View Full Version : Quake I to Delphi with HalfLife and CounterStrike map loader
www.sibvrv.com
13-12-2007, 04:40 PM
Quake to Delphi )
http://www.sibvrv.com/images.gl/q1_de_aztec_small.jpg
http://www.sibvrv.com/images.gl/q1_de_dust_small.jpg
This is a stable version of Delphi GLQuake. In this version you can load maps from Half-Life and Counter-Strike.
you can download full sources here : www.sibvrv.com
Special thanks to Jim Valavanis :D
savage
13-12-2007, 05:10 PM
Cool stuff. Bumped to news item.
Very cool indeed! :) I was wondering when the first was going to be ported. In fact I'm still wondering what happened to the translation project for the 3rd Quake engine... ???
www.sibvrv.com
13-12-2007, 05:32 PM
WILL, may be in the next year i translate Quake 3 ... but realy it is not so interesting :)
savage
13-12-2007, 05:33 PM
I think the Quake 3 port was abandoned. Only I and II are fully ported at the moment. Having Quake 3 in Delphi with full shader support would be interesting.
www.sibvrv.com
13-12-2007, 11:08 PM
Dom, shaders in Quake 3 is very simple ... only few static images moving and scaling )))
savage
14-12-2007, 12:40 AM
Did Quake 3 have per pixel lighting and soft shadows? I don't remember the graphics being that nice.
Robert Kosek
14-12-2007, 01:23 AM
Pretty sure not. Most games I saw with Q3 used a circular shadow texture, and pre-baked lightmaps for most areas. In JKII: Outcast I never saw a dynamic light besides weapons, explosions, or exhaust trails.
www.sibvrv.com
14-12-2007, 11:11 AM
Dom, in Quake 3 only stencil shadows with lightmaps and Texture effects based on multitexture mask... :D in Doom 3 / Quake 4 nice shaders ))
chronozphere
14-12-2007, 01:49 PM
Those screenies look awesome. :clap:
Unfortunatly i cant run the app, because Vista doesn't support IPX. :(
www.sibvrv.com
14-12-2007, 02:18 PM
Those screenies look awesome. :clap:
Unfortunatly i cant run the app, because Vista doesn't support IPX. :(
IPX is not a problem because TCP/IP is included. What kind of messages or errors in Vista you have?
NecroDOME
15-12-2007, 10:56 AM
I second its cool :) Good work.
wodzu
15-12-2007, 03:33 PM
Respect for your work.. as always.. :D
Jimmy Valavanis
17-12-2007, 11:52 AM
I've tried this about 2 years ago but didn't succeed to finish it.
My respects!
www.sibvrv.com
17-12-2007, 12:37 PM
Jimmy, i finish it one year ago but posted only now. :D my real work dont give me chance to upload all demos and projects :D
chronozphere
17-12-2007, 08:31 PM
I get the following error:
---------------------------
Quake Error
---------------------------
Winsock IPX bind failed
---------------------------
OK
---------------------------
Hope you can solve it. :)
www.sibvrv.com
18-12-2007, 05:30 AM
chronozphere, try in unit net_win set net_numdrivers: integer = 1; net_numlandrivers: integer = 1;
Kapitan
25-03-2008, 03:27 AM
chronozphere, try in unit net_win set net_numdrivers: integer = 1; net_numlandrivers: integer = 1;
Good work!
Do you know where the function which moves me (us, actor, first person)? Or how to say it? :)
BTW do you speak russian?
Kakaja tam funkcija dvigaet nashi glaza, kotorymi my smotrim na mir? Ona ved' tam ne prosto dvigaet, a dvigaet kak by s naklonom i s dvizhenijami vverh-vniz. Ja etot moment pytalsja najti, no chego-to kak-to gluho. Junitov mnogo, klassov malo. V obschem slozhno srazu razobrat'sja.
www.sibvrv.com
26-03-2008, 05:14 AM
Good work!
Do you know where the function which moves me (us, actor, first person)? Or how to say it? :)
BTW do you speak russian?
Kakaja tam funkcija dvigaet nashi glaza, kotorymi my smotrim na mir? Ona ved' tam ne prosto dvigaet, a dvigaet kak by s naklonom i s dvizhenijami vverh-vniz. Ja etot moment pytalsja najti, no chego-to kak-to gluho. Junitov mnogo, klassov malo. V obschem slozhno srazu razobrat'sja.
functions player_run, player_stand and etc in ( progs/player.qc )
other function in cl_input.pas
btw original quake without "OO classes" :)
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