Quake 3 source released - XCode project included

⌘-R in Chief
Posts: 1,171
Joined: 2002.05
Post: #47
I figured out the whole half-model/missing entity stuff... well, part of it. If you run it in Development mode, it's all nasty. If you run it in Deployment it's all beautiful and spectacular. I've gotten q3asm and all that working too, but it only works with the original code that was released by id long ago. The code is identical though (I'm pretty sure) so I'm sure there's something else missing. But I have successfully been able to modify the game code, compile it as a bundle (not using q3lcc and q3asm) and run the game using it. It freaks out if I do the same with the ui bundle, but it works for game and cgame. Weird.

After un-limiting the frame rate, I get about 265-285 on average in q3dm1 outside in the courtyard, down to about 110 if i shoot a bunch of rockets (like 5 are zooming around thanks to me slowing their speed down to 200 units/sec) and up to 400 max if i'm staring at wall or the sky. This is on a Dual 2 Ghz G5 with a 9800 SE and 3 GB of RAM. iTunes is running the background but that uses next to nothing. Oh, and sound is all the way down in Q3 if that makes a difference (I'd think it does)
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Messages In This Thread
Quake 3 source released - XCode project included - MarkJ - Aug 20, 2005, 05:23 PM
Quake 3 source released - XCode project included - nabobnick - Aug 21, 2005, 11:22 AM
Quake 3 source released - XCode project included - Frank C. - Aug 22, 2005, 12:12 AM
Quake 3 source released - XCode project included - UnifiedMac - Aug 23, 2005, 12:26 AM
Quake 3 source released - XCode project included - SethWillits - Sep 5, 2005 03:31 PM
Quake 3 source released - XCode project included - Sixten - Sep 15, 2005, 01:26 PM
Quake 3 source released - XCode project included - PatrickB - Nov 6, 2005, 12:05 PM
Quake 3 source released - XCode project included - UnifiedMac - Nov 19, 2005, 08:51 PM
Quake 3 source released - XCode project included - joe07734 - Dec 26, 2005, 08:29 PM