darkplaces
quakespasm
darkplaces | quakespasm | |
---|---|---|
4 | 12 | |
246 | 192 | |
5.7% | - | |
9.4 | 8.1 | |
1 day ago | 20 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.
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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
quakespasm
- Show HN: Play QuakeSpasm – a Quake game engine based on FitzQuake in the browser
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What source ports are you using (Windows/Linux)?
Quakespasm https://github.com/sezero/quakespasm
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Need help setting the resolution
Forget the GOG version and grab a modern source port like Quakespasm: https://sourceforge.net/projects/quakespasm/
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how do I fix this error? any help would be amazing thanks guys (:
I wouldn't say you absolutely need to get a new PC. You could probably try using the QuakeSpasm engine. Pretty much any modern PC can run Quake, the "remaster" just has much higher system requirements than usual.
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How to get Quakespasm music to work?
Can you elaborate on what you understand the correct location to be? Does this mean you have placed your music folder inside of your id1 directory? Are your music files named correctly, e.g. track02.[ogg,mp3,wav, or flac]~track11.[ogg,mp3,wav, or flac]? Have you looked at the documentation on music support in Quakespasm?
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uh... help I don't know what to do
Get Quakespasm and drop the files in your Steam/steamapps/common/quake/rerelease folder, and use that executable to play the game. It'll work on older computers.
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New QuakeSpasm version
Yesterday a new update to Quakespasm came out. You can get it here.
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New Quakespasm version
Grab at sourceforge.
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Does Anyone Know how to Put Quake 1 into UE5?
( I have sucessfully integrated a .net rewrite (https://github.com/Memorix101/SharpQuake) of the quake engine into unity and I've seen someone else do it for UE4. I'm working on PLUQ, which is a nanomsg nng interface integrated into an modern Quake engine (https://github.com/sezero/quakespasm, https://github.com/mdeguzis/ftequake, ...) that on game/level load provides geometry, textures, entities, ... and at runtime a bidirectional channel for the data (enity positions and inputs) needed to render and steer the game from a connected client. The connected client can e.g. be the rendering and input part of the original engine or something Unity3D, Unreal, Godot, ... based. I hope to open up Quake for experimentation using non GPL engines with this...)
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Quake 1 running natively on an iMac with Asahi Linux!
I used QuakeSpasm.
What are some alternatives?
ironwail - High-performance QuakeSpasm fork
sdl12-compat - An SDL-1.2 compatibility layer that uses SDL 2.0 behind the scenes.
vkQuake - Vulkan Quake port based on QuakeSpasm
SDL - DEPRECATED: Official development moved to GitHub
ezquake-source - main ezQuake source code base
Quake - Quake GPL Source Release
tyrquake - Libretro port of Tyrquake (Quake 1 engine)
chocolate-doom - Chocolate Doom is a Doom source port that is minimalist and historically accurate.
ioq3 - The ioquake3 community effort to continue supporting/developing id's Quake III Arena
q3lite - Q3lite, an OpenGL ES port of Quake III Arena for embedded Linux systems.