The first version of the Spearmint engine has been released after 3.5 years of development. It’s not everything I wanted it to be, but it’s stable and people are interested in using it so I’ve finally created downloadable packages for Windows, GNU/Linux, and OS X. See http://spearmint.pw for downloads.
Spearmint 0.1 was released on a friday the 13th, like Turtle Arena 0.6 (April 13th 2012). Future releases are planned on each friday the 13th (barring exceptions when they’re too close or too far apart). So the next release is planned for November 13th 2015.
Some of the new features / changes:
- Four player splitscreen support.
- Bullet marks on doors and moving platforms.
- Gibs and bullet shells ride moving platforms.
- Aspect correct wide screen FOV and HUD in Q3A.
- Improved Bot AI.
- Improved gamepad support.
- Improved third person view.
- Smooth corpse sinking.
- Player shadow moves with animations.
- PNG screenshots (with ext data containing map name and player origin, etc).
- In multiplayer with gibs disabled, bodies no longer become invisible when gibbed.
- Option to fade out explosion lights instead of shrinking them (set cg_fadeExplosions cvar to 1).
Modding differences from ioquake3:
- It is possible to do a lot more without modifying the engine.
- New features for the modding APIs and shader files.
- Split engine and game code into separate projects.
- Not compatible with Quake 3 mods (QVMs/DLLs) or replay demos.
- It’s possible to extend the entityState_t and playerState_t data structures without changing the engine.
- Merged UI VM into CGame VM so the CGame<->UI communication is more flexible.
- Moved a lot of code from server and client to Game and CGame VMs;
- including the console, chat input overlay, usercmd_t creation, and a lot of bot AI code.