[% Title = "MacGLQuake" %] [% Page = "glquake" %] [% Since = "12/29/99" %]
This contains the PC Quake Shareware files repackaged in Mac
format. None of the original files have been modified. I just
installed the shareware version on a PC and then copied the files to
my Mac. I then compressed them with Stuffit.
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>>>
<< I added command-line support (through the application file's finder
comment). This means you can finally run mods!
I haven't decided if this is the best way to implement the command-line.
I implemented it this way because I thought it would be cooler than
having to hit command or option while the App launched. The good part is
that you can make multiple copies of the App and each one can have a
different command line. The downside is they have to be copies -- They
can't be aliases. If any developers out there know how to figure out if
your app was launched from an alias please let me know! It would
be very cool if that were possible.
GLQuake now has network support! I used Matthias Neeracher's wonderful
GUSI library. Besides writing the GUSI library he does other
great stuff like
MacPerl
so
send him a CD!. If you are building GLQuake from source, you need
to download GUSI 2.0.4 either from
Matthias' site or from my server. If
you are using CodeWarrior Pro 4 (like me) then you will need special
versions of the libraries. You can get them from
his site or from my server. Put
the "GUSI_204" directory right in the winquake folder. If you are just
running the executables then you don't need any of that stuff.
I fixed mouse sensitivity (it was way too high in the last release).
I also added a README file that goes along with the executables.
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Header:
Important! Please read this first!
The 0.5 version below has a bug in it.
The symptom is that GLQuake won't start. The work-around is to "Get info"
on the GLQuake application in the finder, and put something in the
comment. Then close the info. Now "Get info" again and delete
everything in the comment field. GLQuake should now launch. Major
thanks to Phil Hilton who sent this in (with the work-around)!
I will fix this in the next release.
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>>>
<< This version adds input sprocket support and better keyboard support (Thanks Ed!).
You now can bind the modifier keys which previously did not work.
I cleaned up the memory usage a bit and it seems to be more stable now.
Please email if you are getting any crashes between levels.
I also fixed saving and restoring saved games
and I believe its got some better video code.
NOTE: The new mouse code is extremely sensitive. This will be fixed in the next release. Until then, go to the console (type '~') and type this: "sensitivity .2". This should improve things. Try higher or lower values until its how you like it.
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>>>
<< This version adds audio CD playing. (Thanks Fredrik!). It also integrates changes from Avelino Santa Ana Jr. who coded up multiple monitor support. There is also some minor under the hood work. (versions, etc.)
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>>>
<< This little (2K) patch fixes the sound crash I was having, so now there is sound!
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<< This release is somewhat playable. There is keyboard and mouse support now. (Thanks to Ray!). Also the weird see-through walls are gone. (Again, thanks Ray!). You don't have to manually make the glquake driectory any more. (Thanks Ed!)
There is sound code now but the meat is commented out because it crashes badly! I need to fix my macsbug because I keep getting that grey screen. (Open Macsbug in resedit -> mxpr resource -> set "dont swap display bit depth" to 1)
Now that its sort of playable I added in a "final" build in the project that uses full screen. Clearly it needs to be able to switch dynamically, but the codes not there yet.
There are 2 binaries in this one: the debug (window) and non-debug (full-screen). I'm getting some crashes when I quit from the non-debug version. Probably something to do with the resolution switching. Beware...
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>>>
<< You can now watch the demos play! Theres some weirdness with the
rendering -- some walls arent solid. Something is is drawing with a
weird alpha?? But it loads! Still no keyboard support yet -- pressing
the mouse button now quits so you don't have to force quit.
By the way, if your trying to build this, you need the openGL libraries
and headers in your project path. I stuck them in codewarriors "MacOS
Support" folder.
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>>>
<< This release gets the video going. Now the console comes up and displays
stuff. Nothing besides the console yet, though.... Oh yeah, now it has an icon.
:)
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>>>
<< I hacked this realease out last night very quickly.
It does not work yet! There are no video, keyboard or network
drivers written yet. However, it compiles and
links and runs without crashing, but Quake gets an error looking for a
wad file. I'l start there tonight...
I'm using CodeWarrior Pro 4. The project file is called "quake.µ" and is located in the "WinQuake" directory.
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File: Pristine Quake Source
Site: This Web Site
Requires: Nothing
---
Description:
This is the original zip file that id Software released. There is no Macintosh support.
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>>>
}}}
Mac GLQuakeWorld
Version 0.6
Site: Indigita's FTP Server
Requires:
Shareware Quake
or
Retail Quake
---
File: Version 0.6 Full Source Code
Site: Indigita's FTP Server
Requires:
GUSI Library
and
OpenGL SDK
---
Description:
or
Retail Quake
---
File: Version 0.5.1
Source Code Patch
Site: Indigita's FTP Server
Requires: Version 0.5 Source Code
---
Description:
Changes in this version:
or
Retail Quake
---
Description:
or
Retail Quake
---
Description:
or
Retail Quake
Source: Version 0.0
(or the pristine sources)
---
Description:
or
Retail Quake
---
File: Version 0.3.1 Source Code patch
Site: This Web Site
Requires:
Version 0.3 Source
---
Description:
Source Code
Site: This Web Site
Requires:
Shareware Quake
or
Retail Quake
Source: Version 0.0
(or the pristine sources)
---
Description:
Source Code
Site: This Web Site
Requires:
Shareware Quake
or
Retail Quake
Source: Version 0.0
(or the pristine sources)
---
Description:
Source Code
Site: This Web Site
Requires:
Shareware Quake
or
Retail Quake
Source: Version 0.0
(or the pristine sources)
---
Description: