Edit: This is turning into a bit of a diary of how to get a old SSQC mod made for Darkplaces into FTEQW. I am writing things down which I feel might help others in the future, and along the way I hope some bugs gets fixed and things made a bit easier.
Hi everyone!
I decided to try bringing a simple old DP standalone mod to FTEQW for the nice multiplayer features it has. While I got it somewhat to run there are several strange issues that seem to be related to it being not well tested under Linux (I don't have a Windows install, but from the looks of it with WINE, it works better).
I am using the latest binaries (9th of Sept.) from the Moodles repository:
Index of /moodles
(compiling it myself I would like to avoid for now for practical reasons).
I am running a Kubuntu 16.04 install with a nvidia GPU.
First of all I spend a really long time trying to run the game with -basedir as instructed in several places, but it seems this parameter is plain broken. After a while I tried it with the -game command as in DP and that finally works. However then I realized that it only works if I keep the /id1/pak0.pak file in the directory, even though the mod I am running does not require it at all. If I remove it the annoying -basedir message comes up again.
The next issue is that many maps also fail to load with a "PF prechache sounds" error, which I guess is unique to DP? Any easy work-around for this?
I also notices that a lot of v_weapon animations and some textures fail to load. My guess that .md3 works better than .psk models, with the latter basically unsupported for animations? There are also some issues regarding this with newer versions of DP, but not nearly as bad. How is .iqm support in FTEQW? Maybe I'll try to convert all the models into that as the Blender exporter works much better.
Another strange issue is that skyboxes don't work at all. Initially I had this odd looking void stuff showing up there, but after extracting all the .pk3 for easier editing, the skybox look has changed to a brown checker texture, and strangely enough the alpha transparent textures suddenly stopped working with one side the same brown checker texture. Especially the latter puzzles me, as they worked fine when compressed as .pk3 archives.
Another issues is that only the SDL binary functions properly with the nice CSQC menusys mod in regards to mouse and keyboard input. If I start the game with the gl64 binary it starts fine, but no Keyboard inputs are registered and the no mouse clicks (the mouse pointer in the menu shows and hover highlight also, but no actual interaction). However if I start it with the SDL binary, then the OGG Vorbis support gets lost somehow and most of the sounds don't play any longer.
So for now the main issues are, how to get the game to run without the shareware pak0.pak and how to get the menusys mod input to work properly on Linux (I guess the SDL version just has not been compiled with OGG vorbis support). The rest seems like normal porting issues, but any suggestions on that are highly welcome.
Next on my list is probably to compile the progs.dat with FTEQCC to see if that is compatible. But I suspect that there might be issues as it was using its own custom compiler before. I'll keep you posted.
Hi everyone!
I decided to try bringing a simple old DP standalone mod to FTEQW for the nice multiplayer features it has. While I got it somewhat to run there are several strange issues that seem to be related to it being not well tested under Linux (I don't have a Windows install, but from the looks of it with WINE, it works better).
I am using the latest binaries (9th of Sept.) from the Moodles repository:
Index of /moodles
(compiling it myself I would like to avoid for now for practical reasons).
I am running a Kubuntu 16.04 install with a nvidia GPU.
First of all I spend a really long time trying to run the game with -basedir as instructed in several places, but it seems this parameter is plain broken. After a while I tried it with the -game command as in DP and that finally works. However then I realized that it only works if I keep the /id1/pak0.pak file in the directory, even though the mod I am running does not require it at all. If I remove it the annoying -basedir message comes up again.
The next issue is that many maps also fail to load with a "PF prechache sounds" error, which I guess is unique to DP? Any easy work-around for this?
I also notices that a lot of v_weapon animations and some textures fail to load. My guess that .md3 works better than .psk models, with the latter basically unsupported for animations? There are also some issues regarding this with newer versions of DP, but not nearly as bad. How is .iqm support in FTEQW? Maybe I'll try to convert all the models into that as the Blender exporter works much better.
Another strange issue is that skyboxes don't work at all. Initially I had this odd looking void stuff showing up there, but after extracting all the .pk3 for easier editing, the skybox look has changed to a brown checker texture, and strangely enough the alpha transparent textures suddenly stopped working with one side the same brown checker texture. Especially the latter puzzles me, as they worked fine when compressed as .pk3 archives.
Another issues is that only the SDL binary functions properly with the nice CSQC menusys mod in regards to mouse and keyboard input. If I start the game with the gl64 binary it starts fine, but no Keyboard inputs are registered and the no mouse clicks (the mouse pointer in the menu shows and hover highlight also, but no actual interaction). However if I start it with the SDL binary, then the OGG Vorbis support gets lost somehow and most of the sounds don't play any longer.
So for now the main issues are, how to get the game to run without the shareware pak0.pak and how to get the menusys mod input to work properly on Linux (I guess the SDL version just has not been compiled with OGG vorbis support). The rest seems like normal porting issues, but any suggestions on that are highly welcome.
Next on my list is probably to compile the progs.dat with FTEQCC to see if that is compatible. But I suspect that there might be issues as it was using its own custom compiler before. I'll keep you posted.
Comment