QuakeSpasm

Discuss anything not covered by any of the other categories.
stevenaaus
Posts: 23
Joined: Fri Jan 08, 2010 10:15 am

QuakeSpasm

Post by stevenaaus »

Ozkan (Hammer of Thyrion) and i have been working on an SDL FitzQuake project.
Features include:

* 64 bit CPU cupport (seems ok)
* Rewritten sound driver
* Custom console background
* SDL CD audio implemented
* Alt+Return toggles fullscreen
* Command line completion tweak, with mapname auto complete.

Thanks Baker, SleepWalkr and Metl :>

http://quakespasm.sourceforge.net/
Teiman
Posts: 311
Joined: Sun Jun 03, 2007 9:39 am

Post by Teiman »

A new engine? niiice :-)
Sajt
Posts: 1215
Joined: Sat Oct 16, 2004 3:39 am

Post by Sajt »

Hmmmmmmmmmmmm, maybe I can pilfer code for GoldQuake! Especially the sound stuff... (I have something like zero experience in sound programming...)
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.
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Post by Baker »

I look forward to possibly trying this engine (if it works on OS X) and if not at least examining some of the changes versus FitzQuake 0.85 just for the sake of knowledge (64 pointer changes and such) because I like mult-platformness in all forms (including graphics API, like MH's Direct3D work and the PSPGU stuff in the PSP engines, etc. or even the lack thereof in software renderers, heheh).
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 ..
Chip
Posts: 575
Joined: Wed Jan 21, 2009 9:12 am
Location: Dublin, Ireland
Contact:

Post by Chip »

Particles seem a bit slow. When exploding a grenade or a rocket, the frame rate drops to 4-5 per second. Intel 965 onboard.
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stevenaaus
Posts: 23
Joined: Fri Jan 08, 2010 10:15 am

Post by stevenaaus »

SDL/GL is upto 20% slower than OpenGL alone. I tested QS recently on an old win98/athlon750/matroxG200 box... didn't seem too bad. You can type "gl_texturemode 1" for a small preformance boost. Make sure "r_novis 0" too.

Intel chips aren't the best with OpenGL. Perhaps an engine from Direct Quake will run better.
Orion
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil

Post by Orion »

Worked fine here.
Sounds are a bit delayed, though.
stevenaaus
Posts: 23
Joined: Fri Jan 08, 2010 10:15 am

Mac binary

Post by stevenaaus »

mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Post by mh »

stevenaaus wrote:Intel chips aren't the best with OpenGL.
The Intel 965 Chip mentioned is not a good performer in any event. It was their first hardware T&L chip and even the older 945 was up to twice as fast.

I know that FitzQuake doesn't batch surfaces into indexed triangle lists, and it's probably too much work for what is primarily a port, but that is the single biggest performance boost you can do and it will get good results on even an Intel 915.
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stevenaaus
Posts: 23
Joined: Fri Jan 08, 2010 10:15 am

0.85.2 update

Post by stevenaaus »

We've made a little update...A new scale slider, some networking fixes, and some changes to the condebug log feature amongst other things.

We'll probably include proper home directory support (currently included as a patch) and ogg music playback, when someone can be arsed to do it :->

Windows , Linux , Source
Dark$oul71
Posts: 58
Joined: Sat Dec 05, 2009 6:56 pm

Re: 0.85.2 update

Post by Dark$oul71 »

Nice to see another quake engine out there with native support for 64 bit Linux.

Runs fine here on Ubuntu 9.10 x64.

I have one question:
Are there any chances that quakespasm supports Superduper Quake ?
For me it simply "dies" when I try to launch SDQuake game. Other engines (e.g. darkplaces, enhanced glquake, openquartz) run it fine. I would find it very cool to have an alternative to darkplaces in order to run sdquake under Linux.

One final comment on your website design (no offense intended):
Please folks, change your default font colors. Dark gray plus even darker gray combined with a black background ? Come on...it's barely readable in the evening but have you ever tried to read the website on a normal TFT monitor on a sunny day ?

TIA,
D$
stevenaaus
Posts: 23
Joined: Fri Jan 08, 2010 10:15 am

0.85.3

Post by stevenaaus »

We've made an update :> Changelog is here. Downloads

Mainly networking bug-fixes (-dedicated works now), and SleepwalkR has put together an OSX app.

> Are there any chances that quakespasm supports Superduper Quake ?

If you'd like to provide a patch, we'll include the patch.

> One final comment on your website design (no offense intended):
> Please folks, change your default font colors.

The page has been tweaked a little. Hope it's better n o w.
Dark$oul71
Posts: 58
Joined: Sat Dec 05, 2009 6:56 pm

Re: 0.85.3

Post by Dark$oul71 »

Thanks for the update !

>If you'd like to provide a patch, we'll include the patch.
He, you´re a funny one. QSpasm simply dies. How should I know what causes it to die ? How would I know what to patch ? :?

Sry..no quake dev here :)

>The page has been tweaked a little. Hope it's better n o w.
Seems you like dark colors but it is at least readable without cranking up your desktop brightness or selecting the complete text.
Thanks...
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Post by Baker »

Great stuff! :D
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 ..
horrorporn
Posts: 29
Joined: Tue Sep 21, 2010 5:38 pm
Location: Australia

Post by horrorporn »

the good: runs arwop smooth as glass at 800*500 on my 2006 macbook.

the bad: quitting while in fullscreen gives me a blank screen and no way back to the desktop.
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