Quake Rev
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Quake Rev
Izhido nous propose une mise à jour de Quake Rev PAK, une interface simpliste regroupant les différents moteurs Quake déjà disponibles pour la Wii.
Changelog
New GX-accelerated builds of Q2Rev and Q2CTFRev.
Support for the official Quake and Quake II Mission Packs, now available in the Quake Rev PAK launcher.
Lots of bug fixes, including an embarrasing one where left & right sound channels were inverted (oops!)
Fixed a problem with Quake II savegame files, which were not compatible between releases. Starting from Release 4, all new savegame files will work as expected.
Also starting from this release, it will be required that the game data folders be located inside folders called "Q1" and "Q2" at the engines folder level. This will help having Quake and Quake II data separated, and thus be able to play the "rogue" Mission Packs (Dissolution of Eternity, Ground Zero).
NOTICE: The config.cfg data generated by previous releases of the Q2Rev and Q2CTFRev engines might contain invalid data. It is recommended that you delete them before playing the Quake II games. The engines will recreate the config.cfg files when they are not found.
The provided launcher will start the following games (provided that their respective game data files were copied into the installation folder):
Quake (using the Q1Rev engine)
Quake Mission Pack 1: Scourge of Armagon
Quake Mission Pack 2: Dissolution of Eternity
QuakeWorld (using the QWRev engine)
Quake II (using the Q2Rev engine)
Quake II Mission Pack: The Reckoning
Quake II Mission Pack: Ground Zero
Quake II Threewave Capture The Flag (using the Q2CTFRev engine)
Visit each page in order to learn to set-up and play the games.
Téléchargement Quake Rev PAK release 4
Source
Dernière édition par kalidor le Sam 19 Mai 2012 07:56, édité 10 fois.
Raison: Maj Rev 4 + Correction
Raison: Maj Rev 4 + Correction
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r38
- Moved some 3rd-party source code files into their own folders.
- Added new OGG Vorbis player, for CD soundtrack play (to be incorporated into
the engines in a few days).
- Minor adjustments to makefiles.
- Moved some 3rd-party source code files into their own folders.
- Added new OGG Vorbis player, for CD soundtrack play (to be incorporated into
the engines in a few days).
- Minor adjustments to makefiles.
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Quake Rev PAK 1.0
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r46
- Readme files for all engines have been updated to the latest release. Gah!
Where did we get so many files to update?
- Readme files for all engines have been updated to the latest release. Gah!
Where did we get so many files to update?
