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Qurp: Quake on RPi1 in full HD at 60fps! (and some questions)

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  • Qurp: Quake on RPi1 in full HD at 60fps! (and some questions)

    Hi,
    I just discovered Qurp and it's really awesome!

    It runs at 60fps in 720p on a good old RPi 1B, so performance on my RPi 3 is impressive!

    It just need a couple of refinements, IMHO. I wrote yet in the RPi forums thread but I write also here: maybe someone who is experienced in Quake source code could provide some direct tips to support and speed-up the development (I am NOT the author).

    - actually Qurp doesn't save any settings, probably because it can't create and write on a config.cfg (I had to manually create an autoexec.cfg in the ID1 folder, and even if I manually make and chmod a config.cfg, still settings are not saved)

    - (related to the first issue?) it seems ignoring vid_mode parameter (and a lot of other "vid_" options) in console: the only way to change resolution is with custom -width and -height in CLI (BTW I get 60fps in 1280x1024!)

    - since it's a very relevant part of the Quake experience, it would be nice to enable music somehow...

    - in Dimension of The Past (2016) a strange bug occurs: when the player is on any surface to a higher level of water (like the bridge in the first level of DOPA) weapon "float" as it if it were under the water. I don't know if this could be related to the fact that Qurp is vanilla, I suspect instead that this is somehow related to cfg options, and here's why: during my early tests I accidentally forgot to delete, in my ID1 folder, an old autoexec.cfg generated by QuakeSpasm, and weapon had this strange floating behavior even on the classic Quake entrance map. After deleting the old autoexec.cfg the problem seems fixed in classic Quake, but it's back yet in the first map of DOPA (so it could be related to some config.cfg inside the PAK)?

    Thanks
    Last edited by antiriad; 03-15-2017, 07:03 AM.

  • #2
    Neato!

    Is there multiplayer support?

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