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Author Topic: [OQ+] ENGINE: Take  (Read 16335 times)
fromhell
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« on: December 06, 2008, 10:14:11 AM »

I had a hard time picking a 'medium' engine for OQPlus so i'm going to develop one

http://leileilol.mancubus.net/quakestuff/engplans.txt

Currently i'm having issues with copying the waterwarp buffer stuff as a new low detail function. It either looks screwed or crashes Sad


« Last Edit: March 18, 2011, 06:04:34 AM by fromhell » Logged

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andrewj
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« Reply #1 on: December 06, 2008, 07:38:04 PM »

I'm interested in helping on the engine (and OQ+ in general, wanna see it reach a playable state).

I think the engine needs to use SDL, for the same reasons ioq3 switched to SDL: sheer maintainability.  All that low-level video/input code is nasty!

Don't love the name (mushroom?), but I guess it (and "oq+") is a placeholder until a better name comes along.
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epicgoo
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« Reply #2 on: December 07, 2008, 07:24:57 AM »

q1 -> dp
no?
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fromhell
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« Reply #3 on: December 07, 2008, 07:51:48 AM »

I think the engine needs to use SDL
Yes but as long as it's not to replace the original DIB/DirectX code though, but as an option to compile with. SDL and 486s don't mix well. SDL and really old video cards of exotic chipsets (PowerVR PCX2, Trident Cyberblade3d) don't mix either

q1 -> dp
no?

dp -> 3d-less 486
no!

I did pixel up some icons for it though, with 16 and 256 color versions in each


« Last Edit: December 07, 2008, 07:54:30 AM by leilol » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
epicgoo
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« Reply #4 on: December 07, 2008, 07:58:25 AM »

oh! sorry, I get it.
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fromhell
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« Reply #5 on: December 07, 2008, 08:07:21 AM »

i'll upload the source to the svn soon, though it is a very, very messy mix of winquake and qip sources
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
andrewj
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« Reply #6 on: December 07, 2008, 09:58:58 PM »

Hmmm I was sure SDL worked on DOS, but no it doesn't.
So having SDL as a compile-time option makes sense.

Most of your planned features seem OK to me.

Not sure about loading HL BSPs though.
Is the format well documented?
What are the benefits?

For myself, a feature I'd like to tackle one day is moving the
UI code (menus etc) into a client-side QuakeC VM.  Do you
know if this has been done before?
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fromhell
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« Reply #7 on: December 09, 2008, 07:57:35 AM »

Not sure about loading HL BSPs though.
Is the format well documented?
What are the benefits?
External texture WAD loading can be a benefit
different hull sizes too that properly support a crouching player


For myself, a feature I'd like to tackle one day is moving the
UI code (menus etc) into a client-side QuakeC VM.  Do you
know if this has been done before?
Yes and it's a heavily experimental and not final spec called clientside quakec (csqc), the most hasslest thing to work on with quake ever.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
andrewj
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« Reply #8 on: December 09, 2008, 07:33:03 PM »

Yes and it's a heavily experimental and not final spec called clientside quakec (csqc), the most hasslest thing to work on with quake ever.
Took a look at the specs.  It's scope is wider than what I was planning.
CSQC is like quake3's cgame + ui qvms, where I'm only interested in the UI aspect (hud and menus).

My attitude to working on an engine is NOT to make the biggest greatest feature-packed shiniest bauble in the world, just something that works solidly on each platform and has some modest features.  FWIW Smiley

P.S. seems one of the big differences in HL BSP is colored lightmaps.
That could be done in a SW renderer but I doubt it looks good.
« Last Edit: December 10, 2008, 06:14:40 AM by andrewj » Logged
fromhell
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« Reply #9 on: December 21, 2008, 04:07:58 AM »

That could be done in a SW renderer but I doubt it looks good.
Monochromatic lighting looked superior in Quake2.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #10 on: January 19, 2009, 01:39:57 AM »

I've committed it to SVN, though i'm not sure if it even compiles for all platforms. My development environments aren't set up yet
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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