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  • Linux Quake clients - software only

    I'm looking for various quake forks that include a 'software render' (ie: svga/x11) build of netquake for linux. (ie.. not just opengl, and not qw). I've got a few - panquake, fishquake, tyrquake, joequake - but i'm wondering if anyone can point me to a few more. I'm using quake in a research project and need to evaluate the various 'software render' versions of quake.

    Any and all help is much appreciated.

    Thanks
    B

  • #2
    I wouldn't expect those software renderers to have changed a lot since the original release. Is there big differences between them ?
    engine: quore.free.fr

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    • #3
      I could post some more but only will do so if your research results will be public (edit: if it would be of interest for us ).
      Quake 1 Singleplayer Maps and Mods

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      • #4
        I highly doubt the research would be of interest to you. The research I'm doing is looking at how code changes between code forks, and how these code forks can be recombined without code modification. I could do this research on nearly any software with several forks, but I choose quake because its a very visual and there seems to be A LOT of forks out there.

        Thus far I've been able to port the status bar from makaquake (albeit this is a windows fork of quake which I hacked into qsrc1.08 to get a linux build) into the fisheye fork of quake without source code modification (ie: object/binary file manipulation only).

        If you could post a couple more software rendered (x11 preferred) forks (they don't' have to have any new graphics capabilities.. just any type of code changes) that build on linux I'd really appreciate it.

        Thanks
        -b

        PS: I should reiterate that I'm looking for singleplayer 'netquake' versions.. not qw. I'm trying to minimze the number of complications and testing required.

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        • #5
          Oh nice, that sounds like an interesting project. Here you go:

          QIP
          Quakeforge
          Twilight
          sdlquake
          http://www.quaddicted.com/engines/fi...x_quake101.tgz
          there should be a working proquake port too, maybe pq360linux-noserver.tar.gz

          zquake and FTE can run nq progs (but are QW engines)

          You should find files in Quaddicted.com: Quake Engines Archive
          I think most are straight ports or "only" mostly changed in the backend. Twilight or QuakeForge has an polygon rocket explosion effect, that might be interesting.

          Would you share your Makaqu port? I'd love to have that engine on Linux!
          Quake 1 Singleplayer Maps and Mods

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          • #6
            Thanks for the suggestions.

            Thus far I've found that: joequake, proquake, qip, sdlquake, tyrquake, and fisheyequake, all support linux x11/software builds. Some of them took some work to build properly as they were written for a very old versions of gcc and many of the conventions are no longer valid.

            Twilight didn't have a clean linux build and after fixing numerous build issues I realized its only opengl - go figure.

            QuakeForge also didn't have a clean linux build. I fixed the build but noticed that it uses shared object files - which i'd like to avoid. Also, it would appear the changes you mention (rocket effect) are not in the software rendered version.

            As for the makaqu port, there really isn't any point in sharing it. All I did was drop the .c files into the q1src, fix the build problems for x11 only and that was it. When you fire it up there are no visible models (no players/monsters/weapons - not sure why) so its not very playable. As I'm not so concerned about actually 'playing the game for fun' I just ignored the problem for now. If you still really want it.. I can share it or just give detailed directions on how to fix the build (or provide a patch file).

            I've got enough ports to play with for now I think. However I've noticed (as was pointed out) that there are very few graphical enhancements to the software versions. At best there are updated HUDs, enhanced menus, weapons placement, but thats about it.

            Thanks again.

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            • #7
              I think most people would shy away from graphical enhancements to the software renderer on account of the assembly language involved. At the very least, any non-trivial enhancement would likely involve an upgrade to 32-bit colour, which would be messy and bug-prone to implement (at least without switching a lot over to plain C).

              Might I suggest Quake II as another option? It's ID's own enhancement of the original Quake engine, and although it uses somewhat different data formats a surprisingly large amount of the code is identical.
              IT LIVES! http://directq.blogspot.com/

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