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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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There is a gitlab with bug tracker here, not sure if it's Xonotic specific. However, it doesn't look like a fork; at least commits are synced between that and the icculus site. Still seems to be somewhat active.
https://gitlab.com/xonotic/darkplaces/issues 
@Shamblernaut ... Check This Out! 
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 
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It is again since April 2016, as evidenced by Icaro's link (don't refer to the outdated Downloads page).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 
Does the .lit file contain all the lightmap information, or just colour information? 
 
It contains black magic and the souls of the undead. Want to check? Try loading a map that needs one... WITHOUT IT!!! 
 
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 
cheers 
Qrack Github 
 
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 
But maybe it is caused by using the pretty water pack when the map is not water-vised. 
 
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 
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. :( 
 
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? 
 
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! 
I didn't realize Tyrann was back at it. :^) 
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