[RELEASE] OpenQuartz 2
[RELEASE] OpenQuartz 2
Here is the first incarnation of OpenQuartz 2, the sequel to the first GPL attempt of a Quake engine.
This is version 0.2 and these are the changes so far:
0.2
- updated frikbot to 0.10.2
- updated progs to 1.06
0.1a
- based on OpenQuartzWindows2004.08.01
- added DarkPlaces executable (build 20091106)
- added JPEG and ZLIB dll libraries
- converted .pak files to .pk3
- created a new readme.txt file
The link is in my signature.
What's next for OpenQuartz 2? QC source cleanup and basic CSQC implementation.
This is version 0.2 and these are the changes so far:
0.2
- updated frikbot to 0.10.2
- updated progs to 1.06
0.1a
- based on OpenQuartzWindows2004.08.01
- added DarkPlaces executable (build 20091106)
- added JPEG and ZLIB dll libraries
- converted .pak files to .pk3
- created a new readme.txt file
The link is in my signature.
What's next for OpenQuartz 2? QC source cleanup and basic CSQC implementation.
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Re: [RELEASE] OpenQuartz 2
OpenQuartz wasn't an engine project. It originally bundled with QuakeForge and was part of the Quakeforge project.Chip wrote:the sequel to the first GPL attempt of a Quake engine.
Also watch out for some non-Free stuff still lingering in OQ - they haven't ever replaced the modified Q2 sounds, the Windows 95 screen, etc. and a lot of the sounds have questionable origin and were added for their "freeware" status.
You may think i'm complaining about ridiculous things when it comes to Quake mods, but this is a "100% GPL game" for crying out loud! It's a different matter when it's blindly relicensed misinformation!
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Re: [RELEASE] OpenQuartz 2
All content will be replaced with GPL content, even fonts. I found some sites that provide GPL fonts.leileilol wrote:Also watch out for some non-Free stuff still lingering in OQ - they haven't ever replaced the modified Q2 sounds, the Windows 95 screen, etc. and a lot of the sounds have questionable origin and were added for their "freeware" status.
You may think i'm complaining about ridiculous things when it comes to Quake mods, but this is a "100% GPL game" for crying out loud! It's a different matter when it's blindly relicensed misinformation!
Feel free to "complain" about anything. Constructive critique always helps.
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Probably not enough marketing. You have to tell others that something exist, make some screenshots, and things.leileilol wrote:To be honest I don't like OpenQuartz as a whole at all, it's entirely placeholder. Its role IS a placeholder. I tried a fork already with something resembling a more solid design thant OQ, and no one seemed really interested, not even the Free zealots.
But as you say, OQ is a placeholder proyect. And as such, is very very very very usefull. I have made more than 4 standalone mods, probably illegal, merging a TC + the OQ files. A complete replacement of the files is of not use to me. Since I will replace these files by the ones in the TC, probably...
But I can see some people interested in it. Like the "Netquake" community, ... these people would probably love to distribute a version of netquake with good models, and you are a excellent modeller, so your models probably beat some of the OQ ones, so these people will love to use your models. These people may not be interested in the engines and other files you may want to bundle, but will be interested in "eyecandy" stuff like better models.
I'll replace all .lmp files with TGA alternatives and turn .pak files to .pk3. Make the job easier for modders.leileilol wrote:To be honest I don't like OpenQuartz as a whole at all, it's entirely placeholder. Its role IS a placeholder.
I'm not sure. Given that OQ uses DarkPlaces, I'll try to add new maps. I might also bundle the GPL'd ID maps, just for Quake's sake.mh wrote:Nice one. I'll DL tomorrow, but a quick question. Given that the ID1 maps are now GPL, did yopu decide to use them?
Yes, OQ will be a placeholder project. A GPL engine. I'm already working on version 0.3, and I'm doing some research for licensing. I really intend to have it all GPLd.Teiman wrote:Probably not enough marketing. You have to tell others that something exist, make some screenshots, and things.
But as you say, OQ is a placeholder proyect. And as such, is very very very very usefull. I have made more than 4 standalone mods, probably illegal, merging a TC + the OQ files. A complete replacement of the files is of not use to me. Since I will replace these files by the ones in the TC, probably...
I will surely add "eyecandy", within certain limits, all of them properly documented.Teiman wrote: But I can see some people interested in it. Like the "Netquake" community, ... these people would probably love to distribute a version of netquake with good models, and you are a excellent modeller, so your models probably beat some of the OQ ones, so these people will love to use your models. These people may not be interested in the engines and other files you may want to bundle, but will be interested in "eyecandy" stuff like better models.
I will also add screenshots, I'll use all available engines for testing, and I'll write down anything.
It's still early, but it's been in my head for way too long. I want to have this free engine improved and documented and lots of other ideas.
There are many things that need to be filtered right now.
@mh: starting OQ2 with DirectQ gives a console error about not founding demo1.dem. Of course OQ2 won't have any demos, so is there any posibility of adding something to default.cfg to jump straight to menu?
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Ah, I see where that's coming from. Yeah, I can adjust the code so that if the default demos aren't present it goes to the menu instead.Chip wrote:@mh: starting OQ2 with DirectQ gives a console error about not founding demo1.dem. Of course OQ2 won't have any demos, so is there any posibility of adding something to default.cfg to jump straight to menu?
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Yeah, like a condition. If demo playing returns error, jump to menu. Thanks.mh wrote:Ah, I see where that's coming from. Yeah, I can adjust the code so that if the default demos aren't present it goes to the menu instead.Chip wrote:@mh: starting OQ2 with DirectQ gives a console error about not founding demo1.dem. Of course OQ2 won't have any demos, so is there any posibility of adding something to default.cfg to jump straight to menu?
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There's nothing in there, only the list of config files. And there's nothing inside the config files, either.metlslime wrote:couldn't you just edit quake.rc to not start the demos?
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Precisely. that won't work with the latest DirectQ because I hard-coded the contents of the default quake.rc into the engine. And no, I have no idea whatsoever what I was thinking when I did it. Stupid.Chip wrote:There's nothing in there, only the list of config files. And there's nothing inside the config files, either.metlslime wrote:couldn't you just edit quake.rc to not start the demos?
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
I hear you, but you heard MH. They're hardcoded. I just tried it and it still wants to play the demos.Spike wrote:in default.cfg:
alias startdemos "echo Welcome to Quake"
job done.
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