released MHQuake
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released MHQuake
ya a release
alltho it has been running pretty stable i dont have every mod out there to try it on so if you find something that doesnt work "not bastion that one i know about" pls tell me
i decided to fire up my ol ftp server again which will probably save someone a headache cause i included the game data i play with and its kinda size.i xD the download is about 756mb so prepare for some wait time but its well worth it
i advise trying this puppy on kin's marcher map it show the full potential of this engine i hope it will rock your boots
ftp://217.157.186.180:21/MHQuake_release.exe its a selfextracting archive "no i dont deal in virusses but scan it anyway better safe than sorry
" just redirect the output to your quake folder if it asks to overwrite some files select yes. nothing in it will break other engines as it uses pk3 for the game data.
hope you will enjoy it as much playing on it that i had making it
alltho it has been running pretty stable i dont have every mod out there to try it on so if you find something that doesnt work "not bastion that one i know about" pls tell me
i decided to fire up my ol ftp server again which will probably save someone a headache cause i included the game data i play with and its kinda size.i xD the download is about 756mb so prepare for some wait time but its well worth it
i advise trying this puppy on kin's marcher map it show the full potential of this engine i hope it will rock your boots
ftp://217.157.186.180:21/MHQuake_release.exe its a selfextracting archive "no i dont deal in virusses but scan it anyway better safe than sorry
hope you will enjoy it as much playing on it that i had making it
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Can't you PLEASE renamed your engine modification to something that does not say "this is MH's engine"? Called it RecklessQuake or whatever and put credit to MH and other sources in your readme. Keeping the name just confuses.
Yes, 756MB for an engine is rather
(queue "DIED YOU INCLUDE TEH COPYRIGHTED FILEZ???!!" by you-know-who).
Yes, 756MB for an engine is rather
(queue "DIED YOU INCLUDE TEH COPYRIGHTED FILEZ???!!" by you-know-who).
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
sorry not my intention to tick someone of
sure ill rename it, just didnt bother since the base was mh's engine and i didnt want credit for his work.
? copyrighted files ?
bit confused only thing i included are plagues models textures from the Q1 resurrection project ogro's monster skins "allbeit a bit modified" and the menu textures.
did i by mistake include one of the id1 paks ?
? copyrighted files ?
bit confused only thing i included are plagues models textures from the Q1 resurrection project ogro's monster skins "allbeit a bit modified" and the menu textures.
did i by mistake include one of the id1 paks ?
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
ok renamed "everything in it and outside"
engine only ftp://217.157.186.180/Realm_2008_engine.rar
source code ftp://217.157.186.180/Realm_2008_8_31_source.rar
credits in the realm text file.
left out pk3's
engine only ftp://217.157.186.180/Realm_2008_engine.rar
source code ftp://217.157.186.180/Realm_2008_8_31_source.rar
credits in the realm text file.
left out pk3's
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
I believe hes referring to the lack of a license txt.
http://www.gnu.org/licenses/gpl.txt
http://www.gnu.org/licenses/gpl.txt
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
Nah, I meant just the naming.
You can be proud of any work you did and put your name on it (as long as you give credit to what you used and abide their licenses (which all you did I guess)). I don't think anyone would think "bleh, he is ripping of MH's work", especially since you wrote about your changes and progress.
The rest was just a bad negative assumption of mine, sorry.
"i included the game data i play with" sounded a bit like the pak1.pak.
No idea about the license text.
You can be proud of any work you did and put your name on it (as long as you give credit to what you used and abide their licenses (which all you did I guess)). I don't think anyone would think "bleh, he is ripping of MH's work", especially since you wrote about your changes and progress.
The rest was just a bad negative assumption of mine, sorry.
No idea about the license text.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Spirit wrote:Yes, 756MB for an engine is rather![]()
bigger =
... Darkplaces
... EzQuake > 2 MB
... FTEQW
... JoeQuake 1862 (but JoeQuake 1329 is less than 1/2 size???)
.... Qrack
Now, a serious question not even remotely on topic ...
Why the heck is JoeQuake GL Build 1862 a 1 MB exe and the prior JoeQuake GL Build 1329 is 400K exe? Did he forget to use a compiler option? And what magical compiler option is this?
Will check out this new MH-RecklessQuake release later and post back.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
ya server maintainance should be up again now
as for the size on some exes hmm libraries ?
well was actually why i decided not to go with compiling Realm with the static libpng and zlib libraries msvc was bitching about the size of the executable.
as for the size on some exes hmm libraries ?
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
What I noticed as I used the engine ...
