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#1 |
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Location: Beckenham/England
Posts: 675
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QBreed Quake Engine
This is a very nice looking software Quake engine with fullscreen HUD, but it has a few issues:
It crashes a lot, but can run quite well with the right settings and with specific mods like The Ascension of Vigil, Quake1Arena, Frikbot PerQuake, Prydon Gate, AliensTC (not to be confused with Alien Quake), Hover and Codename Envenom. Weapon models disappear when over liquids, but only when opacity is set to maximum. Colours sometimes go haywire - I think this only happens in higher resolutions. Some text/menu graphics don't have transparent backgrounds. If these issues are cleared up this will be an excellent Quake port. ![]() http://aminet.net/package/game/data/Qbreed Last edited by James; 03 November 2020 at 18:33. Reason: added link |
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#2 |
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Location: Bicester
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working on it.
I may just limit the screen res to a max of 1280x1024 for rtg and opacity to 80% for now. hud items seem to be placed wrong at the moment. and i might add fog, just cos it looks cool. ![]() look out for an update in the (hopefully) not too distant future. |
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#3 |
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Location: Bicester
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new build in 'The zone!'
just screen limits and some hud pos stuff changed. feedback would be great. br |
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#4 |
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Location: Sweden
Age: 47
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Nice @abu_the_monkey, nice to see there's a less limited Quake engine available on Amiga where development is still alive. Really happy that you (and NovaCoder with his winquake port) keep things alive here.
@James, I'm currently working on a new... very different.. but hopefully interesting type of map. I occasionally test it on vanilla winquake 1.09 but I can already tell its not going to work (well, it runs... sort of) but I have high hopes for the Qbreed engine. I should have a fairly complete beta map by the end of the month. Let me know if you wanna play-test it in the Qbreed engine. Do you play in WinUAE where you can "cheat with memory settings" or do you run on actual Amiga. I'l try to (at some point) to release a memory /texture optimized version that will run on a real Amiga. Disclaimer: Ill set it up in WinUAW any year now... :blush: As soon as I can find my lost hardfile.. |
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#5 |
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got fog working (of sorts)
[ Show youtube player ] need to test a bit more, also, not tested on real hardware yet. br Last edited by abu_the_monkey; 18 November 2020 at 00:41. |
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#6 |
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@abu_the_monkey Holy cow, how? Are you faking OpenGL fog with some color grading of mip textures or how is it done?
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#7 |
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@eXeler0 its a random dither from qbism/makaqu. its not volumetric fog or anything fancy. looks a bit grainy in low res but not too bad in hi res lace. the vid is a bit of a blur so i have attached a couple of screen shots that show it better.
br |
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#8 |
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Join Date: Sep 2007
Location: Melbourne/Australia
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Cool, good work
![]() Not sure what your target is but if you are targeting WinUAE and want to create the best looking software renderer then you should consider ditching the 8 bit palette limitation... Last edited by NovaCoder; 19 November 2020 at 00:10. |
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#9 |
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cheers chap,
there is no target/goal for this. i started it to add a couple of extensions for the alien breed conversion i started many many years ago (life got in the way). so the 8bit colour stays, as i like the look. br. |
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#10 |
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@all
i have uploaded a new build to 'the zone' feedback would be appreciated. br. |
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#11 |
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Location: Belgrade / Serbia
Age: 38
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Great that you come back to this.
I have the old(2011 or so version) installed on rpi/amiberry and it works though textures are either too dark or too light. I tried the version you uploaded recently and it didnt work. Snoop dos reported that beside pak0 and 1 game tries to open all other paks that I dont have. I'll see to try this newest version these days. |
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#12 | |
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Quote:
Cheers |
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#13 | ||
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Location: Beckenham/England
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Quote:
Quote:
![]() Too busy at the moment, but would certainly like to check it out some time if/when you have released it. |
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#14 | |
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Quote:
i currently have it as follows:- quake -aga -mem 32 -nolan (-ahi) remove '-aga' if you want to use rtg. please let me know how you get on. br Last edited by abu_the_monkey; 28 December 2020 at 22:15. |
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#15 |
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#16 |
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#17 |
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@All
MeRrY nEw YeAr!!!! ![]() |
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#18 | |
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Quote:
It is Quake.test256 from 29th Nov, have now got the Quake2 mod working with it. ![]() Have also been watching some TeamFortress (enhanced) demos on this engine, the amount of battle damage is insane! ![]() Not getting quite as many crashes with the higher stack, but it does lock up on exit sometimes... A belated Happy New Year To all at EAB. ![]() |
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#19 |
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@James
cheers chap. I am currently trying to trace where i introduced a memory leak. For me the engine runs the standard demos on loop for around 45 minutes before exiting with a memory allocation error. hope to have a new build in the not so distant future (time permitting). br. |
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#20 | |
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Quote:
I tried the build you sent before christmas but I had no luck getting it to run. ![]() |
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