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  • #16
    When you make a tool, the tool is never obsolete.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #17
      Originally posted by R00k View Post
      When you make a tool, the tool is never obsolete.
      ya, look at the hammer, or the wheel, or the shovel, or the chair

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      • #18
        Hey, lxndr, I just tried out the newest quore and I love it! I'm using it on my Gentoo system and it runs great; I'm even getting a better fps than on windows with ProQuake.

        But there are a few problems: sound lags behind by about half a second. I'm using an x11 build since my graphics card isn't capable of playable OpenGL games. Also, I can't seem to be able to switch between 'environments' like in the video you have on the website. Is that a feature the requires OpenGL? Also, the bar with your health, armour, ammo, et cetera doesn't move around with the 'move SBar' option (I don't recall the actual option name atm). Here and here are screenshots of the bar problem.

        I also have some ideas for you, but I'll post those later.

        Thanks for this *awesome* *nix engine!
        Gentoo Linux

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        • #19
          Originally posted by lxndr View Post
          Luckily, the few system specific stuff I added are optional so the engine should still be quite portable, and I've removed the assembly code which can help a lot. On the visual side, the next thing I would like to add is real time lighting, but I haven't the time nor the knowledge required, so the next release should be the last one including new visual effects.

          Currently, the engine support quite big maps, I think Warpc is ok, but I've got a weird behaviour with the Soul of Evil, the player can go through block entities. Here, the wiki could serve as a faq with coders adding their solution to this kind of trouble, everyone next could save a lot of time.

          It would be nice as well if all engine could speak the same language. Darkplaces seems to be the more advanced with its theoretical support for 255 players, and I remember Baker saying it has the best network stack and support for both NQ et QW. Sounds like a good standard to me.
          Sounds like a clipnodes issue. There's some work that needs to be done in world.c as well as in the loader/renderer for this. Have a search for CONTENTS_CLIP in aRguire's source and you should get on the right track (alternatively, just copy across huge chunks of his world.c).
          IT LIVES! http://directq.blogspot.com/

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          • #20
            Originally posted by mhquake View Post
            Sounds like a clipnodes issue. There's some work that needs to be done in world.c as well as in the loader/renderer for this. Have a search for CONTENTS_CLIP in aRguire's source and you should get on the right track (alternatively, just copy across huge chunks of his world.c).
            It makes sense, thx a lot for the pointer mh.
            engine: quore.free.fr

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            • #21
              Originally posted by Dreadlorde View Post
              Hey, lxndr, I just tried out the newest quore and I love it! I'm using it on my Gentoo system and it runs great; I'm even getting a better fps than on windows with ProQuake.

              But there are a few problems: sound lags behind by about half a second. I'm using an x11 build since my graphics card isn't capable of playable OpenGL games. Also, I can't seem to be able to switch between 'environments' like in the video you have on the website. Is that a feature the requires OpenGL? Also, the bar with your health, armour, ammo, et cetera doesn't move around with the 'move SBar' option (I don't recall the actual option name atm). Here and here are screenshots of the bar problem.

              I also have some ideas for you, but I'll post those later.

              Thanks for this *awesome* *nix engine!
              Dreadlorde, to my knowledge, you're the first person who did try my engine !

              - Yep, the 'environments' switching is only in the OpenGL version. You could try Mesa3D to run OpenGL apps, it has a nice software implementation. But even with that, the texture processing in Quore, which is a big part in the 'environment' making, would still be disabled. I could had an option to force it enable though.

              - Concerning the sbar bug, could you please post the result of the following command (from the quore-0.3.0 directory)
              cat config.log /proc/cpuinfo /proc/version && head /var/log/Xorg.0.log

              Could be helpful to know as well how you start the engine. Plus, I'm curious, what's your window manager ?

              I've changed many things in the X11 build since the 0.3.0 release, the next version could solve this problem, but it would be better if I could reproduce this error.
              engine: quore.free.fr