1) Nice bloom and lighting
2) No e1m1 flicker
Unfortunately, I haven't used MHQuake enough to be able to distinguish most of the changes nor am I familiar enough with the technical challenges of rendering like, say, Rook to be able to notice subtle things.
Rook said the engine clears out all unused models, textures, etc. on each map load which is a very nice feature. I hate it how 95% of engines will eventually crash after loading enough maps to hit gl_maxtextures.
Something I did notice, the engine could greatly use a generic cmdlist and cvarlist feature because someone like myself not familiar with the cvars doesn't have a way to turn on/off different features.
I've found the cmdlist and cvarlist code from FitzQuake is nearly perfect and easily adaptable (it sorts the cmdlist and cvarlist, displays the default values, etc.)
Is there a way to load different backgrounds for the skysphere to visualize how it can look for different types of maps? Ever since Rook made an equivalence comparison between Quake 2 and skyboxes I find I like skyboxes even less ... mostly due to the seams but also in part because a stiff and static sky isn't very realistic for most maps, especially because it reacts in a 1 to 1 ratio to player movement which is also wrong for a distant sky.
1) Nice bloom and lighting
2) No e1m1 flicker
Unfortunately, I haven't used MHQuake enough to be able to distinguish most of the changes nor am I familiar enough with the technical challenges of rendering like, say, Rook to be able to notice subtle things.
Rook said the engine clears out all unused models, textures, etc. on each map load which is a very nice feature. I hate it how 95% of engines will eventually crash after loading enough maps to hit gl_maxtextures.
Something I did notice, the engine could greatly use a generic cmdlist and cvarlist feature because someone like myself not familiar with the cvars doesn't have a way to turn on/off different features.
I've found the cmdlist and cvarlist code from FitzQuake is nearly perfect and easily adaptable (it sorts the cmdlist and cvarlist, displays the default values, etc.)
Is there a way to load different backgrounds for the skysphere to visualize how it can look for different types of maps? Ever since Rook made an equivalence comparison between Quake 2 and skyboxes I find I like skyboxes even less ... mostly due to the seams but also in part because a stiff and static sky isn't very realistic for most maps, especially because it reacts in a 1 to 1 ratio to player movement which is also wrong for a distant sky.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
glad you enjoy it
for the questions.
aye the cmd and cvar list needs a look at atm its allmost standard glquake most work was done in other places so havent had time to look at it yet, but i plan on adding the Q3 cvar and cmd system with a cmdlist ill look at fitz
.
sky: skyboxes not in yet the sky as it is in the engine atm is just a high res replacement of quakes normal sky using a sphere map instead of a box. got code for skyboxes for it tho and some nice plans
with skytiles
. you could replace the background images and recompile the engine but that seems a a bit akward ?. atm it works just like the normal quake sky just higher resolution and using a sphere instead of a scrolling tile.
the idea i work on involves much the same way tenebrae did sky by adding another plane to it drawing a scrolling tile much like normal quake sky but with user settable backgrounds and some way to control them via qc and or cvar suggestions are velcome
.
much work went into clearing allocated data at mapload still a ton of stuff that needs better memory handling atm im working on removing limits on all static arrays allocating them on the heap "i hate busting my head against engine limitations
".
not really sure what mh did to reduce zfighting but it works pretty well
theres a few comments in the source that might give a hint.
for the questions.
aye the cmd and cvar list needs a look at atm its allmost standard glquake most work was done in other places so havent had time to look at it yet, but i plan on adding the Q3 cvar and cmd system with a cmdlist ill look at fitz
sky: skyboxes not in yet the sky as it is in the engine atm is just a high res replacement of quakes normal sky using a sphere map instead of a box. got code for skyboxes for it tho and some nice plans
with skytiles
the idea i work on involves much the same way tenebrae did sky by adding another plane to it drawing a scrolling tile much like normal quake sky but with user settable backgrounds and some way to control them via qc and or cvar suggestions are velcome
much work went into clearing allocated data at mapload still a ton of stuff that needs better memory handling atm im working on removing limits on all static arrays allocating them on the heap "i hate busting my head against engine limitations
not really sure what mh did to reduce zfighting but it works pretty well
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
oh forgot it shouldnt be limited to only ati or nvidia only requirement
it has is full opengl 1.4 support on the gfx card i believe most modern cards have that ?
screenshots below.
showing normalmaps.
lava haze.
again
teleporter in startmap
bloom and overbrights

it has is full opengl 1.4 support on the gfx card i believe most modern cards have that ?
screenshots below.
showing normalmaps.
lava haze.
again
teleporter in startmap
bloom and overbrights

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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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