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Tuesday, June 22, 2010

Allegro is a portable library mainly aimed at video game and multimedia programming.

Allegro is a portable library mainly aimed at video game and multimedia programming, originally started by Shawn Hargreaves for the DJGPP compiler in a mixture of C and assembler.

Allegro is a game programming library for C/C++ developers distributed freely, supporting the following platforms: Unix (Linux, FreeBSD, etc.), Windows, MacOS X and Haiku/BeOS. Older versions also support DOS and QNX.

It provides many functions for graphics, sounds, player input (keyboard, mouse and joystick) and timers. It also provides fixed and floating point mathematical functions, 3d functions, file management functions, compressed datafile and a GUI. Read more details on the introductory page.

According to the Oxford Companion to Music, Allegro is the Italian for «quick, lively, bright». It is also a recursive acronym which stands for «Allegro Low LEvel Game ROutines».

Graphic functions.

* Vector drawing:
o pixels, lines, rectangles, circles, ellipses, arcs, Bezier splines
o shape fill, with or without pattern
o polygons: flat, Gouraud, textured (3D) and translucent
* Sprites:
o masked, compressed and compiled sprites
o blitting, rotation, stretching, reduction, alpha blending, Gouraud shading
o native support for BMP, LBM, PCX and TGA files (others supported with library extensions)
* Color palettes:
o color palette manipulation (reading, writing, conversion)
o conversion of color formats RGB <-> HSV
* Text:
o support for different encodings and conversion, default is UTF-8
o bitmap fonts (masking, colouring, alignment)
* Misc:
o draw directly on the screen or on any-size memory bitmaps
o hardware scrolling and triple buffering (where available), mode-X split screen
o animation functions for FLI/FLC format


Graphic drivers.

* Unix:
o X Window, DGA, fbcon
o SVGAlib
* Windows:
o DirectX (windowed or full-screen)
o GDI
* MacOS X:
o Quartz (windowed or full-screen)
* Haiku/BeOS:
o BWindowScreen
o BDirectWindow
* OpenGL:
o The AllegroGL addon allows to use OpenGL graphics with Allegro.

The older 4.2 branch also supports:

* Unix:
o VBE/AF
o mode-X
o VGA
* DOS:
o VGA 13h mode
o mode-X (23 VGA resolution plus unchained 640x400 extended mode)
o SVGA modes in 8, 15, 16, 24 and 32 bits per pixel
o linear VBE 2.0 framebuffer access
o hardware acceleration through VBE/AF API if supported
o additional graphic drivers through FreeBE/AF project

Sound functions.

* Midi:
o native MIDI music format support (with 64 simultaneous effects)
o dynamic control/response to music note on, note off, main volume, pan, pitch bend, and program change
o uses General MIDI patches
o you can read in wavetable patches for MIDI files (SF2 and GUS patches)
* Wave:
o native support of WAV and VOC file formats (playing looped forward, backwards or bidirectional)
o streaming audio
o modify volume, pan, pitch, etc during play
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Sound drivers.

* Unix:
o OSS
o ALSA
o JACK
o SGI AL
* Windows:
o DirectSound
o WaveOut
o MIDI system drivers
* MacOS X:
o Core Audio
o Sound Manager
o Core Audio MIDI
o QuickTime MIDI

The older 4.2 branch also supports:

* Unix:
o ESD
o aRts
* DOS:
o Adlib, SB, SB Pro, SB16, AWE32
o MPU-401
o ESS AudioDrive
o Ensoniq Soundscape
o Windows Sound System

Math functions

* fixed point arithmetic and trigonometric routines
* precalculated trigonometric tables
* vector/matrix/quaternions 3d manipulation (translation, rotation, scaling, projection)

Misc.

* mouse, keyboard and joystick management
* high resolution interrupt timers (resolution of 10, 5 or less ms depending on platform)
* vertical retrace simulation
* manipulate configuration files
* manipulate compressed files in LZSS format
* manipulate multi-object resource-like compressed datafiles
* tool for creating datafiles (grabber)
* simple GUI for dialogs and file selector


Screenshots.








