This was originally a port of Engoo to X11 capable systems... however that was a long time ago.
Find a file
2018-03-08 13:56:33 +01:00
audio Switch to SDL. 2018-03-08 13:48:59 +01:00
editor Only attempt to load external WAD3 textures when loading a Half-Life map 2016-02-20 23:21:49 +01:00
engine Switch to SDL. 2018-03-08 13:48:59 +01:00
id1 Switch to SDL. 2018-03-08 13:48:59 +01:00
include Only attempt to load external WAD3 textures when loading a Half-Life map 2016-02-20 23:21:49 +01:00
launcher Only attempt to load external WAD3 textures when loading a Half-Life map 2016-02-20 23:21:49 +01:00
network Removing unused files, fixing up and polishing a few things in the code 2016-02-13 23:49:12 +01:00
renderer Removed scr_retroscale 2016-02-21 22:17:28 +01:00
server Texture filtering and 24 bit lightmaps work again, minor cleanups 2016-02-20 11:50:46 +01:00
tracker First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
video Switch to SDL. 2018-03-08 13:48:59 +01:00
icon.xpm Dropping ASM code, cleaning up variables and misc things. 2016-02-14 19:04:00 +01:00
LICENSE major cleanup 2015-08-05 19:31:14 +02:00
Makefile Update Makefile to not include GDK/GTK crap 2018-03-08 13:50:19 +01:00
README Updated readme. 2018-03-08 13:56:33 +01:00
splash.xpm First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00

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This is a novelty engine rendering in software mode, aka on your CPU.
It uses SDL functions, aside from that no dependencies are necessary.

This was originally a port of Engoo to X11 capable systems... however that was a long time ago.

It can run Q1 with all its fancy waterwarping, too.

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  Features
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- Fully software-rendered 3D-Engine
- Colored lighting, 8-bit, "16-bit" and "24-bit" dithered lightmaps
- Particle and (non-clipped) decal system
- Coronas with support for light styles
- Model blob shadows
- Sound pitch variation
- Server side QCVM gamecode with enhanced extensions (such as file i/o, traceboxes...)
- Texture filtering on level textures (Fabien Sanglard's)
- Water translucency and refractions
- Low detail modes
- Distance fog
- Video output, window handling and input powered by SDL.
- Music playback via DUMB, X Multimedia System (and FModEx if desired)

*************
  Compiling
*************

For a debug build (larger and slower) issue 'make'.
For a release build (smaller and faster) issue 'make build_release'.

*********
  Notes
*********

- Originally based on engoo by leileilol
- Carried over soundfixes from reQuiem
- Caching of lookup tables is done on disk, taking up 1541120 bytes/1.5mb
- Engine contains an integrated palette as well as colormap generation
- It also contains an integrated (fallback) conchars
- If you want to run Q1 with it, launch it with -data id1.
Merge the id1 folder with your own!

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  Plans
*********

- Menu system done primarily using CSQC or similar
- HUD system done primarily using CSQC or similar
- Make the bots less Q1 specific, controllable via SSQC
- Make the engine run without any external content
- Ship with a game directory that can be used as a base and torn apart for any use
- Ship with a free, scratch QC base demo-ing the new engine extensions
- Try to compile a Windows version (for those who don't 'get' UNIX)