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  • Open Source Immortality?

    Rumors?

    DirectR00k? DirectFuh? DirectTonik?

    "Universal Servers" NQ Servers running every Open Source mod from Rocket Arena to Slide to The Lost Chapters to Navy Seals and Team Fortress to FFA deathmatch with 200 custom maps available?

    Flash ProQuake? Client-side QuakeC available in all clients? QuakeOne movies page?

    MD3 to MDL converter? MD3, MD2, MDL, MD5 converter?

    ProQuake for the Play Station Portable? Qrack for Mac OS X? NAT-fix being added to DirectQ?
    Last edited by Baker; 12-17-2009, 03:37 PM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    Oh come on Baker, this is hardly fair, you know the status of at least a few of these for certain.
    Gnounc's Project Graveyard Gnounc's git repo

    Comment


    • #3
      lol I think MH accidentally typed DirectRook when he meant DirectQrack. I had this on my todo list ever since the dx7 quake wrapper was released. As you can tell by the name "glQrack", dxQrack isnt a far stretch

      I have had to retool my project config lately after switching from MSVC v6 to 2005 and then to 2008 express. I have gotten DIRECTJoe to compile today so adding MH's awesome DirectX wrapper is getting closer. One of my main issues though is getting Qrack to work on windows 7 without compatibility mode. I did update my SDK to version 7, i really hope libcurl isnt the main obstacle, as recompiling that library would be a huge endeavor! It loads but half the time during the load process it craps out.

      a few things I've been working on lately:
      fixed: old bug with pq_teamscores when a team had a negative score!

      added: gl_powerupshell_size, to control the size of a model's polygon shell effect.
      (default 0), range: 0 to 10.

      fixed a bug with m_filter.

      fixed: if sv_defaultmap is null ("") then Qrack will return with error :
      Couldn't load map: 'mymap.bsp'. if map not found.

      modified: gl_fogenable is set in worldspawn for maps that wish to autoload fog settings,
      using gl_fogenable 2 forces current fog settings to carry over if the next map doesnt
      have a fog key in worldspawn. This basically forces fog ON all the time.

      added: scr_bloodsplat 0 | 1
      shows bloodsplats on player's screens when being hurt.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

      Comment


      • #4
        > gl_fogenable 2 forces current fog settings to carry over if the next map doesnt
        have a fog key in worldspawn. This basically forces fog ON all the time.

        Ouch. As a mapper, I'd be pretty pissed if some other map's massive fog was forced on mine.

        What's the preferred format for a fog setting, the way Fitzquake does it?
        Scout's Journey
        Rune of Earth Magic

        Comment


        • #5
          Damn, I get so used to > as a quote character like in Trac/wiki. Did that a couple times now
          Scout's Journey
          Rune of Earth Magic

          Comment


          • #6
            Originally posted by R00k View Post
            lol I think MH accidentally typed DirectRook when he meant DirectQrack.
            I meant DirectRook, just so there's less cnfusion between anything I might release and anything you might release.
            IT LIVES! http://directq.blogspot.com/

            Comment


            • #7
              Originally posted by golden_boy View Post
              Ouch. As a mapper, I'd be pretty pissed if some other map's massive fog was forced on mine.
              What's the preferred format for a fog setting, the way Fitzquake does it?
              Hmm, earlier in this thread someone complained that they set gl_fogenable 1 in the console and after each map load he had to retype it. For FitzQuake if it's set in the world spawn its enabled otherwise it's disabled. This just allows the end user to play with fog on as they wish. If you really dont want fog enabled on your map, you can set this in worldspawn

              "fog 0 0 0 0", which will work on any engine without modification.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

              Comment


              • #8
                Originally posted by golden_boy View Post
                > gl_fogenable 2 forces current fog settings to carry over if the next map doesnt
                have a fog key in worldspawn. This basically forces fog ON all the time.

                Ouch. As a mapper, I'd be pretty pissed if some other map's massive fog was forced on mine.
                Isn't that wasted time looking for a solution to a problem that doesn't exist? Hehe

                fog doesn't save to a config. Someone would need to manually enter fog values in the console or put it in their autoexec.cfg intentionally.

