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QuakeForge 0.7.2 released.

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Re: QuakeForge 0.7.2 released.

Postby taniwha » Thu Jan 24, 2013 10:22 am

reckless: yeah, well, again: thanks. I'll make use of it when I get to that point. I'm currently hacking on resurrecting -win :) Which leads in to...

leileilol: thanks for ENGOO: I've lifted your (well, MH's? it seems he's responsible for the GDI/DDraw support) vid_win.c and modified it to build in QF (heavy surgery using a chainsaw*). I really did not want to use Scitech. It looks like their might be some other nice features to lift from ENGOO such as stretch scaling.

*QF has separate in_*.c and vid_*.c, and both sw and gl use the same vid_*.c (since all renderers work with the one exe (plugins)).
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Re: QuakeForge 0.7.2 released.

Postby sock » Thu Jan 24, 2013 10:30 am

taniwha wrote:That sounds like a strong argument in favor of writing an installer/front-end.
Please don't wrap this engine in an installer, I just want a exe I can put in my quake directory and play with! Or single exe and one menu file that goes in the same directory. Also the 32bit version works fine, sorry I assumed the 64bit would be useful.
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Re: QuakeForge 0.7.2 released.

Postby taniwha » Thu Jan 24, 2013 10:41 am

Hmm, well, I wasn't thinking anything sophisticated: just something that you could optionally run in your quake dir that creates ~/quakeforgerc with suitable settings (eg, vid mode, fs_sharepath (determined from the "installer"'s current directory...)
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Re: QuakeForge 0.7.2 released.

Postby leileilol » Thu Jan 24, 2013 12:20 pm

taniwha wrote:It looks like their might be some other nice features to lift from ENGOO such as stretch scaling.

That's adapted from Siggi's scaling patch for UHexen2. It's slow when dealing with transparent pictures and could use some nice unrolling for speed.

You might want to start hacking from this instead since the engoo version has some extra dirty unworking hacks like window stretch that doesn't work.

I think Qbism has stretch_by_2 working in his edit of the code, so perhaps his is more mature.
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Re: QuakeForge 0.7.2 released.

Postby revelator » Thu Jan 24, 2013 1:46 pm

np taniwha ;) if you need a 100% mingw compatible resource editor this should help
http://radasm.cherrytree.at/resed/
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Re: QuakeForge 0.7.2 released.

Postby Spirit » Thu Jan 24, 2013 2:47 pm

leileilol wrote:meh, they usually get nquake shoved down their throats by a random qw addict, forced to connect to some qw server where they're creamed by some cheaters, then they give up and delete quake, possibly with a homophobic remark about the game under their breath, without even thinking there's any single player content

Which is exactly why we need a "good" installer for singleplayer and/or modding. Pretty please!

Many use nquake for singleplayer btw.
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