Quake 1 split screen?
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Quake 1 split screen?
Hi, I have a question you may know some "engine " that can play quake 1 split screen,i mean to play 2 on a single machine, as in doom legacy:
and if that does not exist, there would be some obstacles which can not create that engine?
and if that does not exist, there would be some obstacles which can not create that engine?
hello
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franqutrass - Posts: 69
- Joined: Wed Dec 30, 2009 6:29 pm
- Location: peru
I haven't tried FTEQW's split-screen, so I can't comment on that, but implementing split-screen must be a hell to go through.
I've thought about it a million times in the past, pondering everything that would need to be changed to make it work properly, and even though I don't remember everything, the problems with the cvar/cmd/alias/bind system is something that I've got quite stuck at figuring out a "proper" solution.
For example, how to define whose player the "+jump" command is acting upon? Creating a whole slew of new commands exclusively for this wouldn't be compatible with existing mods, and wouldn't be flexible enough.
In my opinion, a good solution for split-screen should be completely transparent to existing mods. So, if a mod does weird stuff (that works in vanilla Quake) like using stuffcmd to change the mouse sensitivity, it should work, and it should work only for the player it was intended to. Ideally, the engine should be able to do the same for the "disconnect" command, and most others.
I've thought about it a million times in the past, pondering everything that would need to be changed to make it work properly, and even though I don't remember everything, the problems with the cvar/cmd/alias/bind system is something that I've got quite stuck at figuring out a "proper" solution.
For example, how to define whose player the "+jump" command is acting upon? Creating a whole slew of new commands exclusively for this wouldn't be compatible with existing mods, and wouldn't be flexible enough.
In my opinion, a good solution for split-screen should be completely transparent to existing mods. So, if a mod does weird stuff (that works in vanilla Quake) like using stuffcmd to change the mouse sensitivity, it should work, and it should work only for the player it was intended to. Ideally, the engine should be able to do the same for the "disconnect" command, and most others.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
My split screen theory is just a 'bind2' command dealing with player 2's controls, joy_p2device cvar to switch controller ID (say gamepad vs gamepad), some more joy_ cvars regarding analog usage (aim/turn/move/inverse) and a localplayers cvar that would go up to 2 for two spawned clients (and maybe up to 4, with bind3/bind4 for them)
When you're doing splitscreen, forget about the keyboard and mouse controls. That ain't going to fly and that'll lead you to hack hell.
Hotseat gaming is getting more underrated by the year and i too wanted a splitscreen moddable fps for decades.... the only thing that comes close to that is UT3 (via some console hackage) and Serious Sam
There are also some scenarios where you might not want the screen to be split at all, like a 2d fighting game or watching grass grow
When you're doing splitscreen, forget about the keyboard and mouse controls. That ain't going to fly and that'll lead you to hack hell.
Hotseat gaming is getting more underrated by the year and i too wanted a splitscreen moddable fps for decades.... the only thing that comes close to that is UT3 (via some console hackage) and Serious Sam
There are also some scenarios where you might not want the screen to be split at all, like a 2d fighting game or watching grass grow
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
for fte, when using rawinput, it splits mice+keyboards so mouse1+keyboard1 control player1 and mouse2+keyboard2 control player2, obviously. You can also explicitly bind things to '+p1 attack' or 'p1 impulse 7' or so to get two players on the same keyboard (such binds will ignore the source keyboard id).
It gets the job done.
splitscreen isn't 100% compatibile with all qc extensions, especially csqc and drawonlytoclient type extensions, but works 100% for mods that don't use awkward extensions (id+h2 work fine).
It gets the job done.
splitscreen isn't 100% compatibile with all qc extensions, especially csqc and drawonlytoclient type extensions, but works 100% for mods that don't use awkward extensions (id+h2 work fine).
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
franqutrass wrote:are confident that you can not make the engine so that 2 people can play a single machine
FTEQW has it working, Spike did a good job, I've tested it myself. Split-screen Quake is rather neat.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Splitscreen is so easy to implement if you're building an engine from scratch with splitscreen in mind... but there are things I'd rather do than try to change an existing engine to support it. 
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
With the right knowledge a split screen Quake could be done.
http://www.youtube.com/watch?v=dxZQ3WDlF0M
If only this one had splitscreen
http://www.youtube.com/watch?v=dxZQ3WDlF0M
If only this one had splitscreen
- ooppee
- Posts: 70
- Joined: Thu Oct 28, 2010 2:57 am
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