                Originally posted by gnounc View Post
                Oh come on Baker, this is hardly fair, you know the status of at least a few of these for certain.
                Ah, maybe. Maybe not. Sure things are the ones the have happened! A la "There are three horses who have never come in win, place, or even show. Their names are Coulda, Woulda, and Shoulda."

                Besides, people find more interest in things that could happen than things that have happened -- people like the unknown!
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  Originally posted by Baker View Post
                  DirectR00k? DirectFuh? DirectTonik?
                  Bad link
                  PanterA-RuM - chase_active 1 - Panix!



                  Comment


                  • #10
                    Originally posted by Panix View Post
                    Bad link
                    Fixed. Thanks for pointing that out.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #11
                      About Quake for PSP

                      You'll see the latest DQuake for psp soon
                      With lots of new features like:

                      model : mdl, md2, md3;
                      sprites : spr, spr32(dp);
                      brush : qbsp, hlbsp.
                      images : jpg, tga, png, pcx, -bmp(Will be); with (swizzle&resample) support;
                      QMB,Q3 particles; (test)
                      decals(not work/will be)
                      detail/bumpmaps (from gfx/detail/(texturename)) ;
                      Full Bright Color for textures;
                      and
                      skybox (from kurok / i fixed code (preflip)) and support images for skybox;
                      color lightmaps (from kurok / and for hlbsp);
                      fog
                      etc


                      I'm going to make enhanced Quake 1 pack even with with 32bit hires retexturing (with mipmapping to save framerate), I hope!
                      It all just needs some tests.

                      Also, Crowbar is working with Zonk's Quake 2 sources
                      He has already fixed some bugs, built 3.XX+ firmware version ("user" app) with PSP-slim, added colourfull lightmaps, improved clipping and other things. Now he is fighting with unloading code - we still can't change Q2 levels (play singleplayer campaign) even on PSP Slim with extra RAM, but he still hopes we can solve this problem.

                      Also, he has modified jurajstyk's Hexen 2 PSP port (http://jurajstyk.host.sk/download.htm) - to run with hardware (GU) rendering with excellent framerate and using extra Slim's RAM (even runs on my Phat!)

                      Oh, and one more announce: Quake 3.
                      No, thats not a joke. Quake 3 is already working on Slim and Go! (sorry, PSP 100X users, your devices have too low RAM) and loads all standard maps (with hunkmegs 27) with compressed, 2x downscaled textures.
                      Runs at about 45-80 FPS without clipping (huge visual artifacts) and 13 - 21 FPS with software clipping.
                      We hope, it would be possible to implement clipping-on-FPU, so it is the main task now.

                      Just wait a lil.

                      Comment


                      • #12
                        So, i'm back to experiments with PSP since playing around with Dungeons 3D:

                        [Release] Serious Dungeons v0.5 (Serious Sam mod for Dungeons v0.7.04)

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                        • #13
                          busy no

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                          • #14
                            i'd be interested in a directR00k.....i'm sick of all these mediated rooks. sign me up

                            Comment


                            • #15
                              Originally posted by BEEF34T3R View Post
                              About Quake for PSP

                              You'll see the latest DQuake for psp soon
                              With lots of new features like:

                              model : mdl, md2, md3;
                              sprites : spr, spr32(dp);
                              brush : qbsp, hlbsp.
                              images : jpg, tga, png, pcx, -bmp(Will be); with (swizzle&resample) support;
                              QMB,Q3 particles; (test)
                              decals(not work/will be)
                              detail/bumpmaps (from gfx/detail/(texturename)) ;
                              Full Bright Color for textures;
                              and
                              skybox (from kurok / i fixed code (preflip)) and support images for skybox;
                              color lightmaps (from kurok / and for hlbsp);
                              fog
                              etc
                              Sounds like Qrack

                              My understanding is that the author of that engine isn't complying with the GPL by releasing the sources when the binaries are released. Breaking id Software's license agreement is flat out rude.

                              I wish all closed source engine authors the best of luck debugging

                              I mean this in educational way, but supporting that feature set certainly isn't hard. Those are QuakeSrc.org 101 tutorial features. And it is my understanding that even those are not working right. The best thing about Open Source is peer review and debugging.

                              Oh well ...
                              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                              Comment

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