Archipelago
vkQuake
Archipelago | vkQuake | |
---|---|---|
25 | 58 | |
366 | 1,532 | |
10.1% | - | |
9.9 | 9.2 | |
7 days ago | about 1 year ago | |
Python | C | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Archipelago
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What is your thoughts on Timespinner
Due to the way it’s designed and its short length, it has a great randomizer. It is a decently popular pick in Archipelago multiworlds. In fact someone recommended it in a multiworld I was playing so I picked it up.
- Archipelago: Multiworld Multi-Game Randomizer
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Quake Brutalist Jam II
> walk through a door in an RPG Maker game end up playing a Quake level! And then, upon killing a certain enemy, be suddenly in a bossfight in a SMW ROMhack!
I just learned about this [1] yesterday but seems to be the first data point I've seen regarding something like you describe. Very cool to see, and it definitely blew my mind that things like this are now being developed.
[1] https://archipelago.gg/
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Metroidvania ROM-Hack Recommendations?
There are randomizers for many Metroidvanias at this point, each with their own community of casual and competitive players. Just in Archipelago system you can find Hollow Knight, Blasphemous, Super Metroid, SMZ3, Timespinner, and The Messenger.
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100% completed the game, now what?
I recommend checking out a randomizer mod at https://archipelago.gg/ (https://archipelago.gg/games/Stardew%20Valley/info/en). You start a new file with a defined goal (i.e. 'complete the Community Centre'), and set about seeing how fast you can do so, but... with some tweaks. For starters, you could randomize your seasons or seeds. Then things like progressive abilities and items. i.e. you earn fishing level 2, but instead of *receiving* fishing level 2, you get a Coop. When you go to Robin to buy your Coop, you receive... an Ossified Blade. And when you manage to fish up a Flounder, you receive... Fishing Level 2.
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I'm looking to contribute to coding projects related to speedrunning. What current projects excite you? Or what future projects would be beneficial to games you enjoy running/viewing?
Not really speedrunning but since GDQ has randomizers, I'll mention Archipelago. https://archipelago.gg/ Multiworld randomizer that has people contributing to add game integrations. They have documentation on how to add games https://github.com/ArchipelagoMW/Archipelago/tree/main/docs Its a lot of fun and I feel will only get better the more integrations people add! Definitely covers a lot of programming areas from assembly to networking.
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I'm cooking
It's a multiworld randomizer https://archipelago.gg/
- Factorio to Satisfactory Bridge (WIP)
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Rise of the Randomizer Romhack Panel
It’s cool stuff. Funnily enough, Zelda 1 was added to Archipelago literally yesterday.
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Has anyone listened to any good podcasts about Zelda?
Archipelago Cross-Game Multiworld Randomizer
vkQuake
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Quake Brutalist Jam II
> Personally, I prefer https://github.com/Novum/vkQuake because it allows disabling texture smoothing.
All hardware-accelerated Quake source ports that I'm aware of allow you to disable texture smoothing, going all the way back to the original GL Quake (if not earlier).
It was historically set through the console (rather than through a graphical menu), via the `gl_texturemode_ command
On modern hardware capable of trilinear filtering, the appropriate texturemode to disable texture smoothing (which keeping the other niceties of hardware acceleration was
gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"
For the Ironwail engine, which is the currently preferred Quake source port for modern 3D hardware, options on whether or not to use texture smoothing (and other "retro" aesthetics like whether to use square or circular particles) are things that can be toggled in the video configuration menu.
- does vkQuake have a speedometer?
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What source ports are you using (Windows/Linux)?
vkQuake https://github.com/Novum/vkQuake (Yes I know the author just dropped support but I suspect it'll be picked back up)
- End of vkQuake development · Novum/vkQuake · Discussion #691
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vkQuake 1.30.0 released
Annnnnd 1.30.1 is already out with a few small fixes: https://github.com/Novum/vkQuake/releases
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Are there Open Source Games?
That last one is an open source engine for a trio of existing free games, but if we count open source engines for commercial games the amount of famous examples grows exponentially. All id Software games up to Doom 3 have had their engines made open source and have a huge number of modern versions available for all of them. So Arcane Dimensions, the greatest by a mile Quake campaign ever made, was completed just three years ago and you need a modern open source engine like vkQuake to play it - even the Quake Remastered engine can't handle the huge AD maps. There's also an open source Morrowind engine, an open source Freespace 1/2 engine (Diaspora above actually runs on this), an open source point and click engine called ScummVM that runs so many old adventure games it's almost an emulator...
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Playing TyrQuake on the VisionFive 2
You can get the packages to build from vkQuake: https://github.com/Novum/vkQuake
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Elevator Jank - why does this happen and how do I fix it?
A better solution - and one that lets you run the game at any arbitrary framerate you want - is to switch to a fork of quakespasm with framerate independent physics. I'd strongly recommend playing with Ironwail, but vkQuake is also a great option. Both of these ports offer significant performance improvements over vanilla quakespasm and some other nice rendering features.
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best qauke 1 source port?
If you plan on playing Arcane Dimensions with all features like custom HUD and particles then the best choice is VkQuake. It is also able to play the big and complex maps at very high FPS, which most other source port struggle with.
- Vulkan Quake port based on QuakeSpasm
What are some alternatives?
h1-mod - Modification for H1 (MWR)
ironwail - High-performance QuakeSpasm fork
0ad - Git mirror of the 0 A.D. source code (http://trac.wildfiregames.com/browser)
Quakespasm - Extra bloaty junk to modernise stuff a bit.
wesnoth - An open source, turn-based strategy game with a high fantasy theme.
yquake2 - The Yamagi Quake II client
Spring RTS game engine - A powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/
crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
OpenRA - Open Source real-time strategy game engine for early Westwood games such as Command & Conquer: Red Alert written in C# using SDL and OpenGL. Runs on Windows, Linux, *BSD and Mac OS X.
Cortex-Command-Community-Project-Source - [ARCHIVED] Cortex Command - Open Source under GNU AGPL v3 (no game data included)
factorio-blueprint-decoder - Decode Factorio's binary `blueprint-storage.dat` file into JSON for backup, downgrading or further manipulation.
OpenLara - Classic Tomb Raider open-source engine