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r47
After a long time giving it some thought, it was decided that implementing an
OpenGL wrapper for the engines is not the most effective solution for hardware
acceleration on the engines for the Wii. Thus, support for GX hardware will be
implemented as a separate entity from the current GL implementation. The GL
implementation will be, in turn, .donotinclude'd out of the projects. Also, the
old ***-GL and ***-GLimp engines will, in time, be removed and replaced by new
***-GX and ***-GXimp engines.
- Old Q1Rev-GL project removed
- New Q1Rev-GX project created, with new GXQUAKE macro defined
- Non-video-specific code for Q1*** code has been updated to watch for GXQUAKE
After a long time giving it some thought, it was decided that implementing an
OpenGL wrapper for the engines is not the most effective solution for hardware
acceleration on the engines for the Wii. Thus, support for GX hardware will be
implemented as a separate entity from the current GL implementation. The GL
implementation will be, in turn, .donotinclude'd out of the projects. Also, the
old ***-GL and ***-GLimp engines will, in time, be removed and replaced by new
***-GX and ***-GXimp engines.
- Old Q1Rev-GL project removed
- New Q1Rev-GX project created, with new GXQUAKE macro defined
- Non-video-specific code for Q1*** code has been updated to watch for GXQUAKE
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r48
Changes in Q1Rev-GX:
- Copies of every gl_*** file were created, and renamed as gx_***
- gl*** variables were also renamed to gx***
- glRevol code was copied into gx_vidrevol.c, and header definitions into
gxquake.h, to help in converting GL routines
- Initial conversion work in progress
r49
- Bugs found in the GL implementation. Tests underway, some code in sys_revol
moved
Changes in Q1Rev-GX:
- Copies of every gl_*** file were created, and renamed as gx_***
- gl*** variables were also renamed to gx***
- glRevol code was copied into gx_vidrevol.c, and header definitions into
gxquake.h, to help in converting GL routines
- Initial conversion work in progress
r49
- Bugs found in the GL implementation. Tests underway, some code in sys_revol
moved
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r50
- More bugs discovered. It seems the new compilation does things differently,
and the old code used for GL emulation does not work anymore. Most GX_**** calls
in the emulation layer were disabled.
- More bugs discovered. It seems the new compilation does things differently,
and the old code used for GL emulation does not work anymore. Most GX_**** calls
in the emulation layer were disabled.
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r51
- Fixed GL emulation behavior bug (function calls for vertex and color did not
match previously created vertex descriptors). The GX build now renders
untextured polygons to the screen, as it was intended in early stages of the
changes.
- Network error message corrected - didn't include newline char.
- Fixed GL emulation behavior bug (function calls for vertex and color did not
match previously created vertex descriptors). The GX build now renders
untextured polygons to the screen, as it was intended in early stages of the
changes.
- Network error message corrected - didn't include newline char.
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r52
- Matrix manipulation code is now out of the GL wrapper, and into the gx_***
modules
- Matrix manipulation code is now out of the GL wrapper, and into the gx_***
modules
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r53
- Back face culling functions implemented, empty wrappers removed
r54
- Blending implemented. Empty GL wrapper functions deleted. Now, dlights work as
expected.
- All framebuffer functions were removed from GX implementation. No support for
them as the engine implemented them. This means, no screenshots, no environment
map testing, and saddest of all, no experimental mirror support (( .
- Because of above, the **_ztrick and **_clear cvars were removed.
- Clear color buffer set to red (as indicated by the original GL
implementation).
- Despite the above, Z (depth) testing & writing functionality *has been*
implemented. Empty GL wrapper functions deleted.
r55
- Alpha values testing implemented. Empty GL wrapper still in place. Will be
removed later.
- Back face culling functions implemented, empty wrappers removed
r54
- Blending implemented. Empty GL wrapper functions deleted. Now, dlights work as
expected.
- All framebuffer functions were removed from GX implementation. No support for
them as the engine implemented them. This means, no screenshots, no environment
map testing, and saddest of all, no experimental mirror support (( .
- Because of above, the **_ztrick and **_clear cvars were removed.
- Clear color buffer set to red (as indicated by the original GL
implementation).
- Despite the above, Z (depth) testing & writing functionality *has been*
implemented. Empty GL wrapper functions deleted.
r55
- Alpha values testing implemented. Empty GL wrapper still in place. Will be
removed later.
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r56
Texture loading work begins.
- New texture cache with tex objects and memalign'ed data created.
- GX_Bind() modified, new GX_LoadAndBind() implemented.
- First few glTexImage2D() calls substituted with GX_LoadAndBind(), no problems
found while running.
Texture loading work begins.
- New texture cache with tex objects and memalign'ed data created.
- GX_Bind() modified, new GX_LoadAndBind() implemented.
- First few glTexImage2D() calls substituted with GX_LoadAndBind(), no problems
found while running.
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r57
- BUG: Color specification was implemented wrong in GL wrapper. Fixed. Now, the
walls are all black, but some features (models, sky) can still be seen.
- The new texture implementation now captures mipmaps correctly, not losing any
memory allocated by them. Still, the system uses only map 0.
- BUG: Color specification was implemented wrong in GL wrapper. Fixed. Now, the
walls are all black, but some features (models, sky) can still be seen.
- The new texture implementation now captures mipmaps correctly, not losing any
memory allocated by them. Still, the system uses only map 0.
