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Old 12-07-2009, 10:26 PM   #1 (permalink)
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DirectEngines

DirectJoe: Direct3D JoeQuake
Project Site | DirectJoe Release Blog Entry

MH has released DirectJoe, a DirectX driver version of JoeQuake that uses Direct3D instead OpenGL. This is the first of several planned Direct3D engines releases using a wrapper for Direct3D 8 that MH wrote. This work is a derivative of MH's DirectQ engine written earlier this year.

Read MH's blog ...

Due to MH's work, a DX8 ProQuake will be available later this week and there are already testing versions available. MH is also responsible for an MP3 playback-capable engine modification.

Update: DirectBengt is now available too (Enhanced GLQuake).



Ultima Ratio
QuakeOne thread | Download Site

The deathmatch map Ultima Ratio has been released by dfsp_spirit and this map can be played at the EuroQuake server (bigfoot.quake1.net). This map comes with frikbot waypoints and even an ezQuake radar image in the download. There are YouTube videos of the map as well.

The map source code is available and licensed under the GPL, a welcomed trend seen in recent years for works in the Quake community.


FlashQuake and More ...
QuakeOne Discussion | Compiling Notes @ Inside3D.com | Quaddicted Story

A developer named Michael Rennie has released FlashQuake (play it), a Flash Player 10 version of Quake.

Fragger has setup a site for his popular high resolution Quake skins (development thread).

Due to the work of EFESS, there will likely be a prototype ProQuake 4.01 with QuakeOne server browser feed that downloads the information from this site (Qrack will be coming as well) done later TODAY. And some preview shots of upcoming Remake Quake maps (shot 1, shot 2)
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Last edited by Baker; 02-26-2010 at 01:46 AM..
Old 12-09-2009, 12:35 PM   #2 (permalink)
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Are there any visable improvements in graphics/perfomance with Direct3D rendering instead of GL (on modern nV cards)? Lighting or something?
Old 12-09-2009, 12:46 PM   #3 (permalink)
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Originally Posted by BEEF34T3R View Post
Are there any visable improvements in graphics/perfomance with Direct3D rendering instead of GL (on modern nV cards)? Lighting or something?
No, it looks identical.

But if you have real problems with OpenGL drivers and your DirectX ones work, these engines will run.

Furthermore, some people are saying they have been having a real hard time with performance on Windows 7 with GL clients, but the Direct3D api clients appear to run fine.

There have been a number of people over the years that haven't been able to get any GL engine running, but the highly obsolete Direct3DQuake from 2001 would run.

These "DirectEngines" are vast improvements of that ancient Direct3DQuake from 2001.

In some cases, it is possible that someone might get higher performance from these DirectEngines in some circumstances, but at least to me the main feature is the near virtual guarantee that Quake is going run on any given computer, instead of someone banging their head with driver issues.
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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Old 12-09-2009, 12:51 PM   #4 (permalink)
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On modern cards, no. These engines are not for you. They are however for people who have 3D cards that either don't run GLQuake or derivatives well (slowdown, hitches and stalls, etc) or don't run them at all (crashes, lockups, graphical corruption, etc).

Think of the Intel brigade, those with early Radeons, and so on, and you're nearer the mark. They're decent enough hardware for Quake (the Intel 910 is actually superior to a GeForce FX5200, despite no hardware T&L and shared memory) but the OpenGL drivers are gack.
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Old 12-09-2009, 03:48 PM   #5 (permalink)
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Thanks! Now it's clear.
I'd like to see DarkPlaces with some advanced features (like parallax mapping PPL + bump textures by Rygel) in DX 9/10 and compare it with GL
Old 12-09-2009, 05:17 PM   #6 (permalink)
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is there going to be a directgl version of qrack?
Old 12-09-2009, 05:46 PM   #7 (permalink)
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Originally Posted by lennox View Post
is there going to be a directgl version of qrack?
Yes ... a quote from MH's blog ...

Originally Posted by MHBlog
Further engines will follow - I'm in the process of doing FitzQuake (almost done) and QRack, and would also like to do Enhanced GLQuake and maybe even DarkPlaces (if it plays nice).
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So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Old 12-09-2009, 05:57 PM   #8 (permalink)
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Definitely yes. I had hoped to have it near completion by now, but I was working on my own engine instead. It's about 90% there, there are some OpenGL functions it uses that I haven't yet implemented but otherwise it's up and running.

I'm in Christmas party season for the next few days, but I promise you it will be released before 2010.
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Old 12-10-2009, 07:13 AM   #9 (permalink)
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I have some graphics problems with JoeQuake-gl, which DirectJoe fixes. I'm liking it. It's a great, speedy engine.

Yellow No. 5's texture pack is nowhere to be found though.
Old 12-10-2009, 09:05 AM   #10 (permalink)
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http://www.quake-1.com/files/texture...b10mb-098a.exe
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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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