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quakespasm-spiked
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<package name="quakespasm-spiked" project="games"> <title>A Quake Engine based on QuakeSpasm</title> <description>Quakespasm-Spiked (aka: QSS) - a Quake Engine based on QuakeSpasm. Features: * Based on QuakeSpasm, offering familiarity. * Retains Quakespasm's look and feel. * Superior networking (server just needs port 26000 forwarded through NATs, without having to deal with DMZ nonsense). * High framerates no longer affect physics. * Expanded limits vs Quakespasm. * Plethora of SSQC extensions (to make the impossible possible!). * Simple CSQC support, for mod-specific huds and menus! * Optional fancy particle system (compatible with FTE+DP). * Optional PNG texture replacements (not just tga). * MD3 model support, basic IQM support. * PK3 support. * Ogg vorbis for sound effects as well as just music. * Fixes 'sticky walls' bug. * Skyrooms ("_skyroom" "x y z paralax rotspeed rotx roty rotz" worldspawn key). * Per-entity BSP Contents overrides (eg: self.skin = CONTENTS_WATER;). * Supports lightmap scaling, BSPX lits, and lots more stuff! * Increased lightstyle limit (beyond 255). Requires updated light util. * Increased lightstyles-per-face limit (up to 16). Requires updated light util. * Voicechat (can be embedded into demos). * Provides misc_model support, for mods that do not. Game data must be placed in ~/.quakespasm/id1 . </description> <person userid="mnhauke" role="maintainer"/> <url>https://fte.triptohell.info/moodles/qss/</url> </package>
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