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GoldQuake : Improved WinQuake

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Postby Error » Fri Jan 29, 2010 7:51 am

I have the executable if FrikaC doesn't mind me posting it.
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Postby revelator » Fri Jan 29, 2010 11:02 am

nice :D

looking forward to seing it in action.

btw was thinking if allegro might be a better alternative to the now aged mgl since allegro is still actively developed ?
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Postby dreadlorde » Fri Jan 29, 2010 2:16 pm

Error wrote:I have the executable if FrikaC doesn't mind me posting it.
It's under the GPL, so I don't see why you would need his permission to post it...
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Postby metlslime » Fri Jan 29, 2010 10:45 pm

dreadlorde wrote:
Error wrote:I have the executable if FrikaC doesn't mind me posting it.

It's under the GPL, so I don't see why you would need his permission to post it...

If it's under GPL, you need the source code in order to post the executable (or be able to get ahold of it when people request it)
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Postby Sajt » Sun Jan 31, 2010 4:36 am

Allegro?!?! Sure, and I'll do the next version of my model viewer with GLUT...

Seriously, there will be an SDL port, and probably also a Windows one based on whatever Quake2 does.

Anyway, I'm having internet issues, so it will be a while till I can do another commit. But there's a lot of stuff building up. (And I'll release the next build of Qwalk soon too.)
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Postby revelator » Sun Jan 31, 2010 12:58 pm

was just a suggestion :) aware it might be somewhat of a rewrite :lol:

SDL might be a better alternative indeed :)
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Postby ceriux » Thu Feb 11, 2010 1:17 am

any updates on this?
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Postby Sajt » Thu Feb 11, 2010 3:33 am

My internet access was not working for about a week and a half, but I finally have that sorted out and committed some now-old stuff to the SVN yesterday. (here)

I'm not exactly sure when I'll make a release for GoldQuake. I guess I could make unofficial "beta" builds from the SVN if people were interested, but there's not a whole lot there yet that is noticeable to players.
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Postby ceriux » Wed Feb 17, 2010 9:26 pm

well, id like to check this out when possible. id be happy to develop mods for it. your planning on extending the limitations like map size and entitie count right? also full mouse support?
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Postby Sajt » Wed Feb 17, 2010 10:31 pm

Yeah, basic limits will be extended. As for full mouse support, if what you mean is a freelook cvar and mouse4 and mouse5, that's already in there.

I haven't worked on it too much in the past few days (other than fixing an annoying crash related to lightning). But the current task is, ostensibly, porting it to SDL. I figure I should get the big stuff out of the way instead of spending time doing all the easy small things.

If you want to use it, you can check it out from the SVN and compile it (if you have a compiler). But there isn't much of a point yet. It doesn't offer much that WinQuake doesn't, except a half dozen QSG extensions that an unreleased mod of mine was using, and a few other things that other software+GL engines already offer, most likely.

Actually, today I will create a page on the site listing all the changes from stock WinQuake...
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Postby ceriux » Wed Feb 17, 2010 11:13 pm

awesome cool, i cant wait till the mass of the features are implemented including at least basic csqc enough to draw huds. i would use this ALOT.
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Postby Dr. Shadowborg » Thu Feb 18, 2010 12:52 am

ceriux wrote:awesome cool, i cant wait till the mass of the features are implemented including at least basic csqc enough to draw huds. i would use this ALOT.


Same here. While I like the fact that hellsmash will work on all engines, and while it is functional and works, AIDA is just screaming for some CSQC...
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Postby Sajt » Thu Feb 18, 2010 6:40 am

See here for a list of (hopefully) all practical differences between WinQuake and GoldQuake.

http://www.icculus.org/qshed/goldquake/changes.txt
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Postby mh » Thu Feb 18, 2010 10:21 am

One suggestion. I see that you've changed the default for sv_aim to disabled. I'm not sure if I like the idea of changes to defaults that affect gameplay behaviour (a full discussion on that would be a matter for a separate thread though).
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Postby c0burn » Thu Feb 18, 2010 12:03 pm

As far as I'm concerned for a PC engine sv_aim and +mlook can be nuked from orbit - (C) Aliens.
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