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Short: QuakeSpasm engine port, Mesa renderer Uploader: Falke_34 Author: QuakeSpasm team (https://quakespasm.sourceforge.net), AmigaOS4 port by Falke_34 Type: game/shoot3d Version: 0.97.0 Requires: Mesa capable (RadeonSI) graphics card/driver, TCP/IP stack (bsdsocket.library) for multiplayer Architecture: ppc-amigaos >= 4.1.0 Distribution: LGPL / GPL (see below) DESCRIPTION QuakeSpasm is a modern, actively maintained port of the original Quake engine, based on FitzQuake. This is a native AmigaOS 4.1 PPC port, using mesa.library (real desktop OpenGL, compatibility profile) on top of Warp3D Nova/RadeonSI as the OpenGL rendering backend. This archive contains the engine only. It does NOT include the original Quake game data (pak0.pak etc.), which is still owned by id Software and must be supplied by the user from their own legal copy of the game. INSTALLATION 1. Copy the whole QuakeSpasm drawer to wherever you like. 2. Copy your own id1/pak0.pak (and, if you own the full game, pak1.pak) into the "id1" drawer inside the QuakeSpasm drawer. 3. Double-click the QuakeSpasm icon, or start it from Shell. quakespasm.pak is already included in this archive. It only contains a handful of engine-side extras (a few entity/map fixes, default.cfg, the console background image) that ship with upstream QuakeSpasm itself - it is not part of id Software's game data and does not replace pak0.pak. REQUIREMENTS - mesa.library and a Warp3D Nova capable (RadeonSI) graphics driver. - A working TCP/IP stack (e.g. Roadshow) if you want to use multiplayer. - Your own legal copy of Quake (registered or shareware) for id1/pak0.pak. MULTIPLAYER TCP/IP multiplayer (hosting and joining) is supported. "Join Game -> Search" only finds servers that are currently being hosted on the same local network/subnet - this is normal engine behaviour, identical to the Windows/Linux versions, not an AmigaOS-specific limitation. To connect to a server over the internet, use "connect <ip>:<port>" on the console. KNOWN ISSUES - No native software renderer; this build is Mesa (mesa.library) only. - Immediate-mode multitexturing via mesa.library has not been verified on real hardware. If you run into texturing glitches or crashes, please report them; try starting with "-nomtex" or "-novbo" as a workaround in the meantime. - Some GLSL shader warnings may appear in the log on startup; these are harmless and do not affect rendering. LOGGING The engine no longer opens a Shell/Workbench console window on startup. All log output is written to quakespasm.log next to the executable. If something doesn't work as expected, please check that file first before reporting an issue. CHANGES IN THIS PORT (compared to upstream QuakeSpasm) - AmigaOS4 bsdsocket.library networking backend (multiplayer support) - No console window on startup; logging redirected to quakespasm.log - AmigaOS $VER: tag for the "Version" command - quakespasm.pak is built and included automatically - r_oldwater defaults to 1 (classic sine water), noticeably faster than the modern per-pixel warp water on PPC - Various stack-overflow / freeze fixes specific to AmigaOS4 (oversized stack frames, missing $STACK tag, working directory handling) CREDITS / THANKS - id Software, for releasing the original Quake source under GPL. - The QuakeSpasm team, for maintaining the engine this port is based on. - McFly for Icons - kas1e for Mesa Port CONTACT Please report bugs or feedback via the os4depot.net comments, or the AmigaOS4 community forums (thread by Falke_34). SOURCE / LICENSE QuakeSpasm is licensed under the GNU GPL v2 (engine code) and LGPL (some third-party components it bundles, e.g. stb_vorbis). See the COPYING file in the source distribution for full license text. Full upstream source: https://github.com/sezero/quakespasm The AmigaOS4-specific changes in this port are provided under the same license as the files they modify.
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