NxMakaqu

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nxMakaqu is a source port of id Software's Quake engine to the Sega Dreamcast by Manoel Kasimier aka 'Fragger'.

It is a merger of BlackAura's nxQuake and the PC Quake engine Makaqu, and thus is the official continuation of nxQuake. nxMakaqu supports the registered and shareware versions of Quake. It also has a modlist that allows you to select the original game, mods, and total conversions.


History

In late 2002, the nxQuake base was used in a project named RADQuake. Black Aura would send his changes into the project, so work on nxQuake was halted in favour of RADQuake. RADQuake was maintained by Black Aura, speud, and Manoel Kasimier. It implemented VMU saving support, preliminary sound support, and preliminary rumble pack support.

In late 2005, work on nxQuake moved to a project named nxMakaqu. It is a combination of Black Aura's nxQuake and Manoel Kasimier's PC Quake source port, Makaqu. nxMakaqu has improved sound support, CD music support, an improved modlist, multiple renderer changes, and support for skyboxes. nxMakaqu has superseded both nxQuake and RADQuake, and is the current active incarnation of the nxQuake codebase.


Downloads


nxMakaqu v1.3 Changes

Dreamcast-related bugfixes:
Quoted straight from the included readme.txt

  • Updated the default deadzone values for the controller.
  • Fixed the cd_enabled cvar being not registered if there is no audio tracks on the disc.

Common changes:

  • Updated BlackAura's e-mail address in the credits screen.

nxMakaqu v1.2 Changes

Dreamcast-related bugfixes:

  • Corrected the name of mouse button 1.
  • Fixed the "Pause" option in the Audio Options menu.
  • nxMakaqu would crash when trying to save FrikFiles, because it tried to save them in the CD. Now the FrikFiles are saved in the RAM. There's no way to same them on the VMU yet though.
  • The "screenshot" command is ignored now. This was done to prevent crashes, because it tried to save them in the CD.

Windows-related bugfixes:

  • Fixed the crosshair being not displayed correctly in some video cards.
  • Fixed the network menus (they were disabled by mistake).

Common bugfixes:

  • Fixed a small problem with the interpolation (sorry, can't remember what it was).
  • Now the translucent viewmodels are drawn over the translucent water instead of under it.
  • Fixed the network protocol (demos recorded with some mods were not working).
  • Fixed the "cmdline" cvar.
  • Fixed some menu options that were not saved in the config file.

Dreamcast-related changes:

  • Added an IP.BIN file.
  • Modlist support for the /ID1 directory.
  • Added support for the file /quake/gamedir/nxmakaqu.ini. This file can be used to set the title and description of the game in the modlist, as well as the sound samplerate, the video resolution, the size of the heap memory, and extra command line parameters.
  • Added 320x480 and 640x240 resolutions (640x240 is faster).
  • Resolutions up to 768x576 are selectable in the modlist.
  • Changed the default audio samplerate to 11025 Hz, thus fixing some games that needs more RAM.
  • The default setting for the stereo sound is set accordingly to the DC BIOS setting.
  • Added support for volume control of the CD audio.
  • The CD audio can be changed between stereo/mono, and the stereo can be reversed.
  • The engine can detect the amount of CD tracks and display it on the Audio Options menu.
  • Added support for mouse button 3 and mouse wheel. The mouse is fully supported now.
  • Significant changes to the analog input support. Now the analog stick's axes can be bound to any command, and the "Axis/Trigger Function" options are gone.
  • Added auto-repeat for the keys and face buttons while in the console or menu.
  • Added vibration (Puru Puru/Jump Pack) support.
  • Added a SVC_VIBRATE (61) message to the network protocol. Usage: SVC_VIBRATE, + 5 writebytes (special, effect1, effect2, duration, controller).
  • VMU saves are compressed now, and saves from version 1.0 can still be loaded.
  • Replaced the VMU file icon. The new one features colored borders for each game.
  • Added a simple VMU LCD icon.
  • FrikFiles are opened from the RAM if found in there, otherwise they are opened from the CD. Saving is always done in the RAM.

Windows-related changes:

  • Removed the CD audio volume control from the audio menu.
  • Now the engine knows the difference between CDs with no audio tracks and empty drives.
  • The underwater screen buffer is always used, thus making the transparencies run faster on some computers.

Common changes:

  • Improved the models of the super shotgun, nailgun, super nailgun, rocket launcher and thunderbolt. These new versions works better with interpolation and transparencies.
  • Added a new progs.dat file with many bugfixes and some new features.
  • The new progs.dat features a workaround for the solid skies in the original Quake levels. It can be disabled by typing "savedgamecfg 1" in the console.
  • The status bar isn't displayed when changing levels anymore.
  • The underwater warping effect runs at the same resolution of the video now.
  • The camera tilting during weapon recoil is smoother. Now it uses 16-bit angles instead of 8.
  • The Thunderbolt's lightning follows the player's rotation and movement smoothly now.
  • Created QC support for self.frame_interval, to customize the time of the interpolation for each entity. Setting it to -1 disables interpolation, and setting it to zero uses the default value (0.1 seconds).
  • Non-audio tracks are skipped when selecting an audio track in the Audio Options menu.
  • Added a 3D stereo mode, using the r_stereo_separation cvar. It has a few bugs.
  • Added options for fog and 3D stereo separation in the Developer menu. To disable the fog you must turn the developer mode off.
  • Added the Timescale extension.
  • Added a sv_compatibility cvar, to allow both network gaming and demo recording compatible with normal Quake.
  • Added a sv_makaqu cvar to enable Makaqu-exclusive effects (EF_SHADOW, etc.).


How to burn:

  • Add your .pak files from original Quake to the id1 dir. There's no need to rename or patch anything.
  • Burn as usual.


Fightoon

In 2007, nxMakaqu will be used as the engine for Fightoon, a cel-shaded one on one fighting game, published by GOAT Store Publishing. The game will be the first cell-shaded fighting game to be available on Dreamcast.


Links