QuakeForge 0.7.2 released.
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Re: QuakeForge 0.7.2 released.
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)).
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)).
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: QuakeForge 0.7.2 released.
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.taniwha wrote:That sounds like a strong argument in favor of writing an installer/front-end.
Well he was evil, but he did build a lot of roads. - Gogglor
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sock - Posts: 137
- Joined: Thu Aug 23, 2012 7:16 pm
- Location: Wandering Around
Re: QuakeForge 0.7.2 released.
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...)
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: QuakeForge 0.7.2 released.
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.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: QuakeForge 0.7.2 released.
np taniwha
if you need a 100% mingw compatible resource editor this should help
http://radasm.cherrytree.at/resed/
http://radasm.cherrytree.at/resed/
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: QuakeForge 0.7.2 released.
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.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
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