nuQuake v1.2

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fafadou
Cracked LCD
Posts: 401

Re: nuQuake v1.2

Post#101 » Sat Mar 21, 2020 10:34 am

I'm not quake friendly, but this is the real quake I game ?

@Ian Micheal has done a quake engine too, may you can help each other for this game waiting since so long.

@mrneo240 : the result is fantastic !!

mrneo240
Sega RPG
Posts: 600

Re: nuQuake v1.2

Post#102 » Sat Mar 21, 2020 11:44 am

Also, just another small update.
FSAA is now implemented and working in nuQuake, but isn't going to be enabled for any of the public release builds, it's a decent bit slower (from 53fps down to 42) but for anyone curious or someone making very small tight levels it could be cool. Or maybe if I write a fixed 30fps version it could be used.

What is FSAA?
https://www.tech-recipes.com/rx/12951/what-is-anti-alias-what-settings-should-i-use-when-gaming/

And some screens
FSAA enabled:
unknown-8.png
unknown-8.png (242.51 KiB) Viewed 921 times


Regular:
unknown-9.png
unknown-9.png (190.01 KiB) Viewed 921 times

DARKHALO2K
undertow
Posts: 30

Re: nuQuake v1.2

Post#103 » Sat Mar 21, 2020 12:40 pm

That's awesome, and a version capped at 30fps is a great idea.

And have you tried playing through ATF on your development builds? I noticed that the two videos are both of the demo files, but these are less taxing on the system as the gameplay routines are not being run.
Last edited by DARKHALO2K on Sat Mar 21, 2020 1:14 pm, edited 2 times in total.

User avatar
Anonymouse
Beats of Rage
Posts: 418

Re: nuQuake v1.2

Post#104 » Sat Mar 21, 2020 12:45 pm

mrneo240 wrote:


This looks AMAZING! I really can't wait to play this. Fantastic work.
Dreamcast: Blue Swirl, 60hz, White LED, Removable battery holder, Internal SD card reader, BBA, DreamPi, RGB Scart

mrneo240
Sega RPG
Posts: 600

Re: nuQuake v1.2

Post#105 » Sat Mar 21, 2020 1:11 pm

DARKHALO2K wrote:That's awesome, and a version capped at 30fps is a great idea.

And have you tried playing through ATF on your development builds? I noticed that the two videos are both of the demo files, but these are less taxing on the system as the gameplay routines are not being run.


I'll upload my test cdi here. It includes quake and atf so you can at least see what I'm seeing.

mrneo240
Sega RPG
Posts: 600

Re: nuQuake v1.2

Post#106 » Sat Mar 21, 2020 1:31 pm


DARKHALO2K
undertow
Posts: 30

Re: nuQuake v1.2

Post#107 » Sat Mar 21, 2020 3:17 pm

Excellent, thanks! I've downloaded both and look forward to checking them out tomorrow.

fafadou
Cracked LCD
Posts: 401

Re: nuQuake v1.2

Post#108 » Sat Mar 21, 2020 4:17 pm

I don't know what's the better balance.
For me 30fps with anti aliasing ans others features is great.

mrneo240
Sega RPG
Posts: 600

Re: nuQuake v1.2

Post#109 » Sat Mar 21, 2020 4:19 pm

I'll try to hook up my other capture device and see if I can take 640x480 stills

DARKHALO2K
undertow
Posts: 30

Re: nuQuake v1.2

Post#110 » Sun Mar 22, 2020 6:53 am

I'm still getting the same visual issue when playing with my PAK, but I'll investigate this fully and get back to you.

Overall, sound is better than it was, but the same issues still exist.

Thanks for being so active on this. It truly is an excellent project!

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