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Is the source to glquake 1.13 anywhere?

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  • Is the source to glquake 1.13 anywhere?

    Hello, as stated, I'm looking for the source to glquake 1.13.

    The reason being is I am using a version of glquake called anaglyph stereo quake. It adds an anaglyph mode (with the 3d red/blue glasses) to quake. Some people thing it's gimmicky but I like it. Yes I know darkplaces (which is great) has a anaglyph stereo mode but on the modest box I'm using, there are some areas where the framerate drops in 3d stereo mode using the anaglyph mode. Whereas the modified glquake version requirements are very low, which easily obtains high frame rates which is esp important in doing a 3d mode which basically doubles the frame rate.

    Anyway, there version I'm using is here: Well the site is down but here it is from archive.org
    http://web.archive.org/web/200607171...com.au/crbean/

    Now, the reason I want the src to 1.13 is the above mentioned anaglyph quake is based on the official glquake (.97 I think) and it doesn't have the model animation interpolation, so it's a shame seeing the game environment smooth as glass, but seeing choppy 10 fps models esp in this stereo mode.

    So I have the source and patches to this anaglyph quake, and I was going to have a go at applying it to 1.13 to get the model interpolation benefit.

    I have searched high and low for the 1.13 sources. Were they ever even released?! (Which is a gpl violation btw if they never were)

    From what I gather, the unofficial 1.13 was done by Keith Harrison. The email in the glquake 1.13 is no longer valid. Does anyone have contact info for Keith Harrison?

    I'm hopping someone here has the source for 1.13.

    Btw, do any other quake engine modifications support anaglyph mode? I read nexius does but that's for multiplayer only right? I wanted to go back and play some of the single player mods like scourge in this 3d mode.

    Any info anyone can provide would be great.

  • #2
    Fitzquake has an anaglyph mode too (r_stereo if I remember correctly) and it's going to have model interpolation in the upcoming multiplatform version. I would highly suggest waiting for it as Fitzquake is far superior to the "old" glquake hacks (if you want to play recent singleplayer maps that is).

    edit: Removed paragraph. Misread the question.
    edit2: You could always try to apply the QER tutorial on interpolation http://qer.planetquake.gamespy.com/t...tutorial4.html
    Quake 1 Singleplayer Maps and Mods

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    • #3
      Originally posted by sark666 View Post
      I have searched high and low for the 1.13 sources.
      Your search is over

      ftp://ftp.runequake.com/quake/engine...glquake/1.13b/
      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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      • #4
        Wow, thank you both! I knew I came to the right place

        And I'll look into Fitzquake. Btw, I should have mentioned, even though I have windows, I primarily use linux, does fitzquake have a lin client?

        I feel almost foolish that you found the source so quickly. And I'll definitely have a look at that tutorial on interpolation.

        Ahh, the good old days of quake, when one game ruled them all

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        • #5
          Fitzquake does not have a linux client yet. SleepwalkR is working on it though and it should be released soon.
          The only decent "modern" native linux engine is Tyrann's, however it is kinda buggy sometimes. Qudos ported some engines to Linux/SDL, but in the process he changed some things to the worse. His nehahra-glquake port for example seems to have some hardcoded mouse-weirdness and cannot be used for id1 playing either (at least I did not succeed).
          Quake 1 Singleplayer Maps and Mods

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          • #6
            In older Nehahra engines, you can use "-game id1" to at least improve playability in std id1 maps. This way the std id1 progs and other resources will be prioritized before Nehahra stuff. The cheat codes will still be Neh specific, though.

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