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  Homebrew for Dreamcast Section

Name nxMakaqu

Author Fragger http://www.dcemulation.com/phpBB/viewtopic.php?t=73662

Description

Quake for the Dreamcast console.

Screenshots

 

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v1.0 Here 20th November 2005

Information

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1.0 version changes:
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Bugfixes:
- Fixed compatibility with the ASM code
- Fixed the "cd eject" command not working if the drive is empty
- Fixed camera in the wrong position when cl_nobob is 1
- Fixed the rotating brushes, to prevent the world model from rotating. Example: map E3M3 (The Tomb of Terror)
- Fixed all known problems in the interpolation
- Fixed the particles going partially out of screen if the FOV is smaller than 90
- Fixed incorrect screen size under the water when using the classic status bar with the background enabled

Dreamcast-related changes:
- Merged Makaqu and nxQuake sources
- Added SDL sound
- Added support for CD audio
- Support for OGG music (OGG music and sound effects are mutually exclusive) (not compiled in the released binary) (BlackAura)
- OGG files are loaded from /quake/gamedir/music/track##.ogg, and must not be inside of PAK files (BlackAura)
- Proper support for the official mission packs
- Improved nxQuake modlist
- Fixed modlist scrolling
- Holding the X button in the controller forces the modlist to appear if there's only one game on the disc
- Disc swapping support in the modlist. Just open the drive and replace the disc, it will be recognized automatically
- Multiple resolutions, selectable in the modlist
- VMU support for savegames, savestates and config files
- Independent VMU files for each game
- Support for multiple VMUs
- Automatic detection for which VMU is the config file stored in

3D renderer changes:
- The sky moves smoothly now, and it uses less RAM
- Translucent water. Lava is always opaque
- True transparencies, using BlackAura's alpha map
- Additive rendering, using BlackAura's additive map
- Added self.effects EF_NODRAW (16), EF_ADDITIVE (32), EF_FULLBRIGHT (512), and EF_SHADOW (8192)
- EF_ADDITIVE has priority over self.alpha
- self.alpha controls the intensity of EF_SHADOW
- EF_SHADOW is only drawn when close to solid surfaces, to prevent shadows in mid-air
- QC support for .scale on sprites, and for .scalev (similar to .scale, scales the x/y/z axis of alias models and the x/y axis of sprites)
- Improved the new lighting style
- Added the old lighting system back and made the new one optional
- r_sprite_addblend sets additive blending by default for all sprites (useful for normal Quake and closed-source mods)

2D renderer changes:
- (re)optimized the use of Draw_Fill. The engine was losing about 3 fps because of the way I was using Draw_Fill before.
- Rewrote the crosshair. Now it scales acording to the video resolution, and has "PNG-like" transparency. Also added more colors and a new style.
- Replaced r_letterbox with a SVC message (SVC_LETTERBOX = 60)
- SVC_LETTERBOX usage: writebyte(SVC_LETTERBOX) + writebyte(0 to 100)
- The centerprints are displayed in the black bar at the bottom of the screen when the letterbox is active
- SVC_LETTERBOX and SVC_INTERMISSION are mutually exclusive. This also means SVC_LETTERBOX can be used to turn SVC_INTERMISSION off
- Text shadows (done & disabled in the source code)

New cvars:
- r_wateralpha
- sw_stipplealpha
- r_sprite_addblend

New menu options:
- Allow "use" button
- Stereo Sound
- Swap L/R Channels
- Classic lighting
- Stipple alpha
- Water opacity
- Translucent particles
- Additive sprite blend

Miscellaneous:
- Support for more PAK files
- All PAK#.PAK files are loaded, even if there's one or more PAK files missing in the sequence (ex: PAK0.PAK, PAK2.PAK)
- Added a developer message "Loading filename.ext" when loading a map
- cmdlist accepts * at the beginning of the commands (example: cmdlist *list)
- cvarlist displays the "uses callback" attribute
- Host_Startdemos_f: clear demo list before adding demos
- Host_Startdemos_f: don't add invalid demos to the list
- The registered version isn't needed to run modified games anymore
- "-game hipnotic" and "-game rogue" works exactly like the "-hipnotic" and "-rogue" parameters
- Improved zoom scaling (for mouse/joystick/keyboard axis turning, particle scaling, sky scaling, etc.)
- Included a PAK10.PAK file containing the alpha map, the additive map, .vis and .ent patches, improved and bugfixed models and HUD & menu images, and a new default configuration

Tutorials implemented from www.quakesrc.org:
- MrG - incorrect BSP version is no longer fatal
- Enhanced BuiltIn Function System (EBFS) by Maddes
- Extension System by LordHavoc
- New BuiltIn Functions: etof() and ftoe() by Maddes
- Heffo - Cvar Callback Function (modified)
- FrikaC - EndFrame function
- FrikaC - qcexec function
- QuakeC file access by FrikaC/Maddes, QuakeC string manipulation by FrikaC/Maddes, and Enhanced temp string handling by Maddes (it's a 3-in-1 tutorial)

Changes from the QIP_Quake (Quake Info Pool) engine:
- .ENT support (modified)
- .VIS support - loading external vis+leafs data from VISPatch files (modified)
- .VIS packs (like ID1.VIS) are loaded from quake/gamedir/gamedir.vis instead of from quake/gamedir/maps/gamedir.vis, to prevent mistakes in case there's a map named quake/gamedir/maps/gamedir.bsp (Manoel Kasimier)
Note: it is not possible to load .vis packs from inside of PAK files, but individual .vis patches works fine from inside of PAK files (Manoel Kasimier)
- Use full filename for hunk allocation
- DarkPlaces general builtin functions by LordHavoc
- Q_strcasecmp fix
- Do not stop server on objerror - quake/pr_cmds.c
- Cachelist command
- Hunklist command
- SV_Trace_Toss endless loop fix by LordHavoc
- PF_changepitch entity check by LordHavoc
- Kill command does not work for zombie players fix
- Tell command accepts player number
- Names with carriage return fix by Charles "Psykotik" Pence
- Piped output of a dedicated server not written immediately fix by Hendrik Lipka (sys_win.c only)
- Maximum precision for FTOS
- +USE unbound fix (modified to use sv_enable_use_button)
- ATOF problems with leading spaces fix
- added explicit brackets
- Coop not cleared when maxplayers changed/Coop and deathmatch flag fix by Frog/Maddes
- MOVETYPE_PUSH fix
- SV_MAXVELOCITY fix
- Returning information about loaded file
- Returning from which searchpath a file was loaded
- Finding the last searchpath of a directory




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