quakespasm
chocolate-doom
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quakespasm | chocolate-doom | |
---|---|---|
12 | 6 | |
192 | 1,769 | |
- | 1.9% | |
8.1 | 8.4 | |
17 days ago | 7 days ago | |
C | C | |
GNU General Public License v3.0 only | GNU General Public License v3.0 only |
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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.
chocolate-doom
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Ports suggestion for OnionOS
- Chocolate Doom (support Heretic, Hexen, Strife and Freedoom iwads) https://github.com/chocolate-doom/chocolate-doom
- Candy of Doom
- My simple attempt at retro / DOOM lighting, it's just a slightly transparent mesh
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Is there a C book / website to learn C like the Rust book?
But C doesn't come with these types of APIs "out of the box" because C is expected to be used on way too many systems to standardize things of that nature. In a lot of ways "doing C right" means following commonplace patterns on hardware similar to the hardware you are targeting. If you're targeting commonplace desktop or server machines I suggest you take a look at a lot of software written in C that target those platforms -- projects like Sqlite, and modern source ports of Doom such as chocolate doom. Both are available to read for free on github, https://github.com/sqlite/sqlite https://github.com/chocolate-doom/chocolate-doom
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Doom II running on a 3 color ePaper display salvaged from a discarded Best Buy pricer. 3 frames per minute!
cd ~ wget https://github.com/chocolate-doom/chocolate-doom/releases/download/chocolate-doom-2.3.0/chocolate-doom-2.3.0.tar.gz tar xzf chocolate-doom-2.3.0.tar.gz cd chocolate-doom-2.3.0 ./configure make sudo make install
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Preserving Sound of Consoles and Computers - UPLINK 2021 [panel with Displaced Gamers, Artemio (creator of MDFourier Project -- tool used to improve MiSTer FPGA audio accuracy), My Life in Gaming]
Choclate Doom PC speaker accuracy discussion
What are some alternatives?
sdl12-compat - An SDL-1.2 compatibility layer that uses SDL 2.0 behind the scenes.
crispy-doom - Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
SDL - DEPRECATED: Official development moved to GitHub
termux-sdl - termux sdl plugin
Quake - Quake GPL Source Release
TI-84-CE-DooM - A version of DooM for the TI-84 CE written in C.
ezquake-source - main ezQuake source code base
wad2pic - Convert Doom's WAD file into an isometric picture
ironwail - High-performance QuakeSpasm fork
DoomLauncher - Doom Launcher is a doom launching utility and database for custom wads and pk3s
Pygame - 🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.
gust_tools - A set of utilities for dealing with Gust (Koei Tecmo) PC games files