This was originally a port of Engoo to X11 capable systems... however that was a long time ago.
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2015-09-27 02:55:11 +02:00
asm Compiler flag -DNOASM optimisation, demo playback fixed among other small things 2015-09-03 19:17:58 +02:00
audio Support for external WAD3 textures 2015-09-27 02:55:11 +02:00
editor Seperated the editor code from vid_gdk, fixed r_fullbright for rgb lighting 2015-09-26 11:50:25 +02:00
engine Support for external WAD3 textures 2015-09-27 02:55:11 +02:00
include Support for external WAD3 textures 2015-09-27 02:55:11 +02:00
network First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
renderer Support for external WAD3 textures 2015-09-27 02:55:11 +02:00
system Now caching lookup tables to disk for an immense speedup 2015-09-06 18:10:20 +02:00
tracker First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
video Seperated the editor code from vid_gdk, fixed r_fullbright for rgb lighting 2015-09-26 11:50:25 +02:00
icon.xpm Pushed up icon, new Makefile and some misc changes 2015-09-18 16:03:56 +02:00
LICENSE major cleanup 2015-08-05 19:31:14 +02:00
Makefile Seperated the editor code from vid_gdk, fixed r_fullbright for rgb lighting 2015-09-26 11:50:25 +02:00
README LUMP editor now displays currently loaded palette, some minor optimisations... oh and resizing images via my nearest buffer scaling 2015-09-22 23:36:47 +02:00
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 GTK/GDK functions, aside from that no dependencies are necessary.
For sound, please get the Open Sound System running (or wait until I'm done with the OpenAL backend)

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

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  Features
************

- 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
- Own GUI toolset to create and edit lumps
- Video output, window handling and input powered by GDK/GTK (Version 2)
- 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
- Main sound is done via OSS, not ALSA - aoss will most likely not work
- 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.
  You can get a particles.spr file for Q1 here: http://euksy.oldtimes-software.com/files/NGUNIX/particle.spr

*********
  Plans
*********

- Audio output switch from direct-OSS to OpenAL
- 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
- Bring back the Windows version (for those who don't 'get' UNIX)