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Friday, June 18, 2010

Quake III Arena was specifically designed for multiplayer.

Quake III Arena is a multiplayer first-person shooter computer and video game released on December 2, 1999. The game was developed by id Software and featured music composed by Sonic Mayhem and Front Line Assembly.

Quake III Arena is the third in the series and differs from previous games by excluding a traditional single-player element and focusing on multi-player action. The single-player is instead played against computer controlled bots in a similar style to Unreal Tournament.

Notable features of Quake 3 include the minimalist design, lacking rarely used items and features, the extensive customizability of player settings such as field of view, texture detail and enemy model, and advanced movement features such as strafe and rocket-jumping.

Quake 3 is available on a number of platforms and contains mature content. The game was highly praised by reviewers who, for the most part, described the gameplay as fun and engaging. Many liked the crisp graphics and focus on multiplayer. The game engine has been heavily modified.

Quake 3 has also been used extensively in professional electronic sports tournaments such as Quakecon, Cyberathlete Professional League and the Electronic Sports World Cup.

Quake III Arena features an advanced AI with five difficulty levels which can accommodate both a beginner and an advanced player, though they usually do not pose a challenge to high-tier or competitive players.

Quake III Arena's multiplayer-focused development led to it developing a large community of competitive players and like its predecessors it was used extensively in professional electronic sports tournaments.

In competitive Quake III Arena there are two distinct gameplays, often referred to as 'rulesets', the out-of-the-box Quake III Arena game, also known as vanilla Quake 3 (VQ3), and the CPM ruleset of the Challenge Pro Mode Arena mod.

Each bot has its own, often humorous, 'personality', expressed as scripted lines that are triggered to simulate real player chat. If the player were to type certain phrases the bots may respond, typing "You bore me" might cause one of the bots to reply "You should have been here 3 hours ago!". Each bot has a number of alternative lines to reduce the repetition of bot chatter.

The Gladiator bots from Quake II were ported to Quake III and incorporated into the game by its creator - Jean Paul van Waveren, aka Mr. Elusive. Bot chat lines were written by R. A. Salvatore, Seven Swords and Steve Winter. Xaero, the hardest opponent in the game, was based on the Gladiator bot Zero.[citation needed] The bot Hunter appears on magazine covers in the later id game Doom 3.


The following competitions have held Quake 3 events:



Screenshots.

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sources: Wikipedia & Quake


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Tuesday, June 15, 2010

QuakeWorld is an Internet multi-player specific version of Quake.

QuakeWorld (abbreviated QW) is an update to id Software's seminal multiplayer deathmatch game, Quake, that enhances the game's multiplayer features (namely UDP support) to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers.

Modern broadband connections such as cable and DSL can use the QW model of network handling and game physics. Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. Latest official stable release was 2.30.

QuakeWorld's most important feature is its rewritten networking code (for client-side player prediction and delta compression). Player prediction allowed QuakeWorld clients to compensate for high latency, thus allowing dialup users to move around in the virtual world without being affected by the disorienting effects of latency. This helped Quake network play reach an additional market, as opposed to those who had LAN or broadband connections at the time.

It did not address what some considered exploits, namely bunny hopping, wall-hugging, and zig-zagging. These bugs have shaped the recent part of QuakeWorld's life, allowing for additional dimensions to playing style, and are now seen as features by much of the community.

QuakeWorld was seminal in popularising deathmatch, and, alongside Ultima Online, internet multiplayer. It is considered even today by many die-hard players to be the best multiplayer game, such that several games featuring QuakeWorld-like gameplay elements have been developed, including the Quake III mod: Challenge ProMode Arena, Painkiller, the freeware game Warsow, a mod for Quake 4 called Quake4World, and a free game called Quake2World based on the Quake 2 engine.

A license to QuakeWorld was given to Valve Software L.L.C. in 1996, which was heavily modified into the GoldSrc engine, which powers Half-Life, Team Fortress Classic (a follow-up to the QuakeWorld mod Team Fortress), and Counter-Strike, among others.