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              • #22
                Originally posted by lxndr View Post
                Dreadlorde, to my knowledge, you're the first person who did try my engine !
                Really? It's the only engine I've got to work on my Gentoo system from the start, that's big plus for you.
                - Yep, the 'environments' switching is only in the OpenGL version. You could try Mesa3D to run OpenGL apps, it has a nice software implementation. But even with that, the texture processing in Quore, which is a big part in the 'environment' making, would still be disabled. I could had an option to force it enable though.
                Aw. I can live without it though.
                - Concerning the sbar bug, could you please post the result of the following command (from the quore-0.3.0 directory)
                cat config.log /proc/cpuinfo /proc/version && head /var/log/Xorg.0.log
                config.log
                Code:
                [~/src/quore-0.3.0]% cat /proc/{cpuinfo,version} && sed 8q /var/log/Xorg.0.log
                processor	: 0
                vendor_id	: GenuineIntel
                cpu family	: 15
                model		: 2
                model name	: Mobile Intel(R) Celeron(R) CPU 2.20GHz
                stepping	: 9
                cpu MHz		: 275.000
                cache size	: 256 KB
                fdiv_bug	: no
                hlt_bug		: no
                f00f_bug	: no
                coma_bug	: no
                fpu		: yes
                fpu_exception	: yes
                cpuid level	: 2
                wp		: yes
                flags		: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe up pebs bts cid xtpr
                bogomips	: 4382.11
                clflush size	: 64
                power management:
                
                Linux version 2.6.29.6-rt23-zoidberg ([email protected]) (gcc version 4.3.3 (Gentoo 4.3.3-r2 p1.2, pie-10.1.5) ) #1 SMP PREEMPT RT Tue Sep 22 00:25:59 UTC 2009
                
                X.Org X Server 1.6.5
                Release Date: 2009-10-11
                X Protocol Version 11, Revision 0
                Build Operating System: Linux 2.6.29.6-rt23-zoidberg i686 
                Current Operating System: Linux zoidberg 2.6.29.6-rt23-zoidberg #1 SMP PREEMPT RT Tue Sep 22 00:25:59 UTC 2009 i686
                Build Date: 14 October 2009  10:41:25AM
                 
                [~/src/quore-0.3.0]%
                Could be helpful to know as well how you start the engine. Plus, I'm curious, what's your window manager ?
                Code:
                [~/src/quore-0.3.0]% cd /usr/local/games/quake            
                [/usr/local/games/quake]% ./quore
                My window manager is dwm.
                I've changed many things in the X11 build since the 0.3.0 release, the next version could solve this problem, but it would be better if I could reproduce this error.
                That's good to hear. Have you thought of hosting the code somewhere like github or google code or having your own VCS server? It's a lot easier than making a tarball and uploading it, just a suggestion though.

                edit: I've created a repo for changes I'm making. It's at github.

                Question: I tried to use this mod today, but it doesn't seem to work. Are there any plans to add custom progs.dat support?

                Question 2: Fraggers new skins, in either tga or .pak form don't seem to work. I even renamed the tga's to the darkplaces format (file.mdl_0.tga). However, Plague's pak does work. I haven't downloaded the paks you have on quore.free.fr yet, but I assume they work.

                p.s.
                your orion_debug_models.zip doesn't work, here is a link to a download of them.
                p.p.s.
                what do the orion debug models do?
                Last edited by Dreadlorde; 10-22-2009, 09:33 AM.
                Gentoo Linux

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                • #23
                  Code:
                  [~/src/quore-0.3.0]% cd /usr/local/games/quake            
                  [/usr/local/games/quake]% ./quore
                  Well, I can't test it right now but this looks like a possible explanation. I'm always using the script I made to launch the engine with the right -width and -height arguments.

                  My window manager is dwm.
                  It's seems to be a keybinder paradise, I gonna try it.

                  That's good to hear. Have you thought of hosting the code somewhere like github or google code or having your own VCS server? It's a lot easier than making a tarball and uploading it, just a suggestion though.
                  tarball + wput is quite minimalist, no ? but it would be nice to host the code somewhere if anyone want to participate. I thought about sourceforge, I never used github nor google code, don't know which one is the more convenient.

                  Question: I tried to use this mod today, but it doesn't seem to work. Are there any plans to add custom progs.dat support?
                  I could have a look, if it's trivial, it's done

                  Question 2: Fraggers new skins, in either tga or .pak form don't seem to work. I even renamed the tga's to the darkplaces format (file.mdl_0.tga). However, Plague's pak does work. I haven't downloaded the paks you have on quore.free.fr yet, but I assume they work.
                  Well, the software version hasn't evolve very much since the first release, this is nice if you want to play quake as it was back in the day, but most custom stuff are not supported. Now I think that many thing in the code could be merged together with the OpenGL version. As for the custom progs.dat, if it's trivial..

                  p.s.
                  your orion_debug_models.zip doesn't work, here is a link to a download of them.
                  p.p.s.
                  what do the orion debug models do?
                  Thx for let me know about the dead link. This is the original models without the bugs, especially visible for the axe and the grenade launcher.
                  engine: quore.free.fr

