An enhanced Winquake client

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An enhanced Winquake client

Postby x86++ » 2015-10-18 @ 04:55

Winquake-X. Attached is Winquake-X, a derivative of the original Winquake with file-based music (tested with OGG), custom video resolutions at default video aspect (directx8), hor+ scaling, and inclusion of essential fixes only. This is a Quake engine; but it is not a "Fitzquake" derivative engine, also sometimes called a "modern quake engine" even though all Quake features and modifications are typically not supported.

Attached both the Winquake-X source code and a test binary. These are available for others' convenience, so the user takes full responsibility for running the binary and for any editing of code.

Instructions on use
To customize the video resolution, modify lines in the config.cfg; for example:
vid_config_y "400"
vid_config_x "1020"

Other settings
fov_adapt (hor+), scr_centersbar (affects HUD in netplay), m_look

Music files are copied to MUSIC subdirectory under the ID1 directory (the game directory in the case of Quake 1 and its music). The console commands are: music, music_pause, music_resume, music_loop, music_stop.

For example:
music track01
music_pause
music_resume

Thanks to other authors: uhexen2 for file-based music and hor+ scaling code; MH and qbism for directx video code; and Id for releasing the source code to their game engine.

Optional build instructions
Winquake-X builds with mingw32/gcc. If the directx headers/libraries are not in searchable paths recognized by the compiler/linker, then the makefile has examples to add additional paths to directories where the files are located.

*************************************************

Winquake-Y. Also attached is Winquake-Y (both source code and binary). This different version has the above features and disclaimer, but it is not based on the original Winquake. Instead, it is based on "glquakebjp" by Bengt Jardrup, and contains extensive improvements to the original Winquake engine, including increased map-related limits so that specially designed large maps will load (this is specific to the BSP file format for Quake 1).
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Attachments
Winquake-X.zip
Winquake-X binary
(360.7 KiB) Downloaded 6 times
src_wq-X.zip
source code to build Winquake-X
(1.16 MiB) Downloaded 3 times
Winquake-Y.zip
Winquake-Y binary
(381.54 KiB) Downloaded 3 times
src_wq-Y.zip
source code to build Winquake-Y
(1.19 MiB) Downloaded 4 times
x86++
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Posts: 3
Joined: 2015-9-29 @ 07:40

Re: An enhanced Winquake client

Postby x86++ » 2015-10-22 @ 08:06

Winquake-Z. Attached is a binary and source code patch of Winquake-Z, and the binary is archived along with the required SDL.dll library file. This third version has Winquake-X features and disclaimer, but instead SDL handles the video and other peripherals; the major difference is the SDL/OpenGL-HQ driver, requiring an opengl compatible video card, which replaces DirectX for the video processing. Another difference is the music volume has values 0.0 or 1.0.

The binary archive also includes a file named "wq-z-fullscreen.bat" and this may be copied to the Quake directory. If that "batch file" is run while Winquake-Z and SDL.dll are in the same directory, then Winquake-Z will upscale a 800x600 game window to full screen size using a scaler similar to the hq2x algorithm. Given that upscaling is desired because of a very high resolution monitor or so that the HUD and console text appear larger, then this upscaling technique should be compared against the alternative methods.

The source code is from Winquake-X, a Winquake SDL patch, and several utility functions from Quakespasm. For the SDL dependency, the SDL 1.2 library was patched with OpenGL-HQ and built separately in mingw/gcc.
Attachments
Winquake-Z.zip
Winquake-Z binary
(490.02 KiB) Downloaded 5 times
WQ-X-Z-src.diff
Patch to build Winquake-Z from Winquake-X (SDL library not included)
(38.88 KiB) Downloaded 4 times
x86++
Newbie
 
Posts: 3
Joined: 2015-9-29 @ 07:40


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