 Thanks Guys :)
We'll see if this fixes the bug, which is likely linux specific.
heh, doesn't fix it... The 64 bit glx version forces my monitors into mirrored mode, rather than primary / secondary.
SDL version works fine though.
 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It is again since April 2016, as evidenced by Icaro's link (don't refer to the outdated Downloads page).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.
 Ah Ok
#678 posted by Kinn on 2017/02/11 18:17:00
cheers
 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
 Mark V?
#688 posted by Esrael on 2019/08/21 22:14:33
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?
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