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Ironwail - The superfast Quakespasm fork is here


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Can't run that, but moving things to compute is interesting. Could you use a name change though - Calling it just QuakeSpasm is just confusing. QuakeSpasm-Supercharged or something.

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  On 12/7/2021 at 11:55 AM, Redneckerz said:

Can't run that, but moving things to compute is interesting.

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Yeah it requires OpenGL 4.x (probably 4.3 onward) support to work (which is around post 2012-ish hardware)

 

  On 12/7/2021 at 11:55 AM, Redneckerz said:

Could you use a name change though - Calling it just QuakeSpasm is just confusing. QuakeSpasm-Supercharged or something.

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Agreed. I wish the author had given it a different name.

Edited by ReaperAA

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  On 12/7/2021 at 12:04 PM, ReaperAA said:

Yeah it requires OpenGL 4.x support to work (which is around post 2012-ish hardware)

 

Agreed. I wish the author had given it a different name.

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Ironically my GPU (HD4600) is post-2012, but it isn't directly supported (Skylake is a minimum).

 

It needs a name change though, FastSpasm? QuickSpasm? I dunno but when the gains are this big you can't just settle for the same name.

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I've just gotten back into playing Quake recently using Quakespasm Spiked so I'll be curious to see where this goes- not that I tend to have performance issues but any optimization is a great thing in my book! The author's name sounds familiar, but I can't place it in my memory banks.

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  On 12/7/2021 at 11:55 AM, Redneckerz said:

Can't run that, but moving things to compute is interesting. Could you use a name change though - Calling it just QuakeSpasm is just confusing. QuakeSpasm-Supercharged or something.

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Or maybe perhaps QuakeSpasm-QuadDamage or QuakeSpasm-Megahealth, if you're looking for consistency.

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  • 1 month later...
  On 12/7/2021 at 3:15 PM, HavoX said:

Or maybe perhaps QuakeSpasm-QuadDamage or QuakeSpasm-Megahealth, if you're looking for consistency.

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Its going to be Ironwail(For now). Version 0.3.0 released.

 

Changelog:

  Reveal hidden contents

 

Interestingly, requirements have been lowered:

Before 0.3.0:

  • AMD Radeon HD 7000 series (GCN1, 2012) or newer
  • Nvidia GeForce 600 series (Kepler, 2012) or newer
  • Intel HD Graphics 500 series (Skylake, 2015) or newer

Ironwail 0.3.0:

Minimum GPU

  • NVIDIA GeForce GT 420 ("Fermi" 2010)
  • AMD Radeon HD 5450 ("TeraScale 2" 2009)
  • Intel HD Graphics 4200 ("Haswell" 2012)

Recommended GPU

  • NVIDIA GeForce GT 630 or newer ("Kepler" 2012)
  • AMD Radeon HD 7700 series or newer ("GCN" 2012)
  • Intel HD Graphics 620 ("Kaby Lake" 2016) or newer

Good luck for me since i am rocking a HD 4600. I guess this might go a long way in providing a Quakespasm fork with modern rendering paradigms.

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Great news. Changed the thread name to indicate the current name for the fork.

Edited by ReaperAA

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I just tested Ironwail out and I'm pretty sure it'll be my go-to from now on, but I'm a bit curious about the dynamic lighting. Does it use whatever the Quake EX port uses or something different? 

 

Also, what features might be planned for future releases? I can guess Quake EX model support will happen, but I'd love to see some sort of addon/expansion/mod launcher built into it somehow. Like how you can select expansions in Quake EX, rather than needing a separate launcher or shortcuts with command line stuff. 

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Ironwail is a great name. Quake has some edge to it, so it's fine if a port has an edgy name, it feels thematically appropriate.

 

A launcher front-end, so you don't have to manually load expansions and mods with the console, would be a SUPER cool feature!

Edited by ChopBlock223

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Although YouTube's video compression hides most of the effect... Ironwail's new dithering options allows it to render Quake 64 a bit closer to how it appeared on the Nintendo 64! It also has a palette rendering mode which is closer to the software rendering mode of Quake, and I like using that for modern maps. I think this shall be my go-to port for custom maps now!

 

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  On 1/16/2022 at 8:13 PM, Immorpher said:

Although YouTube's video compression hides most of the effect... Ironwail's new dithering options allows it to render Quake 64 a bit closer to how it appeared on the Nintendo 64! It also has a palette rendering mode which is closer to the software rendering mode of Quake, and I like using that for modern maps. I think this shall be my go-to port for custom maps now!

