I might as well ask.....

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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MethodGit
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I might as well ask.....

Post by MethodGit » Sat Jan 20, 2007 9:46 pm

What's with all the random decision to not host QuakeDC anymore (ConsoleVision appears to be behaving the same too)? Particularly as certain QuakeDC-related files (such as HexQuake) don't appear to be mirrored elsewhere!

And yet I see a special edition DCEvolution collection release that seems okay to distribute. Confusing....
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Post by Christuserloeser » Sat Jan 20, 2007 10:29 pm

QuakeDC is still available here at DCEmulation.com ;)
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Post by Juan » Sun Jan 21, 2007 2:30 am

Christuserloeser wrote:QuakeDC is still available here at DCEmulation.com ;)
viewtopic.php?t=86721 :?:
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Post by mankrip » Sun Jan 21, 2007 4:39 am

Id Software allowed us to redistribute the QuakeDC engine, but for it to be fully legal we would also need a permission from Sega (because it was made with an official devkit) and Microsoft (because it uses WinCE). This was a big problem for us because there wasn't any legal alternative to QuakeDC. Sega and Microsoft most probably knew that we were distributing it, but since they never contacted 007Cheater about it we just assumed that they didn't care. So, QuakeDC was partially illegal all this time, but we kept distributing it because it was the only decent engine available. But now that we have a fully working and legal alternative there's no need for us to keep QuakeDC available anymore.

I know that many people prefer QuakeDC because it's the only one with accelerated hi-res rendering. Trust me, I would love to implement this in nxMakaqu, but I don't have time to spend more 1 or 2 years of my life working on it. I would be extremely happy if any of the other DC coders with knowledge in 3D rendering via hardware could do this.
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Post by Christuserloeser » Sun Jan 21, 2007 5:49 pm

Juan wrote:
Christuserloeser wrote:QuakeDC is still available here at DCEmulation.com ;)
viewtopic.php?t=86721 :?:
http://dcemulation.org/soft-quake1.htm
Fragger wrote:I know that many people prefer QuakeDC because it's the only one with accelerated hi-res rendering. Trust me, I would love to implement this in nxMakaqu, but I don't have time to spend more 1 or 2 years of my life working on it. I would be extremely happy if any of the other DC coders with knowledge in 3D rendering via hardware could do this.
Maybe we should set up a paypal account to pay someone for that work ? The only one I know of that would be capable to do this would be BlackAura.

If we raise enough money we could also ask Rand Linden for the job. He's extremely expierenced with both Quake and the Dreamcast.
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Post by mankrip » Tue Jan 23, 2007 9:30 pm

Christuserloeser wrote:
Juan wrote:
Christuserloeser wrote:QuakeDC is still available here at DCEmulation.com ;)
viewtopic.php?t=86721 :?:
http://dcemulation.org/soft-quake1.htm
Thanks for the heads up.
Christuserloeser wrote:If we raise enough money we could also ask Rand Linden for the job. He's extremely expierenced with both Quake and the Dreamcast.
Rand certainly would be able to do it, and certainly could have done it ages ago, but I think he may be not interested in doing it, despite the money.



It's really a shame that Bero disappeared. If we could at least get his GLQuake port to compile correctly we could start from there.
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Post by Christuserloeser » Wed Feb 21, 2007 1:27 pm

Fragger wrote:It's really a shame that Bero disappeared. If we could at least get his GLQuake port to compile correctly we could start from there.
Did you try it with KGL recently ? I've emailed Bero when you posted your answer but I've not recieved a reply yet.

There must be a way to get his code working.
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Post by Christuserloeser » Thu Feb 22, 2007 5:51 am

Fragger, could you pm me or BlackAura the current version of your nxMakaqu source code ?
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Post by Darksaviour69 » Thu Feb 22, 2007 7:20 am

the source code for nxMakaqu is included in the download
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Post by mankrip » Thu Feb 22, 2007 9:56 am

I didn't try using KGL or KGL-X, I'm very busy with other things. I haven't done anything on the source since the 1.2 release, besides the Fightoon-specific features.
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