#137 posted by
Spirit on 2014/06/24 21:36:58
I am finally testing reQuiem on Windows and the sheer crappiness of my packaging dawns on me. Sorry for doing such a poor job, I will release a properly playable and complete bundle soonish.
ReQuiem
needs a proper resolution selection thing with correct aspect ratios and stuff. Also, I'm not a huge fan of having a "back" key just for menus, IMO escape should back you out of each screen.
#139 posted by
Spirit on 2014/06/24 23:48:48
Yeah, that rarely seems useful. You can rebind it in the menu. I will make the next release have nicer defaults including always run, mouse look etc.
A proper video menu (and managing those settings in the config) would rock. Stupid Carmack should have been less lazy with glquake...
ReQuiem
has an interesting lighting system. Seems a bit smoother than other engines too. And the light from rockets and stuff doesnt seem to penetrate right through the brushes on opposite sides of the wall.
#141 posted by
Spirit on 2014/06/25 13:08:03
reQuiem lets you choose 4 different lighting presets, i think the Overbright one emulates Fitzquake.
For me things still shine through walls partly, fire a rocket on start.bsp into a corridor and look into a different one. For me the light does not show on vertical walls but still on the horizontal ones.
#142 posted by
Spirit on 2014/06/29 20:58:43
I made a better zip with hopefully most of the DLLs and assets (zlib dll is still missing).
http://chunk.io/f/d0bf59d08b5c4d8692ad30df8b7e9bb6
It is meant for testing so it would be ace if people would give it a try. The release will have some saner defaults and hopefully some more bugfixes (johnny law is helping tremendously!).