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QRack vs. DarkPlaces vs. JoeQuake 0.15 Notes

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  • QRack vs. DarkPlaces vs. JoeQuake 0.15 Notes

    These are some notes on Qrack, DarkPlaces and JoeQuake 0.15 on the differences between the engines.

    I post this mostly because if ProQuake is ever to be "retired"/"fully superceded" so that no one uses that engine -- nor has any desire to -- some engine will have to do it.

    I'll start with Qrack just because in the past Yellow No. 5 once told me to make a list of what bothers about Qrack.

    Qrack

    1. Typing "help" in the console CRASHES the engine.

    2. Turning off the QMB particles appears broke somehow with some of the particles rendering as triangles. Particularly noticeable on RQ servers. Unless I am somehow doing something wrong.

    3. Uses m_look (0|1) as the mouse look cvar. Every other engine from FuhQuake to DarkPlaces to EZQuake to Quake 2 to Quake 3 uses freelook (0|1) as the cvar. Deviation from Quake standards.

    4. I think it is unfortunate that the joystick support was removed from Qrack. Removal of a baseline Quake feature, despite the fact that few ppl use joysticks.

    5. +speed is a known way to max your cl_forward/side/back speed in Quake engines; in Qrack this behavior has been modified so this is not reliably true. Deviation from Quake standards.

    6. Non-standard default settings. Particularly, the fov_speed thing should be off. It messes up zoom scripts.

    7. Mouse look and invert mouse not in options menu. While the majority of players use the mouse and use it without it being inverted, every game I've ever seen has both Mouse Look ON|OFF and Invert Mouse ON|OFF in the options menu. The result of not doing this is that those players have to ask someone how to do it.

    8. No software build

    9. Would be nice if it displayed the default cvar value like in JoeQuake 0.15.

    JoeQuake 0.15

    Mostly this is a comparison of JoeQuake 0.15 to Qrack. I don't know if JoeQuake 0.15 will be developed further in the future, but anyways ...

    1. Demo record sometimes crashes engine when connect to a server.

    2. Demo rewind does not work as well as it did in JoeQuake 0.14, with onscreen "artifacts" (for lack of a better word) appearing from frames.

    3. "Go to console" was removed from the Options menu. New players might not even know there is a console if not for that.

    4. cl_smartjump 1 crashes the engine when connected to "jump to join" servers like IHOC and xCTF.

    5. Compared to Qrack: The lack of pq_smoothcam, pq_teamscores and loc support is very noticeable online. Client disconnects if it doesn't have the map, instead of stay connected with a message like ProQuake and Qrack do.

    6. The buttons don't seem bindable via Options when using -dinput. They are in Qrack (I think) and DarkPlaces.

    7. The pop-up "JoeQuake" logo that never closes.

    8. The console scrolling isn't like ProQuake or Qrack, which can be very annoying.

    9. Does not save cvars to file by default. Very unnewbie friendly.

    10. Saves weird cvars to file that should not be saved like deathmatch, skill, scratch1. Breaks compatibility with Frog Bots mod and otherwise is something the engine should not do.

    DarkPlaces

    1. Mostly stuff already known by LordHavoc like the performance if the FPS is just slightly under the refresh rate, record demos thing, no onscreen game block, iplog, test command gone, no PQ rcon, etc.

    2. I keep discovering fairly commonly used cvars like r_drawviewmodel that don't save to the config if set to 0. I'll make a list.

    3. No software build, but DarkPlaces has never had one whereas Qrack was based off JoeQuake 0.14 which had one, so it seems like more of a loss to me that Qrack doesn't have a non-GL build because JoeQuake always did. DarkPlaces never intended to have one.

    4. I think some players get confused by the "black screen" effect when you don't have the map. They don't seem to inherently know why it is happening. I've had to tell a few players "You don't have the map".

    DarkPlaces has closed the gap big-time within the last year and LordHavoc has really made DarkPlaces almost a ProQuake equivalent if DP runs well on your machine.

    And Qrack has really evolved and has nice new features like the full keyboard support thing, the MM2 different sound thing and the "easy to read" scoreboard change.

    This thread is mostly making notes from the perspective of the future obsolence of ProQuake.
    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
    I think what will turn people off from trying a new engine is their initial impressions from the engine. If the engine doesn't look like quake on the default settings, they're probably less likely to stick with it. It's great to have all these extras and new options that improve the graphics of the game, but those should be allowed to be implemented by the user, not forced on to them.

    I think the main reason proquake has such a great sucess is that it improved upon the original quake without changing too much. The main thing being that when you start it up, it looks exactly like quake always looked.

    What are the main things missing from proquake that everyone really wants. I guess the main thing might be saving config settings and adding numpad key bindings would be nice.

    Comment


    • #3
      Qrack and JoeQuake can be made to look identical to Quake without a whole lot of difficulty. Maybe the information should be more accessible, but for the most part it only involves setting the particles to classic in Video Options and setting gl_smoothmodels 0 to turn off the animation interpolation.

      In DarkPlaces, it will largely look like classic Quake if you do go to Options and do Particle Effects: Quake and do Lighting: Normal. The lighting style does not quite match original Quake and you can spot areas of shadows that are different, but it looks mostly the same.
      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


      • #4
        Maybe they should put in an option in the menus that allows you to revert to the regular quake look, so when you select this it changes all the variables necessary to do this.

