_bug_due_to/
So, is Quakespam the only engine compatible with 64-bit Linux? That sucks. :(
#686 posted by
Joel B on 2019/08/21 06:27:17
No, FTE works fine too, at least when I've tried it on Ubuntu.
Any other engine closer to Vanilla that works on 64 bit? Something like FitzQuake
Ugh, with that much cruft, FTE is a much better option.
It's crazy how many features FTE has. It feels like a general purpose engine that happens to run Quake. The lack of documentation on the functionality might be really holding it back.
Congrats, Spike. There's a lot of good stuff in there.
Doing FTE research, I found this:
http://triptohell.info/moodles/junk/onedraw.zip
It's like a micro-engine by Spike. This is just awesome. Minimal, effective, perfect.
TyrQuake 0.65 is out:
https://disenchant.net/tyrquake/
Pretty good performance with Arcane Dimensions on old hardware.
Whoa! Cool!
#693 posted by
generic on 2019/10/25 14:43:32
I didn't realize Tyrann was back at it. :^)
that is awesome, by far my favorite quake engine. it works everywhere.
Noice
#695 posted by
Kinn on 2019/10/25 15:35:07
I've never looked at TyrQuake tbh.
I assume it's an engine that is designed to play quake, as opposed to one of these engines designed to play some "ate-a-block-of-stilton-before-bed-fever-dream programmer-art" version of quake?
very fast, efficient engine, no bullshit. runs the game very well on 64-bit linux. just a joy to play with it
#697 posted by
Joel B on 2019/10/25 21:02:02