Originally posted by MH
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Engine X 5.50 Beta
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Hey Bakes nice job man....yellow no 5 texture packi like the dm3 look also...added some ss's for those who have not yet taken a look
as for bugs i was having trouble running on my laptop at full resolution (1366x780) but it runs no problem at 1270x...i could adjust it in game to max resolution with no problem but when i tried to restart the engine i would get the loading error saying to post all bugs to the forum etc.....
we need some nostalgia IHOC or ra matches some time drop in if you see me on the servers!
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Gun kicks and bobs are disabled by default and they won't re-enable. This feels and looks weird if you're used to them; must be an MP thing but it's also a change from default Quake behaviour.
The gun model looks all wrong - is it being drawn at a higher FOV than the rest of the scene? Whatever, it looks too skinny and seems to curve inwards towards the tip. Do a side-by-side with WinQuake and check.
Brush models rotate in the wrong direction.
I'm not too sure that I like the hostile takeover caused by it's own gamedir and content pack, nor the fact that it won't run without the pack. The above screenshot went to the "enginex" gamedir - presume that's a bug and not intentional?IT LIVES! http://directq.blogspot.com/
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Originally posted by LordKane View PostCan this run the Expansion packs?
Can I use this for SP?
Can I play Quake 1 again till my eyeballs fall out of their sockets?
Some people argue that Quake is [someone says some niche], but Quake was revolutionary because of its depth.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 ...
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Originally posted by PapaSmurf View PostShouldn't you normalize this, so jumping is not dependent on the frames-per-second one can achieve with their setup?
In order to implement FPS independence, I have to do some tests.
Spike alluded to problems with super high FPS and Quake and I need to address this for a few different reasons.
My *ONLY* goal for super-high FPS was smoothness on any hardware. I don't inherently think super-high FPS has any sort of advantage. No one has any use for 1000 (or 5000 fps).
But this also means the engine won't stress out on lower end hardware and can guarantee smoothness.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 ...
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Originally posted by Solecord View PostHow do I "install" it on Mac OS X? I put it in my quake folder and ran it and nothing happens, just the icon hops up and down on the dock. When I click it, it disappears. I'm running OS X 10.7.3Quakeone.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 ...
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Originally posted by MH View PostThe gun model looks all wrong - is it being drawn at a higher FOV than the rest of the scene? Whatever, it looks too skinny and seems to curve inwards towards the tip. Do a side-by-side with WinQuake and check.
I'm not too sure that I like the hostile takeover caused by it's own gamedir and content pack, nor the fact that it won't run without the pack. The above screenshot went to the "enginex" gamedir - presume that's a bug and not intentional?
Type: "folder shots" in the console. It opens the screen shots folder.
Note for MH: Engine X will eventually not require those packs at all.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 ...
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Originally posted by Spirit View PostUsing Wine:
Starting up I chose OpenGL, saw some checkerboard pulsating, then I got the console. Entering "timedemo demo1" told me it was running it but it stood at the console. I started a "new game", then I could timedemo just fine.
I do use it on OS X for Windows-only stuff I don't want to live without (WinMerge, TextPad are things I am used to) but I don't use it for games on OS X.
I know you don't like replacement textures, but you might find these Engine X features interesting:
1. It will not use replacement textures in a gamedir mod. This is due to absorbing Quakespasm's replacement content prioritization structure where the search path is explicitly limited to the realm of where the content exists. So, for example, it shouldn't use a .lit file for Travail start.bsp.
2. Replacement content follows FuhQuake EXMY rules. If a map isn't (E1M1 through E4M8 ), replacement content will not be used.
3. Engine X does not need "vised Quake maps". It uses external .vis and the these are supplied with the engine. All original Quake maps are vised via external vis.
4. I hate how fog varies from engine to engine. Engine X follows the FitzQuake fog standard.
5. Engine X already supports both a ProQuake (GLQuake) and FitzQuake rendering mode. What I need to do is make this convenient to swap between.
Right now, due to the sheer number of changes --- and I'm not sure of the exact number of features added but I wouldn't be surprised if were something like 75-120 features --- what I most need to do is polish up to more conveniently control them to keep the user interface simple.
For instance: I forget features. I forgot to mention it supports powerup shells; it kind of gives me a headache to try to recall everything I added. But everything I added was done carefully and precisely. So right now, this is polish stage before I release far more changes.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 ...
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Congrats Baker.
I must say the weird replacement stuff is scaring me a little, I like using *my own* replacements.
Since it is OpenGL, I hope it will eventually be ported to Linux... until then, I sadly have to file it under "don't bother".
A surprising number of Quake community members use Linux; we have multiple Linux users on the RMQ team for example. You wouldn't believe it.
Some people argue that Quake is [someone says some niche], but Quake was revolutionary because of its depth.
Kill monsters (which have barely enough AI to walk in the player's direction), find exit... depth?
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Originally posted by golden_boy View PostCongrats Baker.
I must say the weird replacement stuff is scaring me a little, I like using *my own* replacements.
Since it is OpenGL, I hope it will eventually be ported to Linux... until then, I sadly have to file it under "don't bother".
A surprising number of Quake community members use Linux; we have multiple Linux users on the RMQ team for example. You wouldn't believe it.
Fanboyism is all well and good, but... man. Have you played any other games recently?
Kill monsters (which have barely enough AI to walk in the player's direction), find exit... depth?
There are all kinds of tastes, interests and preferences out there. There are plenty of other Quake engines for those who have differing views on what makes an engine great. I do have an appreciation for more conservative engines, but there are plenty of those.
Engine X will be tuned to the mainstream. The target base is new players when I get the rest of the framework in place.
Ultra-conversatives will like this engine less and less as time goes on, but the engine will be remarkably modern and easy to use.
The short version goes like this: This ain't a Func_Msgboard engineQuakeone.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 ...
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Originally posted by Baker View PostI wouldn't make a niche engine. I like single player, multiplayer and everything in-between.
Some people argue that Quake is [someone says some niche], but Quake was revolutionary because of its depth.
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Originally posted by Baker View PostNo one has any use for 1000 (or 5000 fps).
Thats if im using vid_maxframelatency 0. When its at 3 its 3000/4000 fluxuating. framelatency 5 = 4000/5000 fps fluxuating.
Whoever said more is better was right.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Raw performance with id1 content isn't that important. Benchmarks in dm3 are quite meaningless once you get above 1000fps. What is important is that these are a consequence of the primary goal, rather than being the primary goal itself. That goal is to get a good framerate with heavier content in more complex maps. If I can show the Marcher Fortress running at 800 fps or ne_tower running at 600 fps on mid-range target hardware, then it means that someone who likes to play with a maxfps of 250 should be able to hit that 250 fps on lower-end hardware, or with external textures, detail settings cranked up, etc.
A consequence of that is that you may be able to hit 5 billion fps in dm3, but don't think that being able to hit 5 billion fps in dm3 is the primary objective of any performance tuning, because it's not. On the other hand, some performance tuning for larger maps may result in a framerate drop with id1 maps - if so, so be it. Getting a good game in larger maps is the goal worth shooting for.IT LIVES! http://directq.blogspot.com/
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