Quakespasm "Spiked" - Big feature set!!

Discuss programming topics for the various GPL'd game engine sources.
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Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Quakespasm "Spiked" - Big feature set!!

Post by Baker »

Spike made an enhanced version of Quakespasm:

Release Post Version 1 @ Func
Release Post Version 2 @ Func

And it looks like he's has more features he's adding ... :cool:

Features

1. Particle support
2. IPv6
3. Server heartbeat/server browser
4. Single port server
5. Alpha masked models support
6. Quake C extensions/extension system
7. Sends ProQuake angles to ProQuake servers
8. Decals (99% certain)
9. Other features in the readme

Very, very basic and low resolution example of weather effects possible
http://www.youtube.com/watch?v=DvqxsJChXH0
http://www.youtube.com/watch?v=NRud8T88tDc

Image

Screenshots posted by Sock helping Spike fine-tune things ....
http://www.simonoc.com/files/ad/qs_spik ... oblem1.jpg
http://www.simonoc.com/files/ad/qs_spik ... oblem1.jpg
http://www.simonoc.com/files/ad/qs_spik ... blem4a.jpg
http://www.simonoc.com/files/ad/qs_spik ... oblem2.jpg
http://www.simonoc.com/files/ad/qs_spik ... oblem3.jpg
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Quakespasm "Spiked" - Big feature set!!

Post by toneddu2000 »

Thanks Baker for the news!! Waiting for CSQC support!! :)
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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