This was originally a port of Engoo to X11 capable systems... however that was a long time ago.
Find a file
2018-03-08 13:48:59 +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 Switch to SDL. 2018-03-08 13:48:59 +01:00
README Switch to SDL. 2018-03-08 13:48:59 +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 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.

************
  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
- 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
- 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.
Merge the id1 folder with your own!

*********
  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)