-
Notifications
You must be signed in to change notification settings - Fork 0
viciious/tochris
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
Name: ToChriS Quake v 1.67 Author: Vic E-mail: [email protected] Homepage: http://hkitchen.quakesrc.org/ http://www.qexpo.com/ Release Date: Around 15th of December, 2001 25th of January, 2002 9th of July, QExpo 2003 17th of August, 2003 Build Time: I wish I knew Description: A NetQuake engine that adds some neat features to old boring WinQuake. I hope it will become a source of valuable information for all Quake1 engine coders. And... software quake has never been so fun before! Enjoy! /*================================================*/ Installation /*================================================*/ Extract tochris.exe and gltochris.exe to your Quake folder (the one that contains quake.exe). /*================================================*/ What's new in 1.67 /*================================================*/ - new visibility check algorithm for static entities, they cause much less overdraw than in 1.66 - corrected frames timings in framegroups (software) - removed code for triangles subdivision - improved quality of rendering alias models (software) - fixed possible crashes in intermission screen /*================================================*/ What's new in 1.66 /*================================================*/ - GL version of ToChriS works again - caps lock is now bindable - 'crosshair 2' and 'crosshair 3' are gone - fixed stereo sound support - fixed .pcx loading in software so skyboxes are not borked in corners - fixed a nasty interpolation crash (software) - fixed dynamic lights on rotating\moving bmodels and .bsp models (ammo boxes, etc.) (both GL and software) - rewrote some parts of frame interpolation of alias models in asm for extra speed (software) - rendering module (d_ and r_ files in software and gl_ in gl) is now completely independent from client and server modules - proper client-side collision detection that works in multiplayer (you can use it for particles. Other engines that can do proper client-side collision detection are DarkPlaces and probably Tenebrae 2, but it doesn' support q1 maps). - new interesting effects like rotating player model in Multiplayer->Setup menu (ala Quake2) - improvements in software renderer to make it look a bit nicer - major code cleanup /*================================================*/ What's new in 1.11 /*================================================*/ - .lmp and gfx.wad pictures support alpha pixels now. Tixels that have their color set to 255 will be automatically detected by TOChriS Quake and skipped at drawing stage. - added '()' to say_team, so team messages are QW-style now. - skyboxes support. To load a skybox you can use type 'loadsky skyboxname' or 'r_skyname skyboxname' at the console. Mapper can assign skybox to his map by setting "sky" field of worldspawn entity to the name of the wanted skybox. 6 .pcx files, that should be placed in gfx/env/ directory, are required. - stereo sound support ('loadas8bit' cvar is gone, added 'snd_swapstereo' cvar for people with backwards sound wiring). - added '+use' button support. - win32 Copy & Paste to console. - 'crosshair 2' (cross), 'crosshair 3' (square) and 'crosshair 4' (dot), 'crosshaircolor' cvars. - 'cl_freelook' cvar (actually it was implemented in 1.10 but I forgot to document it). - 'viewalias' command (usage: 'viewalias aliasname'). Displays body of the alias. - 'writeconfig' command (usage: 'writeconfig filename'). Also was implemented in 1.10 but left undocumented until 1.11. - fixed the nasty bug, that could lead to invalid rendering of surfaces. /*================================================*/ What's new in 1.10 /*================================================*/ - Frame ('r_im_animation' cvar) and movement ('r_im_transform' cvar) interpolation (!). - Ability to load .lit files (set 'r_loadlits' to 1 once in the game and restart the map). You won't notice any difference between original mode (no coloured lights), but I kept in the case you want it... - Fixed chase cam. Use 'chase_active' cvar to turn it on/off. - Bobbing items ('r_bobbing' cvar). - Advanced console. - Increased number of maximum vertexes per model to 2024 (so FBI MOD works). - Fixed bounding boxes of models (affects static entities). - Support for rotating bmodels. - 'show_fps' cvar. - Fast sky. Use 'r_fastsky' and 'r_skycolor' cvars to change options of the sky. - 'Graphics options' menu to play with. - Tons of tweaks, speedups and bugfixes that may be not that visible but make game a lot more playable. /*================================================*/ Thanks /*================================================*/ - LordHavoc: bounding boxes fix, .lit files, stereo sound support (just great programmer!). - Pheonix: original interpolation code, which mine is based on. - FrikaC: improved\fixed chasecam and support for more than 3 years (or maybe even 4?). - EvilTypeGuy: advanced console. Be as evil as possible! - Tonik (aka Bemep): fast sky code, advice, help and examples of good coding! - All Twilight (http://twilight.sf.net/) guys. Hey, I'm one of them!
About
Quake port with QoL improvements, strong focus on the software renderer and that still runs on older Windows systems