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PaulBredbury
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PostPosted: Thu Nov 03, 2005 7:44 pm    Post subject: JoeQuake - Quake 1 engine with eye-candy Reply with quote

Edit: The JoeQuake ebuild is now on bugzilla, and fixes the filesystem locations for the shared and user files, so most of what I previously said here is obsolete :)

To turn on all the eye-candy, copy config.cfg from the bug to ~/.joequake/
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Last edited by PaulBredbury on Mon Aug 21, 2006 6:53 am; edited 5 times in total
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neenee
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PostPosted: Wed Dec 28, 2005 2:33 pm    Post subject: Reply with quote

hm.. i set up /usr/local/portage/games-fps/joequake-bin/
and put the contents of the code block in the above post
in an ebuild, which i named joequake-bin.ebuild.

however, when i run ebuild joequake-bin.ebuild digest,
it produces the following error:

!!! games-fps/joequake-bin does not follow correct package syntax.

furthermore, your post suggests that the code for the
ebuild is something which should be run by the user
after emerging.. perhaps you forgot the real script
which should be there instead of the ebuild?

and the 'ebuild' link in the first sentence does not link to
the ebuild, but to a how-to about ebuilds, which you link
to again later on in your post.

in short: your post confuses me and i am unsure how to proceed.
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PaulBredbury
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PostPosted: Wed Dec 28, 2005 3:06 pm    Post subject: Reply with quote

neenee wrote:
perhaps you forgot the real script which should be there instead of the ebuild?

Oops, I must have deleted it with my last update. It's resurrected - please try the instructions now.
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neenee
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PostPosted: Wed Dec 28, 2005 3:12 pm    Post subject: Reply with quote

thanks for the prompt response and update ;-)

ebuild foo digest works now - i'll report back with how it all went.

*update* it seems to work fine - thanks :D
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PaulBredbury
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PostPosted: Mon Jan 15, 2007 2:45 am    Post subject: Reply with quote

An ebuild for Qrack (formerly named JoeQuake Pro) is now available :)
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lazy_bum
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PostPosted: Mon Jan 15, 2007 3:21 pm    Post subject: Reply with quote

PaulBredbury wrote:
An ebuild for Qrack (formerly named JoeQuake Pro) is now available :)

Wow! Looks great and I think it is faster then original JoeQuake.

PS. When I'm underwater the monsters on the 'ground' disappear. This is engine bug? (or I'm blind ;-)
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PaulBredbury
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PostPosted: Mon Jan 15, 2007 3:39 pm    Post subject: Reply with quote

Qrack is slower with all the eye-candy turned on, but then it has more eye-candy than JoeQuake.

Monsters are visible whilst underwater, with my config:

~/.qrack/config.cfg

Code:
// Generated by Qrack

// Key bindings
bind "TAB" "+showscores  "
bind "ENTER" "+jump  "
bind "ESCAPE" "togglemenu  "
bind "SPACE" "+jump  "
bind "+" "sizeup  "
bind "," "+moveleft  "
bind "-" "sizedown  "
bind "." "+moveright"
bind "/" "impulse 10"
bind "0" "impulse 0  "
bind "1" "impulse 1  "
bind "2" "impulse 2  "
bind "3" "impulse 3  "
bind "4" "impulse 4  "
bind "5" "impulse 5  "
bind "6" "impulse 6  "
bind "7" "impulse 7  "
bind "8" "impulse 8  "
bind "9" "impulse 225"
bind "=" "sizeup  "
bind "\" "+mlook  "
bind "`" "toggleconsole  "
bind "a" "+moveright"
bind "c" "+movedown"
bind "d" "+moveup"
bind "q" "+moveleft"
bind "s" "+forward"
bind "t" "messagemode  "
bind "x" "+back"
bind "z" "+lookdown"
bind "~" "toggleconsole  "
bind "PAUSE" "pause  "
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "LEFTARROW" "+left  "
bind "RIGHTARROW" "+right  "
bind "F1" "help  "
bind "F2" "menu_save  "
bind "F3" "menu_load  "
bind "F4" "menu_options  "
bind "F5" "echo Quicksaving...; wait; save quick"
bind "F9" "echo Quickloading...; wait; load quick"
bind "F11" "zoom_in  "
bind "F12" "quit  "
bind "INS" "+klook  "
bind "DEL" "+lookdown"
bind "PGDN" "+lookup"
bind "END" "centerview"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+speed"
bind "MOUSE3" "+mlook  "
bind "MWHEELUP" "impulse 12"
bind "MWHEELDOWN" "impulse 10"

