QuakeSpasm
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stevenaaus
- Posts: 23
- Joined: Fri Jan 08, 2010 10:15 am
QuakeSpasm
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/
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/
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?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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
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.
Intel chips aren't the best with OpenGL. Perhaps an engine from Direct Quake will run better.
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stevenaaus
- Posts: 23
- Joined: Fri Jan 08, 2010 10:15 am
Mac binary
We've put together an intel OSX binary
http://sourceforge.net/projects/quakesp ... p/download
and App
http://sourceforge.net/projects/quakesp ... z/download
They probably work ;>
http://sourceforge.net/projects/quakesp ... p/download
and App
http://sourceforge.net/projects/quakesp ... z/download
They probably work ;>
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.stevenaaus wrote:Intel chips aren't the best with OpenGL.
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.
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
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stevenaaus
- Posts: 23
- Joined: Fri Jan 08, 2010 10:15 am
0.85.2 update
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
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
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Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
Re: 0.85.2 update
Nice to see another quake engine out there with native support for 64 bit Linux.
Runs fine here on Ubuntu 9.10 x64.
I have one question:
Are there any chances that quakespasm supports Superduper Quake ?
For me it simply "dies" when I try to launch SDQuake game. Other engines (e.g. darkplaces, enhanced glquake, openquartz) run it fine. I would find it very cool to have an alternative to darkplaces in order to run sdquake under Linux.
One final comment on your website design (no offense intended):
Please folks, change your default font colors. Dark gray plus even darker gray combined with a black background ? Come on...it's barely readable in the evening but have you ever tried to read the website on a normal TFT monitor on a sunny day ?
TIA,
D$
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$
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stevenaaus
- Posts: 23
- Joined: Fri Jan 08, 2010 10:15 am
0.85.3
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.
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.
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Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
Re: 0.85.3
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...
>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...
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horrorporn
- Posts: 29
- Joined: Tue Sep 21, 2010 5:38 pm
- Location: Australia