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InsideQC Forums • View topic - released MHQuake

released MHQuake

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released MHQuake

Postby revelator » Sun Nov 02, 2008 7:59 pm

ya a release ;)

alltho it has been running pretty stable i dont have every mod out there to try it on so if you find something that doesnt work "not bastion that one i know about" pls tell me ;)

i decided to fire up my ol ftp server again which will probably save someone a headache cause i included the game data i play with and its kinda size.i xD the download is about 756mb so prepare for some wait time but its well worth it :)

i advise trying this puppy on kin's marcher map it show the full potential of this engine i hope it will rock your boots :)

ftp://217.157.186.180:21/MHQuake_release.exe its a selfextracting archive "no i dont deal in virusses but scan it anyway better safe than sorry :)" just redirect the output to your quake folder if it asks to overwrite some files select yes. nothing in it will break other engines as it uses pk3 for the game data.

hope you will enjoy it as much playing on it that i had making it :)
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Postby Spirit » Mon Nov 03, 2008 7:57 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby revelator » Mon Nov 03, 2008 11:27 am

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Postby revelator » Mon Nov 03, 2008 12:29 pm

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Postby GiffE » Mon Nov 03, 2008 12:32 pm

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Postby revelator » Mon Nov 03, 2008 12:36 pm

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Postby Spirit » Mon Nov 03, 2008 12:51 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby revelator » Mon Nov 03, 2008 1:03 pm

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Postby Baker » Mon Nov 03, 2008 10:18 pm

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Postby Baker » Mon Nov 03, 2008 11:09 pm

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Postby revelator » Tue Nov 04, 2008 7:35 am

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Postby Baker » Mon Nov 10, 2008 8:55 am

What I noticed as I used the engine ...

1) Nice bloom and lighting
2) No e1m1 flicker

Unfortunately, I haven't used MHQuake enough to be able to distinguish most of the changes nor am I familiar enough with the technical challenges of rendering like, say, Rook to be able to notice subtle things.

Rook said the engine clears out all unused models, textures, etc. on each map load which is a very nice feature. I hate it how 95% of engines will eventually crash after loading enough maps to hit gl_maxtextures.

Something I did notice, the engine could greatly use a generic cmdlist and cvarlist feature because someone like myself not familiar with the cvars doesn't have a way to turn on/off different features.

I've found the cmdlist and cvarlist code from FitzQuake is nearly perfect and easily adaptable (it sorts the cmdlist and cvarlist, displays the default values, etc.)

Is there a way to load different backgrounds for the skysphere to visualize how it can look for different types of maps? Ever since Rook made an equivalence comparison between Quake 2 and skyboxes I find I like skyboxes even less ... mostly due to the seams but also in part because a stiff and static sky isn't very realistic for most maps, especially because it reacts in a 1 to 1 ratio to player movement which is also wrong for a distant sky.
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Postby xaGe » Mon Nov 10, 2008 1:36 pm

..It sounds nice and I always liked MHQuake, but could someone post a few screenshots? This engine seems to run on either Ati or Nvidia only which counts me out currently...
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Postby revelator » Mon Nov 10, 2008 10:24 pm

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Postby revelator » Mon Nov 10, 2008 10:26 pm

oh forgot it shouldnt be limited to only ati or nvidia only requirement
it has is full opengl 1.4 support on the gfx card i believe most modern cards have that ?

screenshots below.

Image
showing normalmaps.

Image
lava haze.

Image
again :)

Image
teleporter in startmap

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bloom and overbrights

Image

Image
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