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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Fri Jan 29, 2010 11:02 am Post subject: |
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nice
looking forward to seing it in action.
btw was thinking if allegro might be a better alternative to the now aged mgl since allegro is still actively developed ? |
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dreadlorde

Joined: 24 Nov 2009 Posts: 86
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Posted: Fri Jan 29, 2010 2:16 pm Post subject: |
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Error wrote: | I have the executable if FrikaC doesn't mind me posting it. | It's under the GPL, so I don't see why you would need his permission to post it... _________________
Ken Thompson wrote: | One of my most productive days was throwing away 1000 lines of code. |
Get off my lawn! |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Fri Jan 29, 2010 10:45 pm Post subject: |
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dreadlorde wrote: | Error wrote: | I have the executable if FrikaC doesn't mind me posting it. |
It's under the GPL, so I don't see why you would need his permission to post it... |
If it's under GPL, you need the source code in order to post the executable (or be able to get ahold of it when people request it) |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sun Jan 31, 2010 4:36 am Post subject: |
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Allegro?!?! Sure, and I'll do the next version of my model viewer with GLUT...
Seriously, there will be an SDL port, and probably also a Windows one based on whatever Quake2 does.
Anyway, I'm having internet issues, so it will be a while till I can do another commit. But there's a lot of stuff building up. (And I'll release the next build of Qwalk soon too.) _________________ 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. |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Sun Jan 31, 2010 12:58 pm Post subject: |
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was just a suggestion aware it might be somewhat of a rewrite
SDL might be a better alternative indeed  |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Thu Feb 11, 2010 3:33 am Post subject: |
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My internet access was not working for about a week and a half, but I finally have that sorted out and committed some now-old stuff to the SVN yesterday. (here)
I'm not exactly sure when I'll make a release for GoldQuake. I guess I could make unofficial "beta" builds from the SVN if people were interested, but there's not a whole lot there yet that is noticeable to players. _________________ 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. |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Wed Feb 17, 2010 9:26 pm Post subject: |
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well, id like to check this out when possible. id be happy to develop mods for it. your planning on extending the limitations like map size and entitie count right? also full mouse support? _________________ QuakeDB - Quake ModDB Group |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Wed Feb 17, 2010 10:31 pm Post subject: |
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Yeah, basic limits will be extended. As for full mouse support, if what you mean is a freelook cvar and mouse4 and mouse5, that's already in there.
I haven't worked on it too much in the past few days (other than fixing an annoying crash related to lightning). But the current task is, ostensibly, porting it to SDL. I figure I should get the big stuff out of the way instead of spending time doing all the easy small things.
If you want to use it, you can check it out from the SVN and compile it (if you have a compiler). But there isn't much of a point yet. It doesn't offer much that WinQuake doesn't, except a half dozen QSG extensions that an unreleased mod of mine was using, and a few other things that other software+GL engines already offer, most likely.
Actually, today I will create a page on the site listing all the changes from stock WinQuake... _________________ 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. |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Wed Feb 17, 2010 11:13 pm Post subject: |
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awesome cool, i cant wait till the mass of the features are implemented including at least basic csqc enough to draw huds. i would use this ALOT. _________________ QuakeDB - Quake ModDB Group |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Thu Feb 18, 2010 12:52 am Post subject: |
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ceriux wrote: | awesome cool, i cant wait till the mass of the features are implemented including at least basic csqc enough to draw huds. i would use this ALOT. |
Same here. While I like the fact that hellsmash will work on all engines, and while it is functional and works, AIDA is just screaming for some CSQC... _________________ "Roboto suggests Plasma Bazooka." |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Thu Feb 18, 2010 6:40 am Post subject: |
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See here for a list of (hopefully) all practical differences between WinQuake and GoldQuake.
http://www.icculus.org/qshed/goldquake/changes.txt _________________ 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. |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Thu Feb 18, 2010 10:21 am Post subject: |
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One suggestion. I see that you've changed the default for sv_aim to disabled. I'm not sure if I like the idea of changes to defaults that affect gameplay behaviour (a full discussion on that would be a matter for a separate thread though). _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Thu Feb 18, 2010 12:03 pm Post subject: |
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As far as I'm concerned for a PC engine sv_aim and +mlook can be nuked from orbit - (C) Aliens. |
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