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stevenaaus



Joined: 08 Jan 2010
Posts: 9

PostPosted: Sun Feb 21, 2010 7:51 pm    Post subject: QuakeSpasm Reply with quote

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/
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Sun Feb 21, 2010 9:42 pm    Post subject: Reply with quote

A new engine? niiice Smile
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Mon Feb 22, 2010 7:21 am    Post subject: Reply with quote

Hmmmmmmmmmmmm, maybe I can pilfer code for GoldQuake! Especially the sound stuff... (I have something like zero experience in sound programming...)
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Feb 22, 2010 11:47 am    Post subject: Reply with quote

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).
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Mon Feb 22, 2010 3:09 pm    Post subject: Reply with quote

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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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake
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stevenaaus



Joined: 08 Jan 2010
Posts: 9

PostPosted: Fri Mar 12, 2010 7:14 pm    Post subject: Reply with quote

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.
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Fri Mar 12, 2010 8:45 pm    Post subject: Reply with quote

Worked fine here.
Sounds are a bit delayed, though.
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stevenaaus



Joined: 08 Jan 2010
Posts: 9

PostPosted: Tue Mar 30, 2010 11:55 am    Post subject: Mac binary Reply with quote

We've put together an intel OSX binary
http://sourceforge.net/projects/quakespasm/files/Mac/quakespasm-0.85.1_osx.zip/download
and App
http://sourceforge.net/projects/quakespasm/files/Mac/quakespasm-app-0.85.1.tgz/download
They probably work ;>
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Tue Mar 30, 2010 12:25 pm    Post subject: Reply with quote

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



Joined: 08 Jan 2010
Posts: 9

PostPosted: Tue May 04, 2010 5:38 am    Post subject: 0.85.2 update Reply with quote

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
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Thu May 06, 2010 8:21 pm    Post subject: Re: 0.85.2 update Reply with quote

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$
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