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Custom quake engines
Custom quake engines










custom quake engines
  1. Custom quake engines install#
  2. Custom quake engines full#

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Custom quake engines install#

No command-line options are necessary (although they can be used if you wish), you can switch between games, change maps, and run demos from the menus, it automatically tunes it’s memory usage for the current requirements and allocates dynamically so that you never run out, and it can even detect where you have Quake installed to if you install DirectQ wrongly. DirectQ targets the player, making the job of running Quake simpler and smoother than ever before. Many Quake engines target modders, mappers or coders. Fitzquake would be my preferred engine if it had model interpolation and was capable. For levels like nesp09 which need higher edict counts, I use the nehahra version of darkplaces. So it looks and runs exactly like glquake would but with smoother animation. Many limits have been completely removed, and it is one of the highest-capacity engines you can download. Instead I use mhquake with all 'enhancements' turned off except for model interpolation. This enables it to run up to 8 times the speed of a traditional Quake renderer in complex scenes and under heavy loads – even on fast high-end modern hardware – chewing up high polycounts, large open areas, heavy dynamic lighting and hordes of enemies with ease.ĭirectQ is capable of loading and running all current limit-breaking maps. Rather than use these for eye-candy DirectQ uses them to produce a clean, stable and solid image that is a faithful reproduction of the original software Quake, and to accelerate rendering in areas where traditional Quake engines typically run into trouble. To provide solutions to many issues with Quake which make it unfriendly to modern players.ĭirectQ replaces the original Quake renderer with a new Direct3D 9 renderer that takes full advantage of features on modern hardware such as vertex and pixel shaders, vertex buffer objects, geometry instancing, non-power-of-two textures, and so on.To support value-added features to enhance the multiplayer experience.To run large and complex scenes with good performance.To accurately recreate the original look of software Quake.To run on a wide range of hardware, from integrated Intel chips all the way up to the latest and greatest dedicated cards.Originally made because I was annoyed with the low quality of some OpenGL drivers, it has since evolved into a high-performance, high-capacity engine with a rich set of features.

custom quake engines

Posted on April 29th, 2011 | Last modified on February 5th, 2023ĭirectQ is a port of Quake to Direct3D 9.












Custom quake engines