DARKHALO2K wrote:
I am absolutely amazed by the work being done on nuQuake, and I would obviously prefer to take advantage of its hardware rendering, but the current audio and visual issues prevent it from feeling like a polished release. I've also encountered a crash when completing a level (an assertion failure, glTexImage2D).
I'm not an engine coder, at least not when it comes to Quake or the Dreamcast, and if you are happy to consider my suggestions on bugs and features, then I would very much like to target nuQuake for my release.
which level + pak, ill investigate and fix since that shouldnt ever be possible. thancc
Glad to see weapon clipping working in this next version! Hell even some of the Half-Life DC mods lack that. Paranoia is notorious for the weapons clipping through the walls.
And yes, if you can get NuQuake to be the targeted port for After The Fall, this would really make that mod shine! It is a great idea Pip, glad to see you considering it!
I've reinstalled Trenchbroom and am working on something to see running on Quake for Dreamcast. I've dumped textures from PSO using Flycast and turned them into a Quake texture wad See what I come up with lol.
Thanks again for bringing us a nice version of this engine!
DARKHALO2K wrote:
When complete, I will be offering the revised PAK file for download on its own, which people can play with whatever build of the Quake engine that they want, but my focus is on also offering a pre-compiled .cdi image with printable cover art that will hopefully feel like a new release and simplify the burning process for people.
I am absolutely amazed by the work being done on nuQuake, and I would obviously prefer to take advantage of its hardware rendering, but the current audio and visual issues prevent it from feeling like a polished release. I've also encountered a crash when completing a level (an assertion failure, glTexImage2D).
I'm not an engine coder, at least not when it comes to Quake or the Dreamcast, and if you are happy to consider my suggestions on bugs and features, then I would very much like to target nuQuake for my release.
Keep up the incredible work, and thank you for sharing it with the community!
If you ever target nuQuake or Ian Michael’s Radquake, hopefully you will still release the Makaqu Quake version too. I would enjoy all three versions of the mod for comparison, so hopefully if you target the other two engines you will not abandon your original Makaqu engine port, right?
DARKHALO2K wrote:
When complete, I will be offering the revised PAK file for download on its own, which people can play with whatever build of the Quake engine that they want, but my focus is on also offering a pre-compiled .cdi image with printable cover art that will hopefully feel like a new release and simplify the burning process for people.
I am absolutely amazed by the work being done on nuQuake, and I would obviously prefer to take advantage of its hardware rendering, but the current audio and visual issues prevent it from feeling like a polished release. I've also encountered a crash when completing a level (an assertion failure, glTexImage2D).
I'm not an engine coder, at least not when it comes to Quake or the Dreamcast, and if you are happy to consider my suggestions on bugs and features, then I would very much like to target nuQuake for my release.
Keep up the incredible work, and thank you for sharing it with the community!
If you ever target nuQuake or Ian Michael’s Radquake, hopefully you will still release the Makaqu Quake version too. I would enjoy all three versions of the mod for comparison, so hopefully if you target the other two engines you will not abandon your original Makaqu engine port, right?
Both Makaqu and radquake are software engine's run's on one it run on the other it should with a normal res of only 320x240 for radquake 320x200 for the other or both are 320x240 I did get 640x480 but way to slow for this mod.. Nuquake Is just amazing more what we all wanted in 2002 2003 was a just a dream to have a proper hardware 640x480 opengl quake port..
water warping may or may not be in, likely itll be a cvar because there is a speed hit and im not sure how much until i test on a real dc and not an emulator
The crash came after playing through the first full level of After The Fall, and should occur with the copy you have. This is the largest map in the game, with other engines originally crashing at the start of it.
I'll test for that again tonight, and I'll also play through the level without one of the larger sound effects to see if it's down to memory. If not, I'll send you my files for your own research.
I'd also love to test the latest build of nuQuake for you, but no worries if not! I use CD-R's to test on real hardware, and I also have a keyboard and mouse. Feel free to contact me privately.
Oh, and I will release my Makaqu config if I switch to nuQuake.
As I dont have a dreamcast at hand to test, it would be great if someone could upload some videos. Id be really interested in seeing how this is progressing.
Dreamcast: Blue Swirl, 60hz, White LED, Removable battery holder, Internal SD card reader, BBA, DreamPi, RGB Scart
well i would not leak a video it was in public dctalk general
Anonymouse wrote:As I dont have a dreamcast at hand to test, it would be great if someone could upload some videos. Id be really interested in seeing how this is progressing.
yes we really got another new game online, quake online! nuquake has online support BBA only!
when joining in the game you will automatically connect...