I imagine a lot of the players here aren't familiar with the FitzQuake engine by John Fitzgibbons (who also runs Func_Msgboard, the home of mapping for Quake), but it is a really superb engine old school engine.
FitzQuake and Enhanced GLQuake, along with ProQuake, are really the only traditional engines I know of that don't intend to touch anything about the game, the look or the feel.
Right now, I am attempting to merge FitzQuake and ProQuake into a single GLQuake engine just for fun. We'll see if I am successful, I've read a lot of engine code but have never attempted anything like this.
If it works, the final result would be like this:
GLProQuake with ...
1) Everything looks better, the focus of FitzQuake was improving the GL rendering -- it looks more crisp.
2) with the ability to set video mode in the client
3) fog and skybox support
4) in-game brightness adjustment
5) and maps autocompletion along with some other fun features
6) Ability to bind keypad keys
7) Automatic vid_vsync off/on in client
Assuming I have any luck with this, I'd probably also end up doing the following:
1) Adding mouselook to the menu plus the freelook cvar
2) Limit gl_picmip to 4 and look for any other features with the potential for abuse.
3) Substitute FitzQuake pitch control cvars with cl_fullpitch, which is pretty much a standard on the servers (a standard to disable!)
4) Change the mousespeed slider to have a greater range like JoeQuake/Qrack/DarkPlaces
5) Maybe add optional animation interpolation that I saw Preach or someone played around with.
6) Make TAB a useable key while playing demos (silly ProQuake!)
7) Make it support running total conversions like DarkPlaces and Qrack can.
This is, of course, if this all works out. I can get both ProQuake and FitzQuake to compile fine.
I did a lot of looking thru the source code of both engines plus original Quake and it looks easier to merge ProQuake into FitzQuake, rather than the reverse.
If this works, thank WinMerge (it's like ExamDiff, but open source and free) and of course John Fitzgibbons and JPG.
My main motivation for even seeing if this is possible is that I played a single player map with FitzQuake today and it occurred to me that although the new engines are great, there is something about the traditional look and feel of Quake that is special and if possible one should have the option of using an old school engine, and really ProQuake currently feels 5 years out of date.
FitzQuake and Enhanced GLQuake, along with ProQuake, are really the only traditional engines I know of that don't intend to touch anything about the game, the look or the feel.
Right now, I am attempting to merge FitzQuake and ProQuake into a single GLQuake engine just for fun. We'll see if I am successful, I've read a lot of engine code but have never attempted anything like this.
If it works, the final result would be like this:
GLProQuake with ...
1) Everything looks better, the focus of FitzQuake was improving the GL rendering -- it looks more crisp.
2) with the ability to set video mode in the client
3) fog and skybox support
4) in-game brightness adjustment
5) and maps autocompletion along with some other fun features
6) Ability to bind keypad keys
7) Automatic vid_vsync off/on in client
Assuming I have any luck with this, I'd probably also end up doing the following:
1) Adding mouselook to the menu plus the freelook cvar
2) Limit gl_picmip to 4 and look for any other features with the potential for abuse.
3) Substitute FitzQuake pitch control cvars with cl_fullpitch, which is pretty much a standard on the servers (a standard to disable!)
4) Change the mousespeed slider to have a greater range like JoeQuake/Qrack/DarkPlaces
5) Maybe add optional animation interpolation that I saw Preach or someone played around with.
6) Make TAB a useable key while playing demos (silly ProQuake!)
7) Make it support running total conversions like DarkPlaces and Qrack can.
This is, of course, if this all works out. I can get both ProQuake and FitzQuake to compile fine.
I did a lot of looking thru the source code of both engines plus original Quake and it looks easier to merge ProQuake into FitzQuake, rather than the reverse.
If this works, thank WinMerge (it's like ExamDiff, but open source and free) and of course John Fitzgibbons and JPG.
My main motivation for even seeing if this is possible is that I played a single player map with FitzQuake today and it occurred to me that although the new engines are great, there is something about the traditional look and feel of Quake that is special and if possible one should have the option of using an old school engine, and really ProQuake currently feels 5 years out of date.
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