[MacGLQuake] GLQuake for OSX?

phillip wheeler freddret@hotmail.com
Thu, 28 Sep 2000 23:15:37 GMT


If anybody needs a pretty map made to test colored lighting etc, I can make 
some.
  The  most important tool for the mac to me is QuakeED from id.  A QuakeED4 
based map editor would allow detailed maps for a new quake1 based engine to 
be made quickly . Right now I make maps in QuakeED4 on the PC(yuk I might 
say) and open them in a quake1 editor  that converts them to a real quake1 
map format, then I compile them (on the PC again) with a really good QBSP 
for win32 that does more than 16 sided brushes.  The interface for the PC 
version of QuakeED is okay, but using Mac conventions and a healthy amount 
of shortcuts, the Mac version could be a breeze to use.  Not to disrespect  
quiver, but it's not as powerful as QuakeED. I own Quiver, and have used it 
quite a bit, but I can make better more detailed maps in quakeEd in 1/2 - 
1/4 the time.

-phillip




I think simply using newer Universal Headers fixed some issues under OSX -
although until I get a system that can actually _run_ OSX, I have no way of
knowing. I would really like to carbonize MacGLQuake, but there's really a
lack of info at Apple's website, and much of their (relevant) code samples
are outdated and don't even work properly on OS9. ADC members may have
access to more resources but I can't afford that at this point. (BTW - last
time I checked, MacGLQuake was around 77% carbon)

I've been quite on this list for the past few weeks, but with good reason;
my re-vamped website <http://www.planetquake.com/paroxysm/> will re-open
this Sunday (October 1st) with a focus on bringing Quake 1 based engines,
and editing tools to MacOS.

I ported the Nehahra executable a couple weeks ago
<http://www.planetquake.com/nehahra/> and highly recommend getting this
addon (the models and skins are kinda brutal, but some of the maps are
really amazing)

I've also ported the FastQCC Quake C Compilier, and Tyrlite0.8b for
re-lighting BSP's.

I find that FastQCC actually isn't any faster than the original QCC port,
but I've been able to compile larger source trees that QCC craps out on
(increased MAX_GLOBALS).

Tyrlite is simply amazing - sunlight, minimum light levels, spotlight
targeting with angles (no info_null needed), detailed control over a light's
fading equation, anti-lights, and coloured lighting. There isn't a
(released) MacQuake engine that can handle static coloured lighting at this
point, but I'll fix that soon enough ;)
This is a new port and in no way based on the earlier mac port, but I did
swipe Phaedrus' Quiver defs to use as a base for the new def file.

There will also be some more fixes for MacGLQuake (system level bugs
discovered while I was working on MacNehahra).

More info and download links on Sunday...

pOx
http://www.planetquake.com/paroxysm/
pox@planetquake.com
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