                  Comment


                  • #24
                    Originally posted by lxndr View Post
                    Code:
                    [~/src/quore-0.3.0]% cd /usr/local/games/quake            
                    [/usr/local/games/quake]% ./quore
                    Well, I can't test it right now but this looks like a possible explanation. I'm always using the script I made to launch the engine with the right -width and -height arguments.
                    The -width and -height arguments fixed the sbar bug. :p
                    It's seems to be a keybinder paradise, I gonna try it.
                    It is. I can't stand using anything else anymore.
                    tarball + wput is quite minimalist, no ? but it would be nice to host the code somewhere if anyone want to participate. I thought about sourceforge, I never used github nor google code, don't know which one is the more convenient.
                    It is minimal, but a VCS allows for better control of the source, and makes merging patches and what not easier. I've setup a github repo with changes I'm making here.
                    Well, the software version hasn't evolve very much since the first release, this is nice if you want to play quake as it was back in the day, but most custom stuff are not supported. Now I think that many thing in the code could be merged together with the OpenGL version. As for the custom progs.dat, if it's trivial..
                    But why do pak's like plagues work, but fraggers skins don't? I also tried the rygel pak you have on quore.free.fr, but that didn't work either.

                    I think the custom progs.dat should be easy. I'm going to see how darkplaces does it and try to hack together something.
                    Thx for let me know about the dead link. This is the original models without the bugs, especially visible for the axe and the grenade launcher.
                    Sounds great. I'm gonna try those out later.
                    Gentoo Linux

                    Comment


                    • #25
                      The -width and -height arguments fixed the sbar bug. :p
                      Great ! Now I know where to look to fix the code

                      It is minimal, but a VCS allows for better control of the source, and makes merging patches and what not easier. I've setup a github repo with changes I'm making here.
                      Well., euh.. how to say that.. it's ubercool to have you in the project but... do you have anything against sourceforge ??

                      But why do pak's like plagues work, but fraggers skins don't? I also tried the rygel pak you have on quore.free.fr, but that didn't work either.
                      Plague's pak contains models which are loaded in place of the default ones, this transparent for the engine. Skins and textures do not replace other files. By default, the skin is in the model file and textures are in the map file, hence the extra code needed to replace them at runtime

                      I think the custom progs.dat should be easy. I'm going to see how darkplaces does it and try to hack together something.
                      Welcome in the engine coding world !
                      engine: quore.free.fr

                      Comment


                      • #26
                        Originally posted by lxndr View Post
                        Well., euh.. how to say that.. it's ubercool to have you in the project but... do you have anything against sourceforge ??
                        Not really, just that they aren't free (as in freedom) anymore. And I already have a github account. :p
                        Plague's pak contains models which are loaded in place of the default ones, this transparent for the engine. Skins and textures do not replace other files. By default, the skin is in the model file and textures are in the map file, hence the extra code needed to replace them at runtime
                        Ah. Didn't know that, thanks for the info.
                        Welcome in the engine coding world !
                        Gentoo Linux

                        Comment


                        • #27
                          Not really, just that they aren't free (as in freedom) anymore. And I already have a github account. :p
                          What do you mean ? I guess authors can still choose what license they want for their projects.

                          I have only two reasons to prefer sourceforge.

                          - The first one is the name, quore.sf.net sounds great. I know, I should be ashamed, but that's my baby, it's emotional
                          - The second one is that I would prefer the project to not rely on any account. But maybe its already possible with github ?
                          engine: quore.free.fr

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                          • #28
                            Originally posted by lxndr View Post
                            What do you mean ? I guess authors can still choose what license they want for their projects.
                            I mean the sourceforge website isn't open source anymore. It was pre 2007, but then the company decided to close the source for an unknown reason.
                            I have only two reasons to prefer sourceforge.

                            - The first one is the name, quore.sf.net sounds great. I know, I should be ashamed, but that's my baby, it's emotional
                            :p
                            - The second one is that I would prefer the project to not rely on any account. But maybe its already possible with github ?[/QUOTE]
                            I think I can give you push access to the github repo without you having an account I'll look into it. I'll use sourceforge if you want that to be where main development happens, just please, for the sake of humanity don't use cvs or svn.
                            Gentoo Linux

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                            • #29
                              I think I can give you push access to the github repo without you having an account I'll look into it. I'll use sourceforge if you want that to be where main development happens, just please, for the sake of humanity don't use cvs or svn.
                              Ok, let's go for quore.sf.net !! Yooohoo Have to retrieve a valid account, fill up all their forms, wait a few days for the project to be validated, the time for me to learn the git language. Then I'll upload the last version of the code and give you full access.

                              Welcome Dreadlorde!
                              engine: quore.free.fr

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                              • #30
                                Time is going fast, the project is already up: quore.sf.net
                                engine: quore.free.fr

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