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Introducing Tremor ![]() I have been experimenting with programming for several years, although I must confess...I couldn't code my way out of a paper bag! Most of my skills involve [ctrl]-c and [ctrl]-v. But I have gotten to the point where I can look through code and get the general gist of it. My initial Quake engine project, Tremor, was based around an early version of the DarkPlaces engine. My main concern was to maintain good framerates on older PC's, while still bringing a better experience to the gamer. The Tremor project is being done solely for my own amusement. I have since upgraded my PC, and gotten MSVC 2003. I have now moved Tremor to the JoeQuake engine, which is a net Quake engine with most of the FuhQuake graphics. Ideally, I'd like a marriage of DarkPlaces advanced interface and features, with FuhQuakes eye-candy and graphic format support. ![]() Quite a bit of progress has been made on Tremor. I'm at the point now where I don't expect to have as frequent of releases, as the features I'm looking to add will be much more involved and complex.
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![]() I have tried to make Tremor fairly "game neutral", in that many of the Quake specific things have been removed or changed. This has made Tremor a very flexible platform for people interested in creating their own standalone game or total conversion. Here are some of the key features of Tremor: - Support for PCX, JPG, TGA and PNG textures - Enhanced particle system from QMB/FuhQuake - Full 32-bit video color depth - MD3 model support - Mission Pack and Nehehra support - Model and frame interpolation - Enhanced shadow transparency - Enhanced demo recording - Retains ASM code for optimal performance - Removes need to create mesh files - Flexible m_print based menu system - All releases are full rebuilds, not incremental - Great starting point for those wishing to create their own games I have now divided up the Tremor download files. Instead of having a single large distribution for each version, which includes all ancillary files, it is now broken it up into EXE, core required files, and recommended additions. This way, with a new .exe release, you don't have to redownload 30MB of stuff you already have.
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