// Variables
pq_smoothcam "1"
pq_moveup "0"
pq_noweapons "no weapons"
pq_weapons "SSG:NG:SNG:GL:RL:LG"
pq_ring "eyes"
pq_pent "pent"
pq_quad "quad"
pq_needrox "I need rockets"
pq_haverl "I have RL"
pq_needrl "I need RL"
cl_advancedcompletion "1"
cl_maxfps "75"
cl_gibfilter "0"
cl_deadbodyfilter "0"
cl_demospeed "1"
cl_bobbing "1"
r_grenadetrail "1"
r_rockettrail "2"
r_rocketlightcolor "6"
r_explosionlightcolor "6"
r_rocketlight "1"
r_explosionlight "4"
cl_explosiontype "2"
r_powerupglow "1"
r_glowlg "1"
cl_muzzleflash "1"
mapname "start"
cl_demorewind "0"
cl_r2g "0"
cl_sbar "0"
cl_truelightning "0"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
sensitivity "3.5"
lookstrafe "0"
lookspring "0"
cl_nolerp "0"
cl_shownet "0"
cl_anglespeedkey "1.5"
cl_pitchspeed "150"
cl_yawspeed "140"
cl_movespeedkey "2.0"
cl_sidespeed "350"
cl_backspeed "400"
cl_forwardspeed "400"
cl_upspeed "400"
_cl_color "64"
_cl_name "Brebslin"
pq_lag "0"
pq_scoreboard_pings "0"
pq_timer "0"
pq_teamscores "1"
scr_printstats_length "0.5"
scr_printstats_style "0"
scr_printstats "0"
scr_centersbar "1"
_snd_mixahead "0.1"
snd_show "0"
snd_noextraupdate "0"
ambient_fade "100"
ambient_level "0.1"
bgmbuffer "4096"
bgmvolume "0"
loadas8bit "0"
precache "1"
volume "0.400000"
nosound "0"
gl_decal_viewdistance "7168"
gl_decal_explosions "1"
gl_decal_sparks "1"
gl_decal_bullets "1"
gl_decal_blood "1"
gl_decaltime "26"
cl_flametype "1"
gl_bounceparticles "1"
gl_clipparticles "1"
gl_shiny "1"
cl_teamflags "0"
cl_teamskin "0"
cl_autodemo "0"
gl_foggreen "0.1"
gl_fogblue "0.1"
gl_fogred "0.6"
gl_fogsky "1"
gl_fogend "800.0"
gl_fogstart "50.0"
gl_fogdensity "0.0"
gl_fogenable "0"
gl_lavasmoke "1"
gl_hurtblur "1"
gl_deathblur "1"
gl_nightmare "0"
gl_beergoggles "0"
gl_anisotropic "8"
gl_part_damagesplash "1"
gl_part_lightning "1"
gl_part_flames "1"
gl_part_inferno "1"
gl_part_lavasplash "1"
gl_part_blobs "1"
gl_part_telesplash "1"
gl_part_blood "1"
gl_part_gunshots "1"
gl_part_sparks "1"
gl_part_trails "1"
gl_part_explosions "1"
gl_vertexlights "1"
gl_solidparticles "1"
gl_fb_models "1"
gl_fb_bmodels "1"
gl_ringalpha "0.4"
gl_caustics "1"
gl_detail "1"
gl_waterfog_density "1"
gl_waterfog "1"
gl_interpolate_distance "2048"
gl_doubleeyes "1"
gl_loadq3models "1"
gl_loadlitfiles "1"
gl_nocolors "0"
gl_playermip "0"
gl_flashblend "0"
gl_polyblend "1"
gl_affinemodels "1"
gl_smoothmodels "1"
gl_ztrick "0"
gl_cull "1"
gl_animate_entity "1"
gl_clear "1"
gl_finish "1"
gl_interpolate_transform "1"
r_waterripple "8"
r_waterwarp "1"
r_fullbrightskins "0"
r_celshading "1"
r_outline "0"
r_drawbbox "0"
r_drawflame "1"
r_farclip "16384"
r_skyspeed "10"
r_skyscroll "1"
r_mapname_skybox "0"
r_skybox ""
r_fastturb "0"
r_fastsky "0"
r_speeds "0"
r_novis "1"
r_dynamic "1"
r_wateralpha_radius "512"
r_wateralpha "0.4"
r_shadows "1"
r_viewmodelsize "1"
r_drawviewmodel "1"
r_drawentities "1"
r_fullbright "0"
r_lightmap "1"
jpeg_compression_level "75"
gl_triplebuffer "1"
png_compression_level "1"
scr_sshot_type "jpg"
scr_printspeed "8"
scr_centertime "2"
showpause "1"
showturtle "0"
showram "0"
scr_conspeed "1000"
scr_consize "0.5"
viewsize "100"
fov_speed "10"
fov "90"
gl_coronas "1"
gl_textureless "0"
gl_externaltextures_bmodels "1"
gl_externaltextures_world "1"
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
crosshairimage ""
crosshairalpha "1"
gl_consolefont "original"
gl_smoothfont "1"
gl_conalpha "0.8"
gl_picmip_all "1"
gl_picmip "0"
gl_max_size "4096"
print_keymap "0"
vid_hwgammacontrol "2"
m_look "1"
m_filter "0"
_windowed_mouse "1"
vid_mode "0"
cl_fullpitch "0"
pq_fullpitch "0"
sv_nostep "0"
sv_aim "1.0"
sv_idealpitchscale "0.8"
sv_accelerate "10"
sv_maxspeed "320"
sv_stopspeed "100"
edgefriction "2"
sv_friction "4"
sv_gravity "800"
sv_maxvelocity "2000"
_config_modem_hangup "AT H"
_config_modem_init ""
_config_modem_clear "ATZ"
_config_modem_dialtype "T"
_config_com_modem "1.000000"
_config_com_baud "57599.000000"
_config_com_irq "4.000000"
_config_com_port "916.000000"
rcon_server ""
rcon_password ""
hostname "brebs"
net_connecttimeout "10"
net_messagetimeout "300"
gl_subdivide_size "128"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "0"
scratch4 "0"
scratch3 "0"
scratch2 "0"
scratch1 "0"
gamecfg "0"
nomonsters "0"
scr_scalemenu "1"
scr_centermenu "1"
con_logcenterprint "1"
cl_mute "0"
con_notifylines "4"
con_notifytime "3"
temp1 "0"
pausable "1"
coop "0"
deathmatch "0"
developer "0"
skill "0"
noexit "0"
samelevel "0"
teamplay "0"
timelimit "0"
fraglimit "0"
serverprofile "0"
sys_ticrate "0.05"
host_speeds "0"
host_framerate "0"
cl_confirmquit "1"
registered "1"
chase_active "0"
chase_yaw "0"
chase_right "0"
chase_up "32"
chase_back "100"
gl_contrast "1"
gl_gamma "0.8"
gl_hwblend "0"
gl_cshiftpercent "100"
v_dlightcshift "1"
v_pentcshift "1"
v_ringcshift "1"
v_suitcshift "1"
v_quadcshift "1"
v_damagecshift "1"
v_contentblend "1"
cl_bonusflash "1"
v_gunkick "2"
v_kickpitch "0.6"
v_kickroll "0.6"
v_kicktime "0.5"
cl_bobup "0.5"
cl_bobcycle "0.6"
cl_bob "0"
cl_rollangle "2.0"
cl_rollspeed "200"
show_fps "0"
show_speed "0"
cl_clock_y "-1"
cl_clock_x "0"
cl_clock "0"
scr_ofsz "0"
scr_ofsy "0"
scr_ofsx "0"
cl_crossy "0"
cl_crossx "0"
crosshairsize "1"
crosshaircolor "79"
crosshair "1"
v_idlescale "0"
v_ipitch_level "0.3"
v_iroll_level "0.1"
v_iyaw_level "0.3"
v_ipitch_cycle "1"
v_iroll_cycle "0.5"
v_iyaw_cycle "2"
v_centerspeed "500"
v_centermove "0.15"
cfg_savevars "2"
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lazy_bum
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PostPosted: Mon Jan 15, 2007 8:34 pm    Post subject: Reply with quote

