darkplaces
ironwail
darkplaces | ironwail | |
---|---|---|
4 | 34 | |
246 | 445 | |
5.7% | - | |
9.4 | 9.3 | |
1 day ago | 6 days ago | |
C | C | |
GNU General Public License v3.0 only | 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.
darkplaces
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Quake's lightning gun bug explained
It's not, but the DarkPlaces engine [0] reimplements many, if not all, of the realtime shadow features and has an X64 Mac build (but no ARM build, as far as I'm aware), and is still getting active contributions on its Github repo[1].
[0]: https://icculus.org/twilight/darkplaces/index.html
[1]: https://github.com/DarkPlacesEngine/darkplaces
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What source ports are you using (Windows/Linux)?
darkplaces https://github.com/DarkPlacesEngine/darkplaces
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How to develop a game on the DarkPlaces engine?
Much of DP's development was centered about being a capable engine for new games, while remaining reasonably compatible with Quake. Also, DP's perceived abandonment seems to have been overcome, with DP now being hosted at https://github.com/DarkPlacesEngine/darkplaces with somewhat frequent updates. I guess that Wrath's development may be at play here.
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Darkplaces on Linux. Textures are scaled strangely.
I just checked and the github seems active, with people editing stuff. Maybe dowload fro there and recompile. https://github.com/DarkPlacesEngine/darkplaces
ironwail
- Quake Brutalist Jam II
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Dear Bethesda, quit teasing and just make it happen already. Y'know you want to.
Late to the party, but, if you get a copy of Quake 1 off GoG and then update that with the Ironwail engine you'll have the most flexible setup ever.
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DOOM 1 & 2: Damn, It's Good to Be Back!
Give ironwail a try. Built off of Quakespasm so all the same features, but with 144fps support and added options to make the game even more authentic.
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What source ports are you using (Windows/Linux)?
Ironwail https://github.com/andrei-drexler/ironwail
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Quake 1 and expansions
Ironwail. The best all-around sourceport for the game, more authentic than the re-release with better mod support and more option customization.
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What's the best way to play Classic Quake
Ironwail. Best all around port.
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Good Source Port where I can play Quake I’s mission expansion packs?
+1 to Ironwail
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Ironwail 0.7.0 released
Download
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Install Ironwail on all the SBC's! (Dietpi)
Head to andrei drexler's ironwail github page and grab a source tarball or zip under 'releases' on the right.
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Need help setting the resolution
If you own the game on GOG, then you should be able to download the remaster version. Otherwise, you should get the old files and use a source port instead. The older version's executables are decades old, and not very compatible with modern OS. Ironwail is a good one. If you can't use it, fall back on Quakespasm.
What are some alternatives?
vkQuake - Vulkan Quake port based on QuakeSpasm
ezquake-source - main ezQuake source code base
vitaQuake - Port of Quake for Playstation Vita
tyrquake - Libretro port of Tyrquake (Quake 1 engine)
Quakespasm - Extra bloaty junk to modernise stuff a bit.
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
darkplaces - Mirror of https://gitlab.com/xonotic/darkplaces - The Quake engine that powers Xonotic https://xonotic.org
q3lite - Q3lite, an OpenGL ES port of Quake III Arena for embedded Linux systems.
vkQuake2 - id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, macOS, FreeBSD, Raspberry Pi 4)
quakespasm - QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.