 

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I tried Quake 64 with the dithering and palette modes too, it looks great. I'd imagine Dimension of the Machine looks pretty good with the dynamic lighting too, though I personally couldn't tell the difference.

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@Immorpher offtopic but can you tell me where you got those color lighting files from. I too am using colored lights with the official maps, but they don't have as many lights as your version have

 

Or are they just part of Quake 64?

Edited by ReaperAA

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  On 1/16/2022 at 9:00 PM, ReaperAA said:

offtopic but can you tell me where you got those color lighting files from. I too am using colored lights with the official maps, but they don't have as many lights as your version have 

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I think he's using this.

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  On 1/16/2022 at 9:00 PM, ReaperAA said:

@Immorpher offtopic but can you tell me where you got those color lighting files from. I too am using colored lights with the official maps, but they don't have as many lights as your version have

 

Or are they just part of Quake 64?

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These colored lights are indeed part of Quake 64. It was the first to add colored lights to Quake I believe! Unfortunately the Quake 64 texture resolution is low and it has reduced geometry. It would be awesome if one day we could take the Quake 64 colored lights and add them to the original more-detailed PC maps.

And here's a bonus! This is a map from the Quake Xmas Jam 2021 running in Ironwail. This jam was based upon Arcane Dimensions. And here I am using Ironwail's strict palette rendering mode.

 

Edited by Immorpher

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  • 3 weeks later...

Version 0.4.0 of Ironwail is released.

 

Downloads:

Changelog:

  Reveal hidden contents

 

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  • 3 months later...

Because i can, i just jump ship to the latest version. No worry, you get a changelog of both. Happy Quaking!

 

Version 0.6.0 of Ironwail is released.

 

Downloads:

Changelog (0.6.0):

  Reveal hidden contents

 

Changelog (0.5.0):

  Reveal hidden contents

 

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The mod menu is probably my favorite new feature for version 0.6.0 since I downloaded it. Mods and expansions are listed by their given folder name in your Quake directory (like hipnotic, rogue, mg1, dopa, etc), and right clicking or hitting Enter will start the selected mod/expansion if the folder has the appropriate files. 

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  On 5/17/2022 at 8:11 PM, Eddie 2077 said:

The mod menu is probably my favorite new feature for version 0.6.0 since I downloaded it. Mods and expansions are listed by their given folder name in your Quake directory (like hipnotic, rogue, mg1, dopa, etc), and right clicking or hitting Enter will start the selected mod/expansion if the folder has the appropriate files. 

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Ya the dev Andrei Drexler has been very keen on making it newcomer friendly! Because of that it has won over so many people. It's just really convenient too!

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  On 5/17/2022 at 9:07 PM, Immorpher said:


Ya the dev Andrei Drexler has been very keen on making it newcomer friendly! Because of that it has won over so many people. It's just really convenient too!

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Definitely! And once it gets support for the rest of the remastered content (particularly the new weapon/enemy models), it will probably be a great sourceport for those who want or have to use a sourceport instead of the 2021 remaster. 

 

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  • 8 months later...

Is it worth a bump? I believe it is, despite being a little older.

No new version, but a spicy screenshot on Arcane Dimension's ad_tears map, taken on a 15W Core i5 4210u from 2014 and its integrated HD Graphics 4400. Just to showcase why it makes sense optimizing old renderers for newer hardware. @hobomaster22 take a look, if you want to :)

 

FYsteNhWQAcCZiG?format=jpg

 

Original Tweet:

 

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No joke, Ironwail makes my Intel Celeron N4020 CPU (1.10Ghz, 1101 Mhz) with UHD Graphics 600 feel like a beast rig. All while a couple of modern source ports for Classic Doom struggle to run here.

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  On 2/7/2023 at 2:51 PM, taufan99 said:

No joke, Ironwail makes my Intel Celeron N4020 CPU (1.10Ghz, 1101 Mhz) with UHD Graphics 600 feel like a beast rig. All while a couple of modern source ports for Classic Doom struggle to run here.

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The power of Quake being a 3D renderer i guess. (Without going into the whole Is Doom 3D or not debate). Doom's renderloop wasn't as forward looking as Quake, much in the same way Quake 3's renderer was quite forward looking (It had support for multiple processor cores. Except back in the day, that mean't an actual physical second processor instead of just a processor core.)

 

I really should test Ironwail out again with Arcane Dimensions. It probably flies.

 

What kind of fps are you getting? UHD 600 is pretty gnarly on the low end, but HD 400 (or even Atom Z3735F!) is far worse than that even.

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