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qbWinQuakeDX : qbism bjp WinQuake with DirectX video driver

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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby revelator » Thu Sep 22, 2011 10:27 pm

upped what i could find so far (got 10 gigs of harddrive space to sift through ouch)

http://code.google.com/p/realm/downloads/list

found a few others that might be of interest like the original topaz engine (first one with interpolation) and a version of muffquake (no source for this one though).
also found mh's old mhquake7 (a Q2 engine capable of playing Q1, buggy as hell but pretty interresting).
all besides the tenebrae 1.0 source should have original timestamps. i recieved the tenebrae 1.0 source unpacked it seems :/ and its so long ago i cant remember who found it. But its atleast untouched codewise.
More to come ... still a load of archives i have to go through.
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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby Spirit » Fri Sep 23, 2011 4:20 pm

Thank you!
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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby revelator » Fri Sep 23, 2011 4:47 pm

Most welcome :) i might have some more on older harddisks i dont use anymore but keep as backups, ill upload anything i can find that might be missing.
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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby mh » Sat Sep 24, 2011 1:56 am

qbism wrote:
leileilol wrote:no 320x240 / 400x300 / 512x384 T_T


I tried to change that. Maybe not supported by DDraw.
Code: Select all
        if ((devmode.dmPelsWidth <= MAXWIDTH) &&
                (devmode.dmPelsHeight <= MAXHEIGHT) &&
                (devmode.dmPelsWidth >= 320) && //qbism was 640
                (devmode.dmPelsHeight >= 200) && //qbism was 480
                (nummodes < MAX_MODE_LIST))

Shouldn't be hard for someone to plug in MH's DIB vid_win.c instead. But that won't work on some laptops in native res.


If your hardware don't support those modes then those modes ain't gonna be available. Original WinQuake fakes a few low res modes by doubling up on pixels (vid_stretch_by_2), but you're bound by what your hardware says it can do. At that point you gotta ask: do I want to support hardware that people are actually gonna have, or do I wanna support cutesy ancient crap for the nostalgia trip?
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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby leileilol » Sun Oct 02, 2011 6:25 pm

I tried this on a S3 Trio64v+ in Win98SE

EXTREME AMOUNTS OF DRAWSPRITESPANS ERRORS

and still no lo-res modes (which are definitely positively supported by the s3 trio).

mh, maybe some of us like a big sbar in software, plus the weapon position/aspect appears differently
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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby mh » Sun Oct 02, 2011 6:43 pm

leileilol wrote:mh, maybe some of us like a big sbar in software, plus the weapon position/aspect appears differently


It's not hugely difficult to provide sbar scaling in a software engine though; 2x, 3x or 4x scaling is fairly trivial.
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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby qbism » Mon Oct 03, 2011 2:38 am

The ddraw.h header used (from WINE) defines DIRECTDRAW_VERSION 0x0700

I wonder if LPDIRECTDRAW dd_Object = NULL; should have been LPDIRECTDRAW7 or if it makes any difference at all.

Should really be using textured quads in Direct3D? BTW, does the new Direct2D only work in Windows 7?
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Re: qbWinQuakeDX : qbism bjp WinQuake with DirectX video dri

Postby mankrip » Mon Oct 03, 2011 4:51 pm

mh wrote:Original WinQuake fakes a few low res modes by doubling up on pixels (vid_stretch_by_2)

vid_stretch_by_2 only works on vid_mode 2, which is a windowed mode.
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