Open Baker7 opened 1 year ago
Hello @Baker7, this is a screenshot of quake with Quake Epsilon mod v2.56 https://www.moddb.com/mods/quake-epsilon-build/downloads/quake-epsilon-build-v256:
This mod uses DarkPlaces-Quake build 06:02:03 Aug 20 2011 - release (progs 39104 crc) As you can see on this screenshot , there is a lot of valve. The problem is that I have a lot if error messages with this release:
vertex shader compile log: 0:111(1): error: #extension directive is not allowed in the middle of a shader
(line offset for any above warnings/errors: 42) GLSL shader glsl/default.glsl lightsource diffuse cubefilter specular shadowmap2d shadowmappcf shadowmapvsdct failed! some features may not work properly. vertex shader compile log: 0:111(1): error: #extension directive is not allowed in the middle of a shader
(line offset for any above warnings/errors: 42) GLSL shader glsl/default.glsl lightsource diffuse cubefilter shadowmap2d shadowmappcf shadowmapvsdct failed! some features may not work properly.
These messages appear on the screen while I'm playing, it's very annoying. So I gave a test to Zyrcon, I downloaded from this page: https://www.moddb.com/mods/zircon-engine
As you can see on this screenshot, there is very very few valve, we can not see the Quake logo on the floor:
How do you explain that?
others screenshots:
DarkPlaces-Quake build 06:02:03 Aug 20 2011
Zircon-Quake build 23:57:54 Oct 1 2023 - (progs 39104 crc)
apart from that Zyrcon new version has very interesting options, such as switching to windowed mode with alt+enter and better alt tab support (the sound no longer bugs when the window loses focus), thank you!
Epsilon is based in a DarkPlaces from 2011 and there were major changes to the particle system in DarkPlaces 2012.
I examined the changes from 2011 to 2012, they are pretty substantial and pretty incompatible with DarkPlaces from 2012 to present.
So at this time, I don't have any good ideas yet on how to support Quake Epsilon.
There is this which is similar: https://www.moddb.com/mods/quake-rivarez-edition
apart from that Zyrcon new version has very interesting options, such as switching to windowed mode with alt+enter and > better alt tab support (the sound no longer bugs when the window loses focus), thank you
Much work was put into reworking sound initialization (there were 3 to 4 bug reports, took a few times to hit everything correctly).
I am glad you are enjoying the engine!
Quake Epsilon maintains its own engine builds https://www.moddb.com/mods/quake-epsilon-build/downloads/quake-epsilon-build-v256
There is this which is similar: https://www.moddb.com/mods/quake-rivarez-edition
I had too many problems with Epsilon because it has aged badly, it needs an update. For me it was the best mod to play original Quake game, until...I follow your advice and test Quake Rivarez Edition. It is now my favorite mod to play Quake. Thank you very much @Baker7, you found the solution I needed.
6. LodePNG used for PNG loading.
@Baker7 Does including this mean libpng headers (libpng-dev
) are no longer required when compiling?
Correct.
This is a 20% Zirconized DarkPlaces Beta. Much more to go ...
https://www.moddb.com/mods/zircon-engine/downloads/zircon-darkplaces-beta-version-1 (source) https://www.moddb.com/mods/zircon-engine/downloads/zircon-darkplaces-beta-version-1-windows-binary (binary)
Kleskby has been working with me on this ...
New bug fixes: 1) .obj maps (Kleskby's QUALKER uses them), the Mod_OBJ_Load added: // Baker: This isn't where but whatever ... loadmodel->lit = true; 2) Kleskby has a non-English keyboard and ALT-TAB didn't work (it worked on my English keyboard) ... fix ... End of CL_UpdateScreen:
ifdef WIN32
endif
3) ALT-TAB for Windows is not releasing keys, so if you press forward and ALT-TAB without releasing forward, you are walking forward forever ... fix .. vid_sdl.c for window hide events/minimize/lost focus/gain focus add: Key_ReleaseAll(); // Baker r9004: Release keys on loss of focus/hidden or major sizing change
Detail:
// Single player compatibility with Quake
// Single player compatibility with Quakespasm (FitzQuake 0.85) norms
"r_skyfog" fog that looks like FitzQuake/Quakespasm which is defaulting fog alpha to 0.5 (r_skyfog value) if fog is not specified in map fogkey
"map" command with no params says map name. This is a behavior in Quakespasm and most modern Quake engines have this feature.
"game" console command, same behavior as gamedir.
Disconnect automatically when "game" / "gamedir" used if not disconnected.
// Single player convenience
// New commands
// Performance
Laptop friendly default cl_maxfps 144 (not 0 unlimited). Laptops have 90% of personal computer marketshare. Laptops have a battery and laptops have small cooling fans. Rendering at 800 fps for no particular reason is is not nice to a laptop battery and it is not nice to a laptop cooling fan.
cl_prydoncursor_notrace defaults 1 (off). This does not need to run every frame. I know of no mod aside from Prydon Gate that uses it.
// Developer
// Zircon
// DarkPlaces Bug Fixes
// Other