56 lines
1.9 KiB
Text
56 lines
1.9 KiB
Text
_ _ ____ _ _ _ _ _____ __
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| | / |___ \| | | | | / |_ _\ \/ /
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| |/ |_ | | | | | |/ || | \ /
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| /| | |_| | |_| | /| || | / \
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|_/ |_|____/ \___/|_/ |_|___/_/\_\
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This is a novelty engine rendering in software mode, aka on your CPU.
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It uses standard X11 functions, so aside from that no dependencies are necessary.
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For sound, please get the Open Sound System running.
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It can run Q1 with all its fancy waterwarping, too.
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************
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Features
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************
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- Full software-rendered 3D-Engine
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- Colored lighting, 8-bit, 16-bit and 24-bit dithered lightmaps
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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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- Texture filtering on level textures
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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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- Music playback via DUMB, X Multimedia System and FModEx if desired
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*************
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Compiling
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*************
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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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*********
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Notes
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*********
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- Carried over soundfixes from reQuiem
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- Main sound is done via OSS, not ALSA - aoss will most likely not work
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- The input is 'not good' right now
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- Originally based on engoo by leileilol
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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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*********
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Plans
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*********
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- Menu system done primarily using CSQC
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- HUD system done primarily using CSQC
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- Make the bots less Q1 specific, controllable via SSQC
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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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- Ship with a scratch QC base and the new engine extensions
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