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The original jscolour still exists for Quake 1, but it is slower, has build issues with recent compilers, produces dark spots in some areas, and is now unmaintained. While supporting both at runtime is awkward without C++ (ericw-tools does this), relatively few changes are needed to support both at build time. You can choose a Quake 1 build with `make GAME=quake1`. The object files are separated to avoid cross contamination in the final binaries.
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I can't say that I like the top-level change to bspfile.h, but I guess there's no helping it.. I'll look at this more closely, hopefully soon.. In the meantime, did you look at Juraj Styk's jscolor source for any possible missing quake bits? |
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I based this on dsvensson/jscolour, which seems to be based on that. Admittedly, I only did enough to make it not fall over, so I'll check again to see if there are any other significant differences. |
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The original jscolour still exists for Quake 1, but it is slower, has build issues with recent compilers, produces dark spots in some areas, and is now unmaintained.
While supporting both at runtime is awkward without C++ (ericw-tools does this), relatively few changes are needed to support both at build time.
You can choose a Quake 1 build with
make GAME=quake1. The object files are separated to avoid cross contamination in the final binaries.I have tested this with the original Quake 1, Scourge of Armagon, and Dissolution of Eternity. The latter needed a small workaround. I obviously haven't checked every single map, but I've had a quick look round the first few, and I haven't seen any bad results, unlike with the original jscolour.
If you prefer, I can call the alternative build jsq1colour or something, but I thought it made sense to keep the original name.