[MacGLQuake] QuakeForge needs help porting Mac client!
Nicholas Lamkins
nickl@reflexnet.net
Wed, 02 Aug 2000 23:01:47 -0700
Yeah, the skins fix works great for me as well. You made my day. =)
The only other problem I'm currently seeing is that GLQW is ungodly slow.
Something seems to be capping the framerate (show_fps 1) at a max of 62 fps,
even when looking at a flat wall (normal max is 72). When looking at some
mildly complex areas, the framerate drops by half.
on 08/02/2000 22:00, pOx at pox@planetquake.com wrote:
> QuakeForge is taking a different approach than most of the other teams. They
> are currently merging the Quake and QuakeWorld source trees, and although
> their latest builds are compatible with NetQuake/QuakeWorld they make it
> very clear that a unified protocol with much more clientside prediction is
> the final goal.
>
> Point being, if someone were to work on a mac port, you wouldn't get a
> stable QuakeWorld client - you'd get a (possibly) stable Mac QuakeForge
> client. Whether or not servers adopt the QuakeForge server is up in the air,
> and it's very likely that mods will require a recompile (at the very least)
> to be compatible with the new executables. It may be worth waiting a bit to
> see how well received QuakeForge becomes, and do a Mac port after the fact
> (and after the major bugs have been worked out).
>
> I'm more interested in single player myself, but if you have any specific
> bugs occuring in MacGLQW, please make them known on this list, so people can
> work on them - I've patched the PCX loader to fix the 'bad skin' errors, and
> didn't have a single crash while testing MacGLQW on various DM and QF
> servers. I'm also compiling with GUSI 211 which may fix some network
> problems found in the older GUSI distribution used in the last release.
>
> pOx.
> pox@planetquake.com
> ---