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[release] Quakux - Quake for Dingux by Ezial

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[release] Quakux - Quake for Dingux by Ezial

Postby neutrOpik on Sun Aug 16, 2009 11:59 pm

Hi, Our Jedi Master ports on Dingux has hit again! Yes, Ezial returns with a gift to save more under the tree of the penguin Dingux… and now it’s this time of Quake!!

The goal of the game has not changed since its release on PC in 1996: aside from evil at any cost, with great bursts of hatchet, gun, pump rifle, rocket launchers and other funny things.

Image

You will find below the portage binaries (for Dingux) and the shareware version of Quake. For the lucky owners of the commercial version of the game, you can, of course, use the files pak0.pak and pak1.pak which go far to retrieve it from your original CD. It's going to bleed!!!

Image Quakux

Image Quake (shareware)


Source and official Ezial post on Gueux-forum.net

Please leave comments, bugs reports or wathever you want on Gx-mod(Gueux), A320, Dingoo-Scene or DCEmu.

regard's
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby espontaneo on Mon Aug 17, 2009 12:53 am

Well it's a start, but it's almost unplayably slow 5-10 frames per second during a fight (quake retail)....I've not overclocked yet but I can't see it making much difference.

Let's hope it can be optimised, at the moment its a raw port with loads of graphics features turned off.

I turned most of the graphic features back on (viewmodel, sky, water, teleporter, particles) and it didn't make it much worse but looks a hell of a lot better.
Last edited by espontaneo on Mon Aug 17, 2009 2:12 pm, edited 2 times in total.
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby jmd28 on Mon Aug 17, 2009 2:08 pm

i just finished first 3 levels and must say that up till now game is very playable although it suffers from some gfx bugs
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby espontaneo on Mon Aug 17, 2009 5:18 pm

Time demo statistics:

With everything off like in default cfg above - with addition of d_mipcap 3 and d_mipscale 3 (which makes the textures very pixelated and extremely ugly:

13.7fps

Default cfg as above

13.6fps

With everything back on except water and teleporter surfaces. 100 particles, view model etc:

12fps

With everything on including warping surfaces (ie quake as it always was)

9.6fps

Making the window smaller helps a lot - but oddly making quakux run at lower resolution - doesn't make much difference at all.

bottle necked code?
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby vimrc on Mon Aug 17, 2009 6:05 pm

a small problem, why i can't see my weapon in the screen? ...
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby espontaneo on Mon Aug 17, 2009 6:38 pm

In the quakeux/id1/autoexec.cfg

r_drawviewmodel 0 ------ change to 1 to see your gun
r_maxparticles 0 ------change to the amount of particles you want to render (ie blood, sparks)
r_fastsky 1 --------turn to zero to see sky
r_fastturb 1 --------turn to zero to see water and teleporters

I've noticed that performance is actually considerably worse (than the timedemo) if you are playing the harder difficulty levels...more monsters...
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby BoH_Havoc on Tue Aug 18, 2009 12:07 am

Sweet, thanks for this :)

I've attached a .png for dmenu (i think there is non yet ?)
Attachments
quakux.png
quakux.png (7.2 KiB) Viewed 696 times
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby neutrOpik on Tue Aug 18, 2009 12:10 am

hi,

vimrc, For the "transparente" bug with the weapons, delete your autoexec.

and tanks BoH_Havoc for the png ;)
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby espontaneo on Tue Aug 18, 2009 12:15 am

If you delete the autoexec.cfg you are getting rid of some of the optimizations...

the weapon model being hidden is not a bug it's the r_drawviewmodel command.
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Re: [release] Quakux - Quake for Dingux by Ezial

Postby Atrushan on Tue Aug 18, 2009 9:06 am

Thanks for the port, but try to optimize it next time.

:)

Much like this:
http://quake.drunkencoders.com/
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