quakespasm
sdl12-compat
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quakespasm | sdl12-compat | |
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12 | 13 | |
192 | 187 | |
- | 2.1% | |
8.1 | 7.7 | |
17 days ago | 3 months ago | |
C | C | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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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.
sdl12-compat
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Released a new version of Notan, a SDL-like library made in rust
I'm just glad so many of the SDL 1.2.x-era games dynamically linked SDL so I can use sdl12-compat to stick them on top of SDL 2.x's non-modesetting fullscreening and PulseAudio support.
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US NGO Consumer Reports also reporting on C and C++ safety for product development.
Thankfully, most people don't statically link SDL 1.2, so it's possible to use sdl12compat to rebase them on top of SDL 2.x's non-modesetting fullscreening support, among other things.
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Old linux ports
There have been some efforts to keep them working: http://www.improbability.net/loki/ https://github.com/libsdl-org/sdl12-compat/
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Apple 2 Emulation (via Ports)
I've been determined to get the only system not on the device working in some way. The biggest issue to the Apple II systems not being present is that all the emulators are not written in SDL2 and the only Apple II emulator written in SDL2 (shamusworld) is far from perfect. So I tried my hand at something: What if I could wrap SDL1.2 to SDL2 against linapple? My brother showed me on github sdl12-compat https://github.com/libsdl-org/sdl12-compat. Amazingly enough, we have results. Now it's not going to be as functional this way like having RetroArch to configure things, but I have over twenty Apple II games pre-configured with controls thus far.
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Has anyone managed to run Yuppie Psycho on the Steam Deck?
You need this compatibility library and you can drop it into the "lib" folder in the game files.
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sdl-compat 1.2.52 Debuts As Initial SDL-1.2-Atop-SDL-2.0 Release
Here's the only useful link from the article: https://github.com/libsdl-org/sdl12-compat/releases/tag/release-1.2.52
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How I got the Psychonauts 1 native port to run
It looks like the multiple monitor issue was known and theoretically fixed? https://github.com/libsdl-org/sdl12-compat/issues/38
- Gaming on X11 vs XWayland
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Is Wayland ready for gaming?
Really old Linux games based on SDL1 can also work on Wayland by using the SDL1 on SDL2 wrapper in combination with a recent SDL2 build (I've been successful with Psychonauts this way, and it even solved some weird windowing problems with the game)
What are some alternatives?
SDL - DEPRECATED: Official development moved to GitHub
Quake - Quake GPL Source Release
hidapi - A Simple cross-platform library for communicating with HID devices
chocolate-doom - Chocolate Doom is a Doom source port that is minimalist and historically accurate.
termux-sdl - termux sdl plugin
ezquake-source - main ezQuake source code base
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.
ironwail - High-performance QuakeSpasm fork
wii-u-gc-adapter - Tool for using the Wii U GameCube Adapter on Linux
gamescope - SteamOS session compositing window manager [Moved to: https://github.com/ValveSoftware/gamescope]