Introducing
aRQ-Lite2
aRQ-Lite2
(pronounced "arc-lite",
after the bomb used by the US military), is an improved version of
Echon's EGL 0.1.3
source. Much like my original aRQ-Lite project, some of my main concerns are for having good performance on
older PC's while still adding a little life to the old engine, as well as presenting an engine that is
clean from bugs, and coder friendly.
My initial experiments with the Quake2 engine/aRQ-Lite2 originated using
Echon's LiteGL engine, which in many
ways is the Quake2 equivalent to Tomaz' Clean Source for Quake. Echon then used
LiteGL as the starting point
to make his improved engine, EGL. After playing around with the
LiteGL source, and pretty much doing all I
could to make it a "better LiteGL", I decided that since Quake2 is newer and more complex than the original
Quake, adding at least some type of basic particle system and either stainmaps or decals were really sort of
a "requirement". Although Quake2's gameplay and story were significantly improved over Quake, it still used
the rather meager bubble looking particle system. Rather than reinvent the wheel, or struggle to add someone
else's particle system to LiteGL, I decided to use a very early version of EGL, which was pretty much just LiteGL
with stainmaps, decals, separate UI module/dll and a few other tweaks.
So aRQ-Lite2 will be a fairly basic engine, by the standards of other Quake2 projects. I have no desires to try
to place the features of this engine alongside EGL, Quake2maxx or Quake2Evolved. I just want to have an improved
Quake2 engine which runs well on comparatively low end hardware. So what is my definition of "low end hardware"?
In general, I think aRQ-Lite2 should run ok on a PII300/128MB RAM/32MB video w/OpenGL support. Keep in mind,
aRQ-Lite2 is OpenGL ONLY! It also uses an integrated driver, so you don't have the various "verite", "default" or
"software" driver options in the video menu.
Here are the desired goals of
aRQ-Lite2:
- Improve code comments/documentation
to make it easier for newbie's to work with
- Remove non-essential features such as
Gloom support and demo code
- Add basic key features which are
"virtually required" in this day and age, such as basic particles and
decals
- Do not add anything that is not
really essential
- Designed for today's PC's - GL only.
Keep in mind that at present, aRQ-Lite2 is very much a work-in-progress, and that current versions are not going
to be dramatically different from
EGL 0.1.3, although there certainly are some changes other than renaming.

Here are some of aRQ-Lite2's features:
- Integrated OpenGL video driver
- Full 32 bit texture support
- Stencil shadows
- MD3 support
- Decal system
- Enhanced particle system
- Selectable crosshairs
- Customizable HUD scale
- Enhanced PAK loading
- Support for TGA, PCX, PNG, JPG images
- Modular UI dll
- Modified RScript support from BeefQuake
- Shaders
- Available high-resolution texture package and other goodies
Head over to the
Files page for the latest release.
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