[MacGLQuake] GLQuake for OSX?
phillip wheeler
freddret@hotmail.com
Wed, 04 Oct 2000 18:02:05 GMT
I use the modified QuakeED. The last one before Q3radiant. It would be nice
to have Quiver just work better, but the interface/workflow for QuakeED is
better than Quiver in almost every way. The cool thing is, Quake1 Wads can
be converted to use in the quake3 editors, and if there is a Q3radiant for
OS X, Only my map converter would be needed, unless someone learns to load
Q3radiant generated maps into the Quake1 engine (minus map objects and
curves etc...).
-phillip
Hmm, map generator, I know that there's a simple PC cmdline util for
converting Q1 => Q2 and Q2 => Q1. I've used it to import Gensurf terrains.
Works fine in VPC. The difference between q1 and q2 .map formats is very
minimal, pretty much different texture paths and line endings (q2 adds 3
zeros at the end for surface properties, or something).
BTW, are you using the original qe4 or QERadiant? I think radiant has
basically the same interface, but much improved functionality.
About Quiver - 2 things are obvious=
One, that Scott isn't going to work on it again until hell freezes over (or
he makes millions of of GameRanger, whichever happens first ;). As an
offshoot of this, the entire lack of carbon or opengl support means that
mac os x users are high and dry. Two, that vertex editing and very
impressive quake 2 support exist in some form or another on Scott Kevill's
hard drive.
So, why don't we ask Scott to release Quiver's source? If he doesn't want
to have anything more to do with it, that would be perfect. I'm sure
someone, or perhaps this mailing list as a whole, would step up to the
challenge.
what would be pressing to do:
- shift from quickdraw3d/RAVE to OpenGL
- carbonize
not so necessary, but nice:
- vertex editing
- fix that darn running out of memory bug!
- quake 2 support
Hmm, that's all I can think of; definitely worth thinking about.
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