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QuakeSpasm

Postby stevenaaus » Sun Feb 21, 2010 7:51 pm

Ozkan (Hammer of Thyrion) and i have been working on an SDL FitzQuake project.
Features include:

* 64 bit CPU cupport (seems ok)
* Rewritten sound driver
* Custom console background
* SDL CD audio implemented
* Alt+Return toggles fullscreen
* Command line completion tweak, with mapname auto complete.

Thanks Baker, SleepWalkr and Metl :>

http://quakespasm.sourceforge.net/
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Postby Teiman » Sun Feb 21, 2010 9:42 pm

A new engine? niiice :-)
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Postby Sajt » Mon Feb 22, 2010 7:21 am

Hmmmmmmmmmmmm, maybe I can pilfer code for GoldQuake! Especially the sound stuff... (I have something like zero experience in sound programming...)
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Postby Baker » Mon Feb 22, 2010 11:47 am

I look forward to possibly trying this engine (if it works on OS X) and if not at least examining some of the changes versus FitzQuake 0.85 just for the sake of knowledge (64 pointer changes and such) because I like mult-platformness in all forms (including graphics API, like MH's Direct3D work and the PSPGU stuff in the PSP engines, etc. or even the lack thereof in software renderers, heheh).
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Postby Chip » Mon Feb 22, 2010 3:09 pm

Particles seem a bit slow. When exploding a grenade or a rocket, the frame rate drops to 4-5 per second. Intel 965 onboard.
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Postby stevenaaus » Fri Mar 12, 2010 7:14 pm

SDL/GL is upto 20% slower than OpenGL alone. I tested QS recently on an old win98/athlon750/matroxG200 box... didn't seem too bad. You can type "gl_texturemode 1" for a small preformance boost. Make sure "r_novis 0" too.

Intel chips aren't the best with OpenGL. Perhaps an engine from Direct Quake will run better.
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Postby Orion » Fri Mar 12, 2010 8:45 pm

Worked fine here.
Sounds are a bit delayed, though.
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Mac binary

Postby stevenaaus » Tue Mar 30, 2010 11:55 am

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Postby mh » Tue Mar 30, 2010 12:25 pm

stevenaaus wrote:Intel chips aren't the best with OpenGL.
The Intel 965 Chip mentioned is not a good performer in any event. It was their first hardware T&L chip and even the older 945 was up to twice as fast.

I know that FitzQuake doesn't batch surfaces into indexed triangle lists, and it's probably too much work for what is primarily a port, but that is the single biggest performance boost you can do and it will get good results on even an Intel 915.
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0.85.2 update

Postby stevenaaus » Tue May 04, 2010 5:38 am

We've made a little update...A new scale slider, some networking fixes, and some changes to the condebug log feature amongst other things.

We'll probably include proper home directory support (currently included as a patch) and ogg music playback, when someone can be arsed to do it :->

Windows , Linux , Source
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Re: 0.85.2 update

Postby Dark$oul71 » Thu May 06, 2010 8:21 pm

Nice to see another quake engine out there with native support for 64 bit Linux.

Runs fine here on Ubuntu 9.10 x64.

I have one question:
Are there any chances that quakespasm supports Superduper Quake ?
For me it simply "dies" when I try to launch SDQuake game. Other engines (e.g. darkplaces, enhanced glquake, openquartz) run it fine. I would find it very cool to have an alternative to darkplaces in order to run sdquake under Linux.

One final comment on your website design (no offense intended):
Please folks, change your default font colors. Dark gray plus even darker gray combined with a black background ? Come on...it's barely readable in the evening but have you ever tried to read the website on a normal TFT monitor on a sunny day ?

TIA,
D$
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0.85.3

Postby stevenaaus » Thu Sep 30, 2010 10:30 am

We've made an update :> Changelog is here. Downloads

Mainly networking bug-fixes (-dedicated works now), and SleepwalkR has put together an OSX app.

> Are there any chances that quakespasm supports Superduper Quake ?

If you'd like to provide a patch, we'll include the patch.

> One final comment on your website design (no offense intended):
> Please folks, change your default font colors.

The page has been tweaked a little. Hope it's better n o w.
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Re: 0.85.3

Postby Dark$oul71 » Thu Sep 30, 2010 3:53 pm

Thanks for the update !

>If you'd like to provide a patch, we'll include the patch.
He, you´re a funny one. QSpasm simply dies. How should I know what causes it to die ? How would I know what to patch ? :?

Sry..no quake dev here :)

>The page has been tweaked a little. Hope it's better n o w.
Seems you like dark colors but it is at least readable without cranking up your desktop brightness or selecting the complete text.
Thanks...
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Postby Baker » Thu Sep 30, 2010 4:15 pm

Great stuff! :D
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Postby horrorporn » Fri Oct 01, 2010 10:06 am

the good: runs arwop smooth as glass at 800*500 on my 2006 macbook.

the bad: quitting while in fullscreen gives me a blank screen and no way back to the desktop.
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