2015-08-07 10:13:02 +00:00
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_ _ ____ _ _ _ _ _____ __
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| /| | |_| | |_| | /| || | / \
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|_/ |_|____/ \___/|_/ |_|___/_/\_\
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2015-08-07 10:23:36 +00:00
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This is a novelty engine rendering in software mode, aka on your CPU.
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2015-09-19 13:06:39 +00:00
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It uses GTK/GDK functions, aside from that no dependencies are necessary.
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For sound, please get the Open Sound System running (or wait until I'm done with the OpenAL backend)
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2014-04-12 12:46:16 +00:00
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2015-09-05 21:44:37 +00:00
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It can run Q1 with all its fancy waterwarping, too.
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2015-09-01 10:46:58 +00:00
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2015-08-21 20:28:52 +00:00
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************
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Features
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************
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2015-09-19 13:06:39 +00:00
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- Fully software-rendered 3D-Engine
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- Colored lighting, 8-bit, "16-bit" and "24-bit" dithered lightmaps
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2015-08-21 20:28:52 +00:00
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- Particle and (non-clipped) decal system
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- Coronas with support for light styles
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- Model blob shadows
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- Sound pitch variation
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- Server side QCVM gamecode with enhanced extensions (such as file i/o, traceboxes...)
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2015-09-19 13:06:39 +00:00
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- Texture filtering on level textures (Fabien Sanglard's)
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2015-08-21 20:28:52 +00:00
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- Water translucency and refractions
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- Low detail modes
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- Distance fog
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2015-09-22 21:36:47 +00:00
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- Own GUI toolset to create and edit lumps
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2015-09-19 13:06:39 +00:00
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- Video output, window handling and input powered by GDK/GTK (Version 2)
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- Music playback via DUMB, X Multimedia System (and FModEx if desired)
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2015-08-21 20:28:52 +00:00
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2015-08-07 10:23:36 +00:00
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*************
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Compiling
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*************
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2014-04-12 12:46:16 +00:00
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2015-08-07 10:23:36 +00:00
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For a debug build (larger and slower) issue 'make'.
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For a release build (smaller and faster) issue 'make build_release'.
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2014-04-12 12:46:16 +00:00
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2015-08-07 10:23:36 +00:00
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*********
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Notes
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*********
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2014-04-12 12:46:16 +00:00
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2015-09-18 17:25:56 +00:00
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- Originally based on engoo by leileilol
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2015-08-07 10:23:36 +00:00
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- Carried over soundfixes from reQuiem
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2015-08-25 01:57:15 +00:00
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- Main sound is done via OSS, not ALSA - aoss will most likely not work
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2015-09-19 13:06:39 +00:00
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- Caching of lookup tables is done on disk, taking up 1541120 bytes/1.5mb
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- Engine contains an integrated palette as well as colormap generation
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- It also contains an integrated (fallback) conchars
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2015-09-05 21:44:37 +00:00
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- If you want to run Q1 with it, launch it with -data id1.
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You can get a particles.spr file for Q1 here: http://euksy.oldtimes-software.com/files/NGUNIX/particle.spr
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2015-08-20 14:34:20 +00:00
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*********
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Plans
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*********
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2015-09-14 22:04:39 +00:00
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- Audio output switch from direct-OSS to OpenAL
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- Menu system done primarily using CSQC or similar
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- HUD system done primarily using CSQC or similar
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2015-09-05 21:44:37 +00:00
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- Make the bots less Q1 specific, controllable via SSQC
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2015-09-19 13:06:39 +00:00
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- Make the engine run without any external content
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2015-08-20 14:34:20 +00:00
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- Ship with a game directory that can be used as a base and torn apart for any use
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2015-09-19 13:06:39 +00:00
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- Ship with a free, scratch QC base demo-ing the new engine extensions
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- Bring back the Windows version (for those who don't 'get' UNIX)
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