Chocolate Quake

Discuss programming topics for the various GPL'd game engine sources.
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leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Chocolate Quake

Post by leileilol »

I tried making one called OSQuake but it was dumb and failed. Anyway, would a chocolate quake (similar to fraggle's chocolate doom) be feasible?

feature list:
- bring back the brown menu background tint quake v1.01 and earlier had
- proper sound attenuation
- re-addition of the -sspeed parameter
- force 8-bit sound parameter
- emulate "tweaked" VGA modes by horizontally stretching pixels by two to make a synthetic 320x480 resolution (when the video mode is actually using 640x480 to draw it)
- simulate the skinheight 200px crash for models
- old quit messages
- render the end1/2.bin in ascii mode on quit
- "framerate chopper" which is a dynamic FPS cap that only renders a variable fraction of your fps on the screen for emulating the speeds and sound of a much slower computer
- re-enable the direct connect and modem multiplayer buttons (to lead to a TCP-IP simulation of them)

It would obviously be WinQuake based, and probably could use a port to linux too
Last edited by leileilol on Sat May 20, 2006 11:09 pm, edited 1 time in total.
i should not be here
Sajt
Posts: 1215
Joined: Sat Oct 16, 2004 3:39 am

Post by Sajt »

O_O_O
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

eat your heart out!

why am i getting a sense of deja vu
i should not be here
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