Realm up on google code
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Realm up on google code
http://code.google.com/p/realm/
svn has some troubles atm. trying to resolve it with the google guys.
source can be downloaded from downloads meanwhile.
when svn is up feel free to add to its codebase but keep the compatibility. The goal is to have a quake engine with a much updated codebase that doesnt tinker with the internals.
that said feel free to add your own ideas as long as it can run without external data.
things i plan to add myself include vis file support (no need to vis the maps for the user if he likes transparent water).
ent file support (wanna add something not quite quakish without hacking code or molesting a bsp ? hey we can do that to
).
half-life BSP and WAD support. (can add without it breaking anything).
md2 support (rather not heh).
md3 support (maybe).
skeletal models (definatly).
sky and water shaders in glsl (working on them).
lit file allready supported.
decals (i sure would like the lava effect from tenebrae
).
stainmaps allready supported.
bloom allready supported (better code welcome can be a bit overwheelming).
pk3 allready supported (code is a bit bloated optimizations welcome).
bumpmapping supported (only world surfs atm rudimentary code for alias models in code commented out atm, but will be in sometime soon).
specular lighting (was actually in but commented out in the original code. as i discovered it didnt quite work yet.
if mh got it working later on id be interrested to hear ?).
besides the above it uses a rather hard handed leaf lookup system
i refined through the years i been maintaining it.
i think i can say with 99.99% certainty that nothing will fool it to believe a surf is any other type than it should be.
the VM had pretty much every fix from aquire quake.
it runs quite fine on my nvidia 285 gtx but i heard rumours that it broke down on intel cards (sigh) and perhaps ATI ?.
svn has some troubles atm. trying to resolve it with the google guys.
source can be downloaded from downloads meanwhile.
when svn is up feel free to add to its codebase but keep the compatibility. The goal is to have a quake engine with a much updated codebase that doesnt tinker with the internals.
that said feel free to add your own ideas as long as it can run without external data.
things i plan to add myself include vis file support (no need to vis the maps for the user if he likes transparent water).
ent file support (wanna add something not quite quakish without hacking code or molesting a bsp ? hey we can do that to
half-life BSP and WAD support. (can add without it breaking anything).
md2 support (rather not heh).
md3 support (maybe).
skeletal models (definatly).
sky and water shaders in glsl (working on them).
lit file allready supported.
decals (i sure would like the lava effect from tenebrae
stainmaps allready supported.
bloom allready supported (better code welcome can be a bit overwheelming).
pk3 allready supported (code is a bit bloated optimizations welcome).
bumpmapping supported (only world surfs atm rudimentary code for alias models in code commented out atm, but will be in sometime soon).
specular lighting (was actually in but commented out in the original code. as i discovered it didnt quite work yet.
if mh got it working later on id be interrested to hear ?).
besides the above it uses a rather hard handed leaf lookup system
i refined through the years i been maintaining it.
i think i can say with 99.99% certainty that nothing will fool it to believe a surf is any other type than it should be.
the VM had pretty much every fix from aquire quake.
it runs quite fine on my nvidia 285 gtx but i heard rumours that it broke down on intel cards (sigh) and perhaps ATI ?.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Don't use svn, it's crap. Mercurial>*
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
svn is horrible in every way possible. Instead of repeating what has been said before, here, here, the CCC wiki and Linus' talk about git are all contain great real reasons why svn sucks.Feared wrote:dreadlorde wrote:Don't use svn, it's crap. Mercurial>*
Get out of my face.
