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InsideQC Forums • View topic - Makaqu

Makaqu

Discuss programming topics for the various GPL'd game engine sources.

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Postby Sajt » Tue Jul 20, 2010 5:31 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Team Xlink » Mon Jul 26, 2010 10:04 pm

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Postby Baker » Tue Jul 27, 2010 1:41 am

The source is with the .zip

http://www.quaddicted.com/engines/files/Makaqu1.2.zip

That's 1.2, I don't claim that I've read every post in this thread to know if there is a later version.
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Postby mankrip » Tue Jul 27, 2010 2:31 am

I've always included the source for all releases in the released archives, and this won't change, so no problem.

The version 1.3 has savegame deletion implemented, but it has a bug in the menu code that makes the x-minus axis unbindable in the Dreamcast version. This has already been fixed in my current code.

There should be several releases before the full 2.0 release; this allows me to establish some definitive milestones while giving me enough flexibility to keep releasing new versions as soon as possible.

I'm currently working on the version 1.4. It's taking me longer than expected to complete it because I'm fixing several buggy and inconsistent features from the previous versions.

I've also had no time to update the blog for the last few days, but I've been getting some neat results with some custom color blending algorithms that may allow for some new effects.
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Postby Team Xlink » Tue Jul 27, 2010 3:08 am

Is there an svn I could get updated code from?

And now all I have to do is learn to compile for the DreamCast, but to do that, I need to download and install everything manually into my current Cygwin (It is setup to compile for PSP), and I haven't found a guide, but I will keep searching


Thank you.
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Postby mankrip » Tue Jul 27, 2010 3:40 am

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Postby Team Xlink » Tue Jul 27, 2010 5:49 am

Sweet, I came across your post about compiling Makaqu at:

http://makaqu.tumblr.com/post/719671180

But it is only for an R1 Dev Disc, not an R 2, thank you for the help, mk.
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Postby Baker » Wed Jul 28, 2010 4:50 am

MK,

Can you tell me a list of software renderer things you are NOT working on?

I don't want to make attempts at reinventing the wheel especially when your knowledge level of the software renderer would blow me away.

I guess here are some things that I always wished the software renderer did ...

1) Alpha entity ... maps like .

Image

This map crashes Makaque.

2) Some 2D graphic scale control. Maybe like OSX Fruitz of Dojo "WinQuake" where it isn't just any scale but like 1x1, 2x1, 2x2 or 1x2. I don't like the supertiny status bar in really high res modes. This seems straightforward enough someone who isn't software renderer elite like myself could still pull off.

3) Obviously the idea of using Sajt's palettization code to load 24-bit TGA files.

4) Resizing of the WinQuake window in real time in Windows. FTEQW already does this so I guess this is kind of irrelevant.

5) 24-bit renderer. I'll think I'll take a pass on this for a year or 2 :D Mostly because there are 206 changes in FTEQW to support it.

Anyway, I don't want to waste time reinventing the wheel but I have to say your work really gets me excited about the software renderer.

I recall trying Half-Life in software mode and being really impressed.

And on a side note, you may already know this ... but aguirRe's Enhanced WinQuake can play giant levels like Warpspasm and so on. I'm trying to decide on whether or not to do a test aguirRe protocol 10002 or FitzQuake protocol implementation and write up a tutorial.
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Postby gnounc » Wed Jul 28, 2010 5:51 am

The RMQ team has an extension of fitzquakes 666 protocol(protocol 999)being developed and MH is working on a variant called protocol 777. So my votes for fitzquake, since you could upgrade it in the future when one or the other of these supersedes it.
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Postby mankrip » Wed Jul 28, 2010 6:38 am

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Postby mh » Wed Jul 28, 2010 9:13 am

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Postby Baker » Wed Jul 28, 2010 9:25 am

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Postby metlslime » Wed Jul 28, 2010 9:10 pm

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Postby Spike » Wed Jul 28, 2010 9:22 pm

.
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Postby mh » Wed Jul 28, 2010 10:22 pm

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