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any interrest in a cleansrc based on tochris ?

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any interrest in a cleansrc based on tochris ?

Postby revelator » Sun Jul 03, 2011 8:45 pm

as the topic says.

i did some housecleaning on the old tochris source (the gl part)

removed old asm files (cannot use with mingw).
removed software quake compatibility stuff.
removed gl_ztrick.
removed the entire software render and reordered the project.

added fixes from qsg and various other sources.
added framerate independant physics.
added better Sys_FloatTime.

upped some defines to allow models with higher vertex and polycount.

besides that its standard. ¨

no external texture support.
no lit support (yet) still having some troubles getting it to work correctly.
gl_texsort 0 seems to be broken (white textures) gl_texsort is normally 1 though.

it might be a nice base for starting some project yourself and ill release it as that.
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Postby qbism » Wed Jul 06, 2011 12:44 am

I'm interested. Makaqu is based on Tochris, and Super8 is based on Makaqu. Mankrip cleaned up some stuff and I cleaned up some stuff. These are software engines, but many functions serve both sw and gl. Those sources might be useful to you.
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Postby revelator » Wed Jul 06, 2011 7:44 am

ok m8 ill finish it up :) allready done a heck of work on it.
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Postby revelator » Sat Jul 09, 2011 8:10 pm

merging the gl part with joequake so in the end it will support externals
but it will run fine without them, and some functions joequake uses are allready in tochris like CL_MapName -> CM_MapName.

updating gl calls to use ARB instead of the old SGIS crap (done).

still a lot to do but its slowly comming along.
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Postby mankrip » Sun Jul 10, 2011 1:25 am

qbism wrote:Makaqu is based on Tochris

Actually, Makaqu is based on WinQuake. I've started it by copying my changes from a previous Dreamcast port into it, and then I've started porting code from other engines such as NxQuake, QIP, Darkplaces and ToChriS into it. I'm fairly certain that not all changes in ToChriS were ported over.
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Postby revelator » Sun Jul 10, 2011 8:08 am

my realm engine also uses bits and pieces from tochris :)

but id prefer to use it from the bottom up, its somewhat better coded.

also i like the client/server model it uses, allthough it can be a bit hard figuring out where to put stuff sometimes heh.
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Postby qbism » Tue Jul 12, 2011 1:18 am

mankrip wrote:
qbism wrote:Makaqu is based on Tochris

Actually, Makaqu is based on WinQuake.
Frak, guess it's past time to click on the readme. :oops:
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Postby revelator » Tue Jul 12, 2011 11:24 pm

hehe :) well ill see if i can put together a version with the software engine only when i come home (atm im looking after my moms stuff while shees on vacation).

might be easy porting the makaque stuff but i cant tell from here :)
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Postby revelator » Wed Jul 27, 2011 11:36 pm

not much new yet besides finally getting lit file support going (damn me to hell) it was not quite easy since i had to keep in mind that the server/client model it uses only passes the nessesary bits to the renderer so i had to add a whole plethora of new calls to the interface between the server and the client.

so while its definatly cleaner in the end it takes some getting used to hehe.
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