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r58
- Most texture loading functions were converted out of the GL implementation.
- BUG: The format of RGBA pixels for GX is completely different from the GL
function calls. Determine real format and change GX_LoadAndBind().
r59
- GX_TF_RGBA format implemented. However, alias models look now reddish.
Investigate why.
- Initial attempt at brush polygons. Not succesful. Also, investigate why.
- Most texture loading functions were converted out of the GL implementation.
- BUG: The format of RGBA pixels for GX is completely different from the GL
function calls. Determine real format and change GX_LoadAndBind().
r59
- GX_TF_RGBA format implemented. However, alias models look now reddish.
Investigate why.
- Initial attempt at brush polygons. Not succesful. Also, investigate why.
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r60
- The reddish textures were actually a bug in the texture copying process. Fixed. Texturing FINALLY works!
- Starting work on glTexSubImage2D (something that we might never use - but still...)
r61
- glTexSubImage2D implemented in GX. GL wrapper removed.
- glEnable/glDisable(GL_TEXTURE2D) has been reimplemented with GX calls. GL
functions removed.
- A small change in the current glEnd() implementation made it possible to do
incremental updates of GL -> GX vertex specification code. Updates have begun.
- The reddish textures were actually a bug in the texture copying process. Fixed. Texturing FINALLY works!
- Starting work on glTexSubImage2D (something that we might never use - but still...)
r61
- glTexSubImage2D implemented in GX. GL wrapper removed.
- glEnable/glDisable(GL_TEXTURE2D) has been reimplemented with GX calls. GL
functions removed.
- A small change in the current glEnd() implementation made it possible to do
incremental updates of GL -> GX vertex specification code. Updates have begun.
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sniper3d
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r62
- Current color specification moved to global vars, for now. Makes vertex
specification easier to migrate from GL.
- Incorporated change above to current migrated vertex specifications. Work on
converting all of them continues.
- Current color specification moved to global vars, for now. Makes vertex
specification easier to migrate from GL.
- Incorporated change above to current migrated vertex specifications. Work on
converting all of them continues.
-
sniper3d
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r63
- Vertex specification migration complete, and all
glBegin/End/Vertex/Color/TexCoord functions removed. World textures visible now.
GXQUAKE LIVES!!!!!!!
- BUG: Particles still display the triangle they're contained within.
Investigate.
r64
- BUG: Really, really heavy palette shift calculations were being made for a
structure that is not in use in the Q1*** engines at all. A further check was
added to avoid this. Now, the engine runs truly smoothly at 60fps.
r65
- Texture min / max filters migrated, GL wrapper functions removed.
- Removed code from sys_revol.c waiting for 1/60 second unnecessarily, in GX
mode
- Vertex specification migration complete, and all
glBegin/End/Vertex/Color/TexCoord functions removed. World textures visible now.
GXQUAKE LIVES!!!!!!!
- BUG: Particles still display the triangle they're contained within.
Investigate.
r64
- BUG: Really, really heavy palette shift calculations were being made for a
structure that is not in use in the Q1*** engines at all. A further check was
added to avoid this. Now, the engine runs truly smoothly at 60fps.
r65
- Texture min / max filters migrated, GL wrapper functions removed.
- Removed code from sys_revol.c waiting for 1/60 second unnecessarily, in GX
mode
-
sniper3d
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r66
- Most uses of a variable "gx_blend_enabled" were removed. They were being both
enabled/disabled on the same functions, rendering this setting useless on these
cases.
- Upon realizing the alpha channel of the framebuffer was not being used with
texturing, the forced Z24 buffer format setting was removed, and reverted to the
normal setting that changes the pixel format whether AA (antialiasing) is
enabled or not.
r67
- BUG: Wrong subtexture loading - relevant for lightmaps. Fixed. However,
lightmaps still don't show. Investigate.
- BUG: Initial texture blending status not correctly set. Fixed.
- Most uses of a variable "gx_blend_enabled" were removed. They were being both
enabled/disabled on the same functions, rendering this setting useless on these
cases.
