Ian Micheal wrote:Maqaku is quite far behind even radqauke 4.9
Yep I agree, but Manoel(AKA Fragger) is my friend. What he has done over the years deserves respect.
However, I like these other ports because they are way more advanced. The things you have done in radqauke alone is vastly superior.
Personally, I just like hardware accelerated ports.
by BlackAura » Tue Dec 02, 2003 11:12 pm
I don't have a clue what Bero did with his version of Quake, but I never had any screwups with my port (nxQuake, which has no sound or VMU support), and Ian never had the same problems with his (RADQuake).
RADQuake has chunks of code written by Ian, Fragger, a few others, and myself, works better than Titanium Studio's version (except no hardware acceleration, but it's still faster), and I think supports everything except VMU saving. I should probably have a look at it at some point, and see if I can clean anything else up, or add anything else...
Allways gave Fragger (http://www.thefragger.hpg.ig.com.br/index.htm) massive credit load up radquake in help or engine his name is in there I started the port from scatch with out any one for the first version Fragger was part of my team the later port he did is fine but it was because i quit at the time.. He and speud was having a fight about adding changing then having to redo them.. Fragger blamed me for it which it was not check all the release post version on dcemu always gave credit to fragger..
All are not worth bothing with now it's NUquakes time Ive seen the version run with proper sound and cdda that's all that is need from now on
Anthony817 wrote:I need to port over that Halo Quake mod made for PSP overto this. If we could play that mod online with Quake World, holy shit that would be cool! The singleplayer stuff would be well suited for NuQuake. A guy named R3aper ported it over to Maqaku about 10 years ago, but it suffered framerate issues.
"good luck" opengl quake uses a lot more memory than software quake for a multitude of reasons.
i've toyed with it previously and found some working maps and such but the mod i found was so hastily thrown together its not super clear what works and doesnt, as far as maps go
Iight, makes sense. I guess my idea of using this for certain mods to get better performance out of it vs Maqaku is going to be a bit troublesome. That absolutely makes sense though now that you mention it. Not sure why I thought it would be any other way?
Perhaps if we tailor made it for NuQuake within limitations(i.e. stripped out non-working maps) it would be best? After hearing this though, not sure how well it would work with the singleplayer maps in the original PSP version along with all the bots and other entities?
Generally nuquake will look better because fully hardware rendered at 640x480 but that comes at the cost of more memory for loading models and such.
So it's speed vs graphical fidelity vs memory. It's a delicate balance
I hope we can get a definitive polished version of single player quake. I love this game. I am really geared up for an online version of Quake. This would be MASSIVE because we could make custom maps to play. Amazing.
Dreamcast: Blue Swirl, 60hz, White LED, Removable battery holder, Internal SD card reader, BBA, DreamPi, RGB Scart
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...