Following the discussion on https://github.com/Unvanquished/Unvanquished/pull/3527, I was inspired to try the exercise of porting another ioq3-based game to the Daemon engine. Tremulous seemed maybe a bit too trivial, so I'm attempting Smokin' Guns. See how it's going so far!
This is on a 99.9% vanilla Daemon engine, except I tweaked the register shader function to accept shader names written with backslashes. Of course that could be fixed by changing the assets too.
Pro tip: try lowering your max FPS for faster movement. The movement code has a bug, inherited from the original ioq3 version, that the higher the client FPS, the slower the player's acceleration. You can easily see it by moving in a circle using only WASD keys. The higher your FPS, the smaller the radius of the circle, given a constant rate of button switching.
On my system there is no effect on FPS from the fire (even with a high max FPS). But I used to have a similar issue with Unvanquished on an older Radeon: https://github.com/Unvanquished/Unvanqu ... ssues/1109. Like the Unvanquished flame texture, this one has multiple stages resulting in increased texture switching. For the next version I will add entityMergable to the shader to allievate that.
Also I added depth fade, but that is probably not an issue unless you have a tiled GPU architecture or something where depth reads are slow.
I noticed that credit.roq isn't played (it displays the “missing image” shader instead) when quitting, despite being shipped.
Yeah I didn't try to port 100% of all the code, just what's needed for playing. I haven't fixed up the main menu, the binds menu, or cinematics for example. All cinematic stuff is commented out.