PaulBredbury wrote:
Monsters are visible whilst underwater, with my config:

~/.qrack/config.cfg

*cut*

With Your config file my FPS droped down to ~15 from ~60 and... nothing new with monsters under water.

It looks like monster is visible when I'm close to the surface, but when I fall (swim?) down monster disappears (and he's not running away, scared ;-)
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Phenax
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PostPosted: Wed Jan 17, 2007 9:05 pm    Post subject: Reply with quote

Can anyone get Qrack to work on AMD64? When I start a game it just shoots out a sig11..
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PaulBredbury
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PostPosted: Wed Jan 17, 2007 11:23 pm    Post subject: Reply with quote

I've updated the JoeQuake ebuild to apply FreeBSD's patches - should work on amd64 now.

Qrack contains assembler code in e.g. gl_draw.c - I've added -amd64 to its keywords.
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Phenax
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PostPosted: Wed Jan 17, 2007 11:37 pm    Post subject: Reply with quote

JoeQuake still doesn't work. When I start it up, it's as if my enter was held down, spamming nothing in the console. I hit escape, it briefly shows three parts of the menu, and then crashes with a sig11.. Sometimes this happened with Qrack, but atleast Qrack let me almost play by letting me avtually go in the menus..
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PaulBredbury
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PostPosted: Thu Jan 18, 2007 12:13 am    Post subject: Reply with quote

Phenax wrote:
it's as if my enter was held down

Try adding -nokdga to its command-line options.

-nodga adds stuttering to the graphics, it seems, so -nokdga is better.


Last edited by PaulBredbury on Thu Jan 18, 2007 12:24 am; edited 1 time in total
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Phenax
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PostPosted: Thu Jan 18, 2007 12:17 am    Post subject: Reply with quote

PaulBredbury wrote:
Phenax wrote:
it's as if my enter was held down

Try adding -nodga to its command-line options.


That fixed that problem, but now when I try to start the game it crashes, just like qrack..
Code:

kyle@localhost ~ $ joequake -width 1440 -height 900 -fullscreen -bpp 32 +set s_khz 44 -nodga
Added packfile /usr/share/games/quake1/id1/pak0.pak (339 files)
Added packfile /usr/share/games/quake1/id1/pak1.pak (85 files)
Added packfile /usr/share/games/quake1/joequake/pak0.pak (48 files)
Console initialized
[02]Security module not found
UDP Initialized
Using XFree86-VidModeExtension Version 2.2
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7950 GT/PCI/SSE2
GL_VERSION: 2.1.0 NVIDIA 97.46
Multitexture extensions found
Enabled 4 texture units on hardware
Video mode 1440x900 initialized.
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
[02]Couldn't load particlefont image
libpng error: Invalid image width
[02]Couldn't load water_caustic image
libpng error: Invalid image width
[02]Couldn't load detail image
Sound sampling rate: 44100 Hz
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
Exe: 19:15:48 Jan 17 2007
Hunk allocation: 128.0 MB

JoeQuake version 0.15dev (build 1599)

[1d][1e][1e][1e][1e][1e][1e][1e] JoeQuake Initialized [1e][1e][1e][1e][1e][1e][1e][1f]
couldn't exec config.cfg
couldn't exec autoexec.cfg
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
libpng error: Invalid image width
Received signal 11, exiting...
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PaulBredbury
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PostPosted: Thu Jan 18, 2007 2:14 am    Post subject: Reply with quote

Phenax wrote:
libpng error: Invalid image width

Hmm. Try the new JoeQuake ebuild which uses the native jpeg & png libs.
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Phenax
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PostPosted: Thu Jan 18, 2007 2:22 am    Post subject: Reply with quote

PaulBredbury wrote:
Phenax wrote:
libpng error: Invalid image width

Hmm. Try the new JoeQuake ebuild which uses the native jpeg & png libs.


Same exact problem.
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