SVN is the best.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
Hey, you two, stop replicating a work environment, I heard that debate at least once a week for over two years now. And its always so annoyingly impassioned. And most of the arguments ultimately boil down to one is already installed and people are used to it, and they don't want to bother trying the other. Software devs are surprisingly afraid of change and relatively new tech.
reckless; Awesome move on your part =)
reckless; Awesome move on your part =)
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
dont mind mercurial only chose svn as its one of the more used standards but google code supports both so maybe i can add it to mercurial also
.
glad you like it ranger
i kinda hope people will pick it up as a community project
the engine is pretty sound codewise (did a lot of cleaning in it).
its pretty fast to. ofc huge loads of external textures will slow loading time some but not a lot
.
glad you like it ranger
i kinda hope people will pick it up as a community project
the engine is pretty sound codewise (did a lot of cleaning in it).
its pretty fast to. ofc huge loads of external textures will slow loading time some but not a lot
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
What os' does it run on? Windows, linux, mac, combination of those?
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
atm windows but it uses codeblocks and gcc for compiling so when the linux specific code portion makes it back in it should be pretty portable.
i replaced mh's directx based md3 code with a somewhat older but more portable one based on the housemarqe system (opensource now btw).
the above also opens up the possibility of nehahra support since it supports mod files.
i replaced mh's directx based md3 code with a somewhat older but more portable one based on the housemarqe system (opensource now btw).
the above also opens up the possibility of nehahra support since it supports mod files.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
scar3crow wrote:Hey, you two, stop replicating a work environment, I heard that debate at least once a week for over two years now
As someone who hadn't read those articles Dreadlorde linked up, I found them interesting. Eventually I need to use some sort of source code repository and there are so many emerging options out there.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Baker wrote:scar3crow wrote:Hey, you two, stop replicating a work environment, I heard that debate at least once a week for over two years now
As someone who hadn't read those articles Dreadlorde linked up, I found them interesting. Eventually I need to use some sort of source code repository and there are so many emerging options out there.
As long it doesn't get in my way or destroy all my work for some stupid bug or failure, I couldn't care less which version control is used in a project. CVS, SVN, Git, Mercurial, SourceSafe, ClearCase (I have used all of them in different projects I worked) anything is better than no version control at all. This discussion is just pointless. Next!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
cant say i disagree with frag there
but newer the less if the options there i might as well add it to mercurial also.
im still hammering my head in on the svn part (seems something on my end is blocking svn uploads but i disabled the firewall and my ports are open so grrr
) i might have to get someone here to do the upload unless i somehow can get it fixed. they will obviously need my svn login though so pm me if you want to try.
on another part heres something for reference.
ftp://90.184.233.166:21/pQER.7zip
this is topaz old phoenix quake with a few small fixes (many more needed) so much is plain wrong with the code (well besides the code topaz changed most of it is still plain ol original Q1 source) but its a good example of using Q3 shaders with Q1.
the funny thing this old bugger actually used vertex arrays before anyone in the community actually gave it a thought
and they work.
you will most probably have to disable opengl extensions for it to run (ill fix that sometime).
im still hammering my head in on the svn part (seems something on my end is blocking svn uploads but i disabled the firewall and my ports are open so grrr
on another part heres something for reference.
ftp://90.184.233.166:21/pQER.7zip
this is topaz old phoenix quake with a few small fixes (many more needed) so much is plain wrong with the code (well besides the code topaz changed most of it is still plain ol original Q1 source) but its a good example of using Q3 shaders with Q1.
the funny thing this old bugger actually used vertex arrays before anyone in the community actually gave it a thought
you will most probably have to disable opengl extensions for it to run (ill fix that sometime).
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
reckless wrote:ok mercurial worked for some reason so the version control section is up![]()
ill see if i can get svn working also sometime soon.
Damn it! Your personal project now interferes with my personal life! Mercurial is THAT bad!
I'm kidding, I've tried Mercurial before. Not bad just a few different commands here and there that bug me. (naming wise)
Anyways, good luck with everything.
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Feared - Posts: 95
- Joined: Fri Jun 11, 2010 11:58 pm
- Location: Wylie, TX
Feared wrote:Damn it! Your personal project now interferes with my personal life! Mercurial is THAT bad!
I wasn't trying to be a dick; even if I came off that way, I was just suggesting a tool that would make src management easier for reckless.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
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