In December 1999, John Carmack of id Software released the server and client source code of Quake and QuakeWorld under the GNU General Public License as a Christmas present to the world, and this spawned a plethora of 21st century updates to this famous game first released in 1996. A few years later John Romero released the map sources under the GNU General Public License in October 2006. Among the popular clients today are FuhQuake, ezQuake, More QuakeWorld, with ezQuake being most popular.

QuakeNet, the largest Internet Relay Chat (IRC) network, originated in 1997 as a network for QuakeWorld players.


Screenshots.

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Monday, June 14, 2010

Quetoo is a Quake 2 compatible game engine optimized for speed.

Quetoo is a Quake2-compatible game engine for GNU/Linux and FreeBSD. It's focus is simplicity, security, stability, and speed. It contains critical security updates for both clients and servers, bandwidth saving network protocol enhancements, an improved console, and some major speed increases. Quetoo is up to 140% faster than stock Quake2.

If you're looking for visual effect updates and gimmick features, or a rich single-player experience, run something else. However, perhaps these things sound good to you:

  • Dramatic performance increases through proper removal of dynamic lighting, polyblend and other "candy" features.
  • Integrated video refresh and renderer core simplifies program design and execution.
  • R1Q2 Protocol 35 support and Quetoo-specific protocol extensions to save bandwidth.
  • Support for asynchronous video/sound/input and network framing: run at 90fps over a dialup connection.
  • High color Targa (.tga) image support for all game media.
  • Location (.loc) file support for alerting team members to your position.
  • Mono (white) lightmap interpolation mode for neutral (non-colored) lighting.
  • Bright player skins supported directly within the engine.
  • Ability to disable ambient sounds and load wildcard pakfiles (*.pak).
  • Vastly improved console with Bash-style tab completion, positioned editing, mwheel scrolling, etc..
  • Optional deathmatch mod with MySQL frag logging and team play.
  • GNU Autoconf/Automake build scripts and pure C source compiles cleanly with modern gcc.

The current stable release is 0.6.1.

Installation:

Quetoo builds with GNU Automake. To build it, do the following:

./configure && sudo make install


Your Quake II game data should reside in $PREFIX/share/quake2. To specify an alternate path, use --datadir=/some/path. A quake2 directory is automatically appended to the path you provide. See ./configure --help for more information.

Running:

Quetoo can be executed from any path. To set your video mode, use vid_width, vid_height, and vid_fullscreen. You must issue vid_restart for your changes to take effect.

vid_width 1024; vid_height 768; vid_fullscreen 1; vid_restart

F11 toggles fullscreen quickly, for switching to other windows.

Mouse cvars are universally prefixed with "m_." So use m_sensitvity, m_invert, and m_filter to adjust your mouse.

To adjust brightness levels, use vid_gamma. You may also play with gl_modulate and gl_intensity, but you must issue gl_reload for these changes to take effect.

To change rail trail color, adjust cl_railtrailcolor. "Tan" and "blue" are recognized strings. Integers from 1-255 are also valid.

Use cl_showfps to view your framerate on screen, and cl_maxfps to cap it.
60 is a good number for LCD monitors, 124 provides optimal physics for jumping. You can also use cl_showspeed to view your player's horizontal velocity, which can be helpful for practicing jumps.

High color Targa (.tga) image support is available for textures, status bar pics, crosshairs, and model skins. You may wish to download our Retexture pak from http://jdolan.dyndns.org/trac/wiki/Retexture.

Location files (.loc) are fully supported, and should reside in your maps directory, alongside their respective .bsp file. e.g. baseq2/maps/q2dm1.loc.

You may create your own .loc files using the addloc and savelocs commands. The tokens $loc_here and $loc_there are expanded in your chat messages to your current location, and the location you're looking at, respectively.

Wildcard Pakfiles (*.pak) are also supported, so you're not limited to pak0-9.pak for your Pakfiles. Meaningful names like retexture.pak and qmass-sounds.pak will help keep your baseq2 folder organized.

There's quite a bit more to this engine. Cvarlist and cmdlist are your friends, so use them. You may also find the CHANGES section of this file interesting.

Download

Screenshots.




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