- Upon realizing the alpha channel of the framebuffer was not being used with
texturing, the forced Z24 buffer format setting was removed, and reverted to the
normal setting that changes the pixel format whether AA (antialiasing) is
enabled or not.
r67
- BUG: Wrong subtexture loading - relevant for lightmaps. Fixed. However,
lightmaps still don't show. Investigate.
- BUG: Initial texture blending status not correctly set. Fixed.
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sniper3d
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r68
- Lightmaps now work. A basic misunderstanding of how RGBA components were
specified in the app palette caused the problem. Fixed.
- BUG: After the fix above, sprites are back to square blocks without alpha.
Investigate.
- Work begins on TLUT (texture lookup table) utilization in the engine. Should
reduce texture memory usage drastically.
r69
- 2D screen elements work now (finally!). GX needs to be explicitly told about
if you're using an orthographic vs a perspective (frustum) matrix.
- Orthographic matrix calculation manually implemented, since guOrtho() does not
directly correspond to glOrtho().
- Fixed in previous revision, not reported: alpha testing had the wrong values;
they were u8 (0 - 255) instead of f32 (0.0 - 1.0).
- BUG: Most, if not all, 2D elements do not seem to recognize alpha; they all
seem to have a blue background. Investigate.
r70
- Changes in texture loading to take into account the format of the buffer.
Makes it possible to specify _CI8 instead of _RGBA8 for individual calls.
- Lightmaps now work. A basic misunderstanding of how RGBA components were
specified in the app palette caused the problem. Fixed.
- BUG: After the fix above, sprites are back to square blocks without alpha.
Investigate.
- Work begins on TLUT (texture lookup table) utilization in the engine. Should
reduce texture memory usage drastically.
r69
- 2D screen elements work now (finally!). GX needs to be explicitly told about
if you're using an orthographic vs a perspective (frustum) matrix.
- Orthographic matrix calculation manually implemented, since guOrtho() does not
directly correspond to glOrtho().
- Fixed in previous revision, not reported: alpha testing had the wrong values;
they were u8 (0 - 255) instead of f32 (0.0 - 1.0).
- BUG: Most, if not all, 2D elements do not seem to recognize alpha; they all
seem to have a blue background. Investigate.
r70
- Changes in texture loading to take into account the format of the buffer.
Makes it possible to specify _CI8 instead of _RGBA8 for individual calls.
-
sniper3d
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r89
- Fixed problem on subtexture binding. Upper limits were not correctly
calculated. Still, the lighting problem with non-IA4 lightmap formats continues.
Investigate further.
- Fixed problem on subtexture binding. Upper limits were not correctly
calculated. Still, the lighting problem with non-IA4 lightmap formats continues.
Investigate further.
-
sniper3d
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r90
- Work begins on multitexturing. Lightmaps, however, are not being painted as
expected. Investigate.
- BUG: Some areas, especially the ones activated with secrets, are having
unexpected z-fighting. The problem doesn't seem to go away with multitexturing
(that was one of the theories). Investigate.
- Project files were edited to remove unneeded header / source files. More files
need to be removed.
- Work begins on multitexturing. Lightmaps, however, are not being painted as
expected. Investigate.
- BUG: Some areas, especially the ones activated with secrets, are having
unexpected z-fighting. The problem doesn't seem to go away with multitexturing
(that was one of the theories). Investigate.
- Project files were edited to remove unneeded header / source files. More files
need to be removed.
-
sniper3d
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r91
- A long-held belief of this platform has been broken. Enums in this platform
*are* 4 bytes wide. Thus, the original correction from the Q1DS days is now
gone. Shouldn't affect anything anyway.
- A long-held belief of this platform has been broken. Enums in this platform
*are* 4 bytes wide. Thus, the original correction from the Q1DS days is now
gone. Shouldn't affect anything anyway.
-
sniper3d
- Master Gamer
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r92
- Work begins on converting QWRev to use GX hardware as it was supposed to be.
