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NPRQuake SDL version for Windows

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NPRQuake SDL version for Windows

Postby JasonX » Wed Oct 13, 2010 2:22 pm

Does anyone know if there's a version of NPRQuake SDL for Win?
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Postby Spirit » Wed Oct 13, 2010 3:14 pm

There is no version of the Linux SDL port of NPRQuake for Windows to my knowledge.
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Postby JasonX » Wed Oct 13, 2010 4:29 pm

I see... porting it to Windows would be a matter of creating a proper vid_win.c?
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Postby r00k » Wed Oct 13, 2010 5:17 pm

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Postby JasonX » Wed Oct 13, 2010 6:07 pm

Why are you linking to a RedHat package?
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Postby Spirit » Wed Oct 13, 2010 7:47 pm

FTEQW has some features that can create a quite similar look if I recall correctly.

Anyways, to make sure, you do realise that NPRQuake is actually a windows engine but you need SDL?
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Postby Baker » Wed Oct 13, 2010 8:59 pm

The "signature" feature of NPRQuake is that the renderer was separated into a .dll.

Since .dll files are platform specific, it can't be done.

But what everyone thinks of NPRQuake is the black and white animated texture thingy, so someone would need to reintegrate the external .dll file renderer source back into the engine and then SDLize it.
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Postby leileilol » Wed Oct 13, 2010 9:09 pm

NPRQuake has blueprint view and quake-on-me view.

r00k wrote:http://www.cs.odu.edu/~olson/linux/NPRQuake-SDL-1.0-6jag.i586.rpm


can't be done my ass?


Also making NPRQuake as SDL on Windows would gain little benefit for that platform. Windows SDL seems to be a sin, and of course doing so would mean making MinGW/MSYS compile it as well, which is one hell of a memory leaker.
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Postby JasonX » Wed Oct 13, 2010 9:43 pm

NPR Quake is not only that. The way polygons are drawn is different, to simulate a hand sketch. I tried to achieve that with FitzQuake modification and failed, tried with DP as well.
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Postby JasonX » Wed Oct 13, 2010 9:44 pm

http://www.tempestgames.com/ryan/

SDL NPR Quake for Linux.
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Postby r00k » Thu Oct 14, 2010 3:08 am

Yes JasonX I saw that page too, but the link points to a dead end. The .rpm I posted included (untested) the files that you would need.
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Postby Baker » Thu Oct 14, 2010 3:43 am

leileilol wrote:NPRQuake has blueprint view and quake-on-me view.

r00k wrote:http://www.cs.odu.edu/~olson/linux/NPRQuake-SDL-1.0-6jag.i586.rpm


can't be done my ass?


Also making NPRQuake as SDL on Windows would gain little benefit for that platform. Windows SDL seems to be a sin, and of course doing so would mean making MinGW/MSYS compile it as well, which is one hell of a memory leaker.


So am I supposed to agree with you or agree with the disagreement of you with yourself?

These are the things we need to know! :D
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Postby Spike » Thu Oct 14, 2010 10:52 am

Spirit wrote:FTEQW has some features that can create a quite similar look if I recall correctly.

r_drawflat 2
or something.
doesn't work any more thanks to a big renderer overhaul, but the last proper release should still support it.

Basically all it is is the engine picks a random texture to draw instead of the normal texture, giving a shaded look, it then activates line drawing and draws along the edge of each polygon a few times, with a random offset.

dlls/shared objects/monkeys they work on any platform. they just have slightly different semantics, but that's not really an issue.

SDL on windows means you don't have to maintain a dedicated windows port (DP favours SDL even on windows, as it doesn't use directx, while the SDL port is able to do so - you get crap buggy sound with the win-api version). sdl doesn't mandate mingw, and msys was only ever useful in order to execute configure scripts. sdl+msvc works fine, normally.
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Postby mh » Thu Oct 14, 2010 12:27 pm

Spike wrote:
Spirit wrote:sdl+msvc works fine, normally.

Main problem I can think of is that (at least with newer versions of MSVC) you need to dynamically link to the MSCVRT runtimes, which means that the user needs to have them installed on their machine. But since we already need to have the SDL DLLs on, we're already on that slippery slope, so why not go for it all the way! :D

Not sure how nicely it plays with something like GLEW (which I've been playing with a little lately, and which I must say rocks on toast) either.
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Postby JasonX » Thu Oct 14, 2010 2:27 pm

Spike wrote:Basically all it is is the engine picks a random texture to draw instead of the normal texture, giving a shaded look, it then activates line drawing and draws along the edge of each polygon a few times, with a random offset


lol, you make it sound easy.
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