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InsideQC Forums • View topic - QuakeDS pre2

QuakeDS pre2

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QuakeDS pre2

Postby Quest » Wed May 02, 2007 2:52 am

Quake DS - Prerelease 2


change log:
- faster rendering
- vertex lighting and light animations (proper lightmapping may be in the next build)
- Alias model texturing
- proper timebase, so no variable speed
- a crosshair and a HUD
- the Quake font (or whatever font is available in the mod you're playing)
- a nearly-proper sky
- sky, water, lava, sludge animations
- full control configuration
- game save saving/loading
- every level works - I have played from beginning to end with no crashes or thrashing
- wifi network play, via an access point (build coming in a few days after more testing)
- adequate support for mods/TCs in this build - full compatibility in the EXRAM build (coming in a few weeks)
- much improved sound system on the ARM7 (no music yet...)
- transparent water support via r_novis or VIS'ed maps
- hardware fogging for a light depth cue, or thick fog for underwater
- LOADS more little things (eg the end-of-episode finale messages)
[/i]
Quest
 
Posts: 31
Joined: Fri Nov 05, 2004 8:01 pm

Postby Sajt » Wed May 02, 2007 5:36 am

Looks really nice.

I'd like a list of the cutbacks that had to be made. I remember reading earlier that they axed some texture resolution, but those screenshots look pretty good...

What all was cut to fit it in 4MB?
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Sajt
 
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Joined: Sat Oct 16, 2004 3:39 am


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