It will follow the same path as Q1Rev.
- The original gl_***** files were restored, since they're not in use anymore,
in both Q1Rev and QWRev.
- Also, gl_vidrevol.c has been removed from Q1Rev-GX. It no longer serves any
purpose.
r93
- QWRev: Begins substitution of GLQUAKE with GXQUAKE
- Removing more unneded headers from Q1Rev and QWRev
r94
- QWRev: gx_**** modules in being converted: gx_draw.c through gx_model.c
r95
- GX support has been added to QWRev. There are still a few things missing, but
it basically works. GX QUAKE WORLD LIVES!!!
- A few more unneded header files were removed from the projects. Almost done!
- The original contents of glquake.h and gl_model.h for all Q1 projects were
restored. They're no longer needed with GX.
r96
Oops. Forgot to upload 3 very important files. Fixed.
r97
- Wiimote guide added to QWRev-GX
- Work begins on converting QWRev to use GX hardware as it was supposed to be.
It will follow the same path as Q1Rev.
- The original gl_***** files were restored, since they're not in use anymore,
in both Q1Rev and QWRev.
- Also, gl_vidrevol.c has been removed from Q1Rev-GX. It no longer serves any
purpose.
r93
- QWRev: Begins substitution of GLQUAKE with GXQUAKE
- Removing more unneded headers from Q1Rev and QWRev
r94
- QWRev: gx_**** modules in being converted: gx_draw.c through gx_model.c
r95
- GX support has been added to QWRev. There are still a few things missing, but
it basically works. GX QUAKE WORLD LIVES!!!
- A few more unneded header files were removed from the projects. Almost done!
- The original contents of glquake.h and gl_model.h for all Q1 projects were
restored. They're no longer needed with GX.
r96
Oops. Forgot to upload 3 very important files. Fixed.
r97
- Wiimote guide added to QWRev-GX
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sniper3d
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r98
- Some Sys_Malloc() were converted to Sys_BigStackAlloc() in key handling and
console initialization code, in both Q1Rev and QWRev. Should help keep memory
fragmentation at a minimum.
- A problem with red flickering in QWRev-GX was patched, by setting the back
buffer clearing flag initially to GX_FALSE. The flag regains its right value
once a level is loaded / downloaded.
r99
- Lightmap texture application issues when multitexuring were finally solved.
Multitexturing is now enabled by default in both Q1Rev and QWRev, as it should
have been from the beginning.
r100
- More lines in Q1Rev and QWRev were converted from Sys_Malloc() to
Sys_BigStackAlloc(). No more lines have been detected in this situation.
- BUG: When connecting to a specific server in QWRev-GX, and enabling
multitexturing, all of a sudden lightmaps disappear, and the world becomes
"wavy", like we were seeing it from underwater. Multitexturing temporarily
disabled. Investigate.
- Some Sys_Malloc() were converted to Sys_BigStackAlloc() in key handling and
console initialization code, in both Q1Rev and QWRev. Should help keep memory
fragmentation at a minimum.
- A problem with red flickering in QWRev-GX was patched, by setting the back
buffer clearing flag initially to GX_FALSE. The flag regains its right value
once a level is loaded / downloaded.
r99
- Lightmap texture application issues when multitexuring were finally solved.
Multitexturing is now enabled by default in both Q1Rev and QWRev, as it should
have been from the beginning.
r100
- More lines in Q1Rev and QWRev were converted from Sys_Malloc() to
Sys_BigStackAlloc(). No more lines have been detected in this situation.
- BUG: When connecting to a specific server in QWRev-GX, and enabling
multitexturing, all of a sudden lightmaps disappear, and the world becomes
"wavy", like we were seeing it from underwater. Multitexturing temporarily
disabled. Investigate.
-
sniper3d
- Master Gamer
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Quake Rev 3
ou r105 pour les intimes
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actarus1973
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- cIOS Wii: d2x v9b1 r47
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