        Comment


        • #5
          Qrack

          Originally posted by Baker View Post
          1. Typing "help" in the console CRASHES the engine.
          Fixed, plus i added 'ESC to Exit' on the screen for anyone who gets stuck.
          Originally posted by Baker View Post
          2. Turning off the QMB particles appears broke somehow with some of the particles rendering as triangles. Particularly noticeable on RQ servers. Unless I am somehow doing something wrong.
          Fixed. Bug when saving QMB particles ON to config.cfg
          Originally posted by Baker View Post
          3. Uses m_look (0|1) as the mouse look cvar. Every other engine from FuhQuake to DarkPlaces to EZQuake to Quake 2 to Quake 3 uses freelook (0|1) as the cvar. Deviation from Quake standards.
          Sigh, every other mouse cvar uses m_*, but Quake2 deviated, and the rest followed. I have added 'freelook' aswell as +mlook and m_look support.
          Originally posted by Baker View Post
          4. I think it is unfortunate that the joystick support was removed from Qrack. Removal of a baseline Quake feature, despite the fact that few ppl use joysticks.
          ReEnabled....
          Originally posted by Baker View Post
          5. +speed is a known way to max your cl_forward/side/back speed in Quake engines; in Qrack this behavior has been modified so this is not reliably true. Deviation from Quake standards.
          If your speed settings are less than 320 then +speed will speed u up, but if you have ALWAYSRUNON, then +speed will be used to slow u down. This is handy for walking along narrow structures, momentarily with a single key press. HalfLife2 and DukeNukem3d have similar feature.

          Originally posted by Baker View Post
          6. Non-standard default settings. Particularly, the fov_speed thing should be off. It messes up zoom scripts.
          fov_speed default is at 10, which is very fast. I added this cvar to imitate a telescopic sniper rifle.
          Originally posted by Baker View Post
          7. Mouse look and invert mouse not in options menu. While the majority of players use the mouse and use it without it being inverted, every game I've ever seen has both Mouse Look ON|OFF and Invert Mouse ON|OFF in the options menu. The result of not doing this is that those players have to ask someone how to do it.
          Mlook was on the options menu, invert was removed. I've added it back for all them flight simulator nerds using a joystick.
          Originally posted by Baker View Post
          8. No software build
          I had sw rendering build working around v1.55, though spent more time on the OpenGL side. Only interest I would have for software rendering would be for a dedicated server port.
          Originally posted by Baker View Post
          9. Would be nice if it displayed the default cvar value like in JoeQuake 0.15.
          default value added, also adding descriptions like DP does (alot of typing...)

          Originally posted by PapaSmurf View Post
          Maybe they should put in an option in the menus that allows you to revert to the regular quake look, so when you select this it changes all the variables necessary to do this.
          Yes this is planned, 1 button for Classic Quake

          I'm working on v1.80 which has some nice things including these fixes Thanks for pointing out the bugs I missed.
          I dont think i'll ever add realtime shadows or dot3 bump mapping, etc. etc. as I dont use alot of that playing online.
          Yet, I have started working on a new version "QrackLE" light edition. Which will pretty much be about as fancy as FitzQuake/ProQuake but will have all the Qrack features that arent gfx intensive. It's basically a purist Quake client for online play.
          Last edited by R00k; 05-01-2007, 05:07 AM.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

          Comment


          • #6
            Originally posted by R00k View Post
            Mlook was on the options menu, invert was removed. I've added it back for all them flight simulator nerds using a joystick.
            I use invert on mouse... and have done ever since shortly after the first time I was introduced to Quake, back when the DM test was released I guess.

            Comment


            • #7
              Originally posted by R00k View Post
              Sigh, every other mouse cvar uses m_*, but Quake2 deviated, and the rest followed. I have added 'freelook' aswell as +mlook and m_look support.
              I know. I was surprised to find out freelook was the "Quake standard" cvar myself back at the time. I wouldn't have guessed that in a million years.

              ReEnabled....

              If your speed settings are less than 320 then +speed will speed u up, but if you have ALWAYSRUNON, then +speed will be used to slow u down. This is handy for walking along narrow structures, momentarily with a single key press. HalfLife2 and DukeNukem3d have similar feature.
              I have always thought the +speed thing was silly, but some people like Chuck and Canadian Sniper use it. They'll have to adjust

              Although I personally care very little about software renderers in the sense that I can run GL fine, is it possible to post a build of the 1.55 software renderer version and the source so there is no need to refer someone to another engine for a software build?

              I'd like to see a Qrack and DarkPlaces only world with no need to say to someone "wqpro" or "joequake.exe" for a software renderer.

              I do remember that Qrack 1.55 would disconnect from a server if the client didn't have the map, something changed in Qrack 1.60.

              Thanks for making these changes/bug fixes --- the QMB particles one drove me nuts and the joystick one bugged me, but I didn't want to complain. In my opinion, with these changes Qrack has fully superceded JoeQuake 0.14 and JoeQuake 0.15 and ProQuake.
              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


              • #8
                Hehe, this is why Qrack is my favorite port. Rook actively fixes things on request all the time. I've been chatting with him quite a bit online lately, and he's been more than willing to implement almost everything I've thrown at him.

                Qrack forever.

                Comment


                • #9
                  I added DarkPlaces to the clients download block.



                  I also added it under "Multiplayer Main" in the links block.

                  DarkPlaces is vastly improved from a year ago from a serious online play perspective, a lot more user friendly and is a real alternative for online play if you have a non-outdated video card.

                  The next really good build, I'll make an updated EZ Installer for it so the less computer illiterate among us can easily test drive the engine.

                  I'll make a setup guide for it or maybe bundle a couple of config options to assist with the "breaking it in" process.
                  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


                  • #10
                    i liked darkplaces but i cant get it to connect to any online games it ran very smoothly on my computer with full setting(except rt world) and my computer is an intel onboard

                    Comment


                    • #11
                      Try connecting to a server right when you start darkplaces: connect dredd.quakeone.com

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