DARKHALO2K wrote:I'm not porting After The Fall, I'm working to improve it. If you try to play through the version that was released in 1997 you'll encounter several game-breaking bugs, which I've now fixed. These are gameplay related issues, not engine related.
And I'm aware of the positives of nuQuake; hardware rendering is obviously going to produce superior results to software rendering, and both the visual quality and the performance of nuQuake is excellent. It even looks sharper than the Titanium port!
However, whilst the code can be largely the same between platforms, the hardware is very different, and I believe that the issue in my previous screenshot is down to the memory maxing out from the new map loading feature introduced in to this version of nuQuake.
If I'm correct, the black squares are from the lightmap rendering incorrectly, which I believe is down to the Dreamcast hardware running out of resources. I'm not at all saying that nuQuake's renderer has changed between releases, I'm saying that the new map loading feature is capable of maxing out the hardware.
Again, the map looks fine in previous builds of nuQuake, and the engine has obviously changed between releases whilst my map has not.
Here's how my version of the map currently looks in GLQuake :
Anthony817 wrote:Yeah, this port of the engine I believe is going to be huge in the future for homebrew games and mods. Really, this and Half-Life are the best graphics we can get for making our own new FPS games on the system. Both engines are very similar as well to a degree since Half-Life's GoldSource engine was based on Quake engine.
@mrneo240, could we possibly get rumble support for this? I think it would be cool to get rumble when you fire your gun.
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