This was originally a port of Engoo to X11 capable systems... however that was a long time ago.
Find a file
2015-09-15 00:01:02 +02:00
asm Compiler flag -DNOASM optimisation, demo playback fixed among other small things 2015-09-03 19:17:58 +02:00
audio First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
engine First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
include First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
network First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
renderer Added fallback conchars, palette and on-the-fly colormap generation 2015-09-13 22:59:08 +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 First step towards switch to GDK for video output 2015-09-15 00:01:02 +02:00
CMDS Updated cmd/cvar list, changed some commandnames for consistence (some quake mods might need alises for the demo_* commands) 2015-09-02 20:16:33 +02:00
CVARS Updated cmd/cvar list, changed some commandnames for consistence (some quake mods might need alises for the demo_* commands) 2015-09-02 20:16:33 +02:00
LICENSE major cleanup 2015-08-05 19:31:14 +02:00
Makefile Added fallback conchars, palette and on-the-fly colormap generation 2015-09-13 22:59:08 +02:00
README Readme update etc. 2015-09-05 23:57:07 +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 standard X11 functions, so aside from that no dependencies are necessary.
For sound, please get the Open Sound System running.

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

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  Features
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- Full 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
- Water translucency and refractions
- Low detail modes
- Distance fog
- 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'.

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  Notes
*********

- Carried over soundfixes from reQuiem
- Main sound is done via OSS, not ALSA - aoss will most likely not work
- The input is 'not good' right now
- Originally based on engoo by leileilol
- 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

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  Plans
*********

- Menu system done primarily using CSQC
- HUD system done primarily using CSQC
- Make the bots less Q1 specific, controllable via SSQC
- Ship with a game directory that can be used as a base and torn apart for any use
- Ship with a scratch QC base and the new engine extensions