Skip to content
/ pragma Public

Pragma is an custom Q2 derived engine with strong focus on QC scripting and modding capabilities, due to heavy redesign it is not compatible with vanilla Q2

License

Notifications You must be signed in to change notification settings

BraXi/pragma

Repository files navigation

pragma - Heavily modified Q2's IdTech2 engine aimed at standalone projects.

Build Status Build Status Build Status Build Status

#1 YOU CANNOT PLAY QUAKE 2 WITH IT.
#2 Things change and break quite often
#3 Linux (and insert your OS of choice) will be fully suported when interested parties contribute and maintain code to make it work

Quick Overview of changes

  • Zero dependencies on external C libraries - No need for cmake or any of that crap, compiles with Visual Studio out of the box
  • QuakeC Virtual Machines for game code, client game and GUI
  • It's completly standalone and does not require Quake 2 data
  • Speedy OpenGL 2.1 renderer with GLSL programmed pipeline
  • Full support for MD3 vertex morph models including groups, tags and per-surf textures
  • (Partial as of writing) support for skeletal animated SMD models
  • Improved network protocol, no longer limited to 4096qu coordinates in any direction, etc
  • Dynamic per pixel point and spot lights
  • Support for higher resolution lightmaps via DECOUPLED_LM bspx extension for BSPs compiled with ericw-tools
  • Supports extended QBISM BSP format which removes most of the limitations of the Q2 BSP, maps can be gigantic and richer in quality (use -qbism switch for ericw-tools qbsp program)
  • Post procesing effects (blur, contrast, gamma, grayscale...) and more
  • Server (thus all entities) can run at 40, 20 or 10 ticks per second (Q2 is at 10)
  • Dedicated server binary (only for windows and linux with 32bit libs)
  • All textures are RGB(A) TGA format and are no longer limited to 256 x 256px and no color palette
  • Model, sound and image limits have been significantly raised and can be configured in pragma_config.h
  • Player movement code (pmove) was moved from client exe to cg/svg qc modules, thus mods can freely modify physics code while retaining prediction and not needing to ship their own client binaries
  • Obscure features and file formats were removed including IPX protocol, CDAudio, ConProc and WAL, MD2, SP2 file formats
  • Animations can be independant from server ticks and play at desired FPS, although old method of animating via .frame still works
  • Plenty of bug fixes
  • Supports multiple bitmap fonts with proper glyph sizes
  • Trigger entities can use inline models for perfect touch detecton
  • Astar pathfinding

Directory overview:

Dir what should be there?
src pragma's C source code and VC2019 projects
progs_src QC script sources for game, cgame and menus
build this is where exes and dll will be copied to
build/main where pragma specific assets should be put
stuff contains dev textures and netradiant gamepack

Building from source

Windows

Project Description Outfile
pragma_engine Full engine binary including server and client modules (aka. full game) pragma.exe
pragma_dedsv A dedicated pragma server (console app) pragma_server.exe
pragma_renderer The OpenGL2 renderer for pragma (mandatory for pragma_engine to run) pragma_renderer_gl2_x86.dll
pragma_tool A convenient utility to build PAKs and convert models and animations (console app) prtool.exe

Open included Visual Studio 2019 solution file src/pragma.sln, set target to x86 and build all projects, everything should compile out of the box without additional configuration and the binaries will be copied to ../build directory.

You can configure many aspects of engine in its configuration file src/engine/pragma_config.h, but only if you know what you're doing.

The x64 builds will compile too, but there's currently issue plaguing QCVM resulting in crashes.

To create up-to-date QC includes - launch pragma, open console with ~ key and type \vm_generatedefs. This will generate headers for gui, server and client modules for your QC programs.

Linux

Only the dedicated server can be built on this platform via gcc and I've only tested it under Ubuntu 22.4.

Open terminal and issue commands below, if everything went fine pragma_server binary will be created in project's root directory, note that the compile script is rarely updated and you may need to sometimes fix it yourself

sudo apt install gcc-multilib
cd pragma
chmod +x ./build_linux_server_x86.sh
./build_linux_server_x86.sh

QuakeC Modules

I strongly suggest using fteqcc quakec compiler bundled with pragma, just run compile_cgame.bat, compile_svgame.bat and compile_gui.bat to compile all QC scripts. All QC programs will land in build/main/progs

About

Pragma is an custom Q2 derived engine with strong focus on QC scripting and modding capabilities, due to heavy redesign it is not compatible with vanilla Q2

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Contributors 3

  •  
  •  
  •  

Languages