macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Mar 25, 2015 2:09:07 GMT -5
hi knightmare how is your next build of kmquake2 going are u still putting location file support in your next build?
ive been playing some quake2 in aus whith kmquake2 and i like it keep up the good work
bye from macanah
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Post by knightmare on Mar 25, 2015 19:54:50 GMT -5
No, I'm not adding that because the code for it is terrible. But I will have a new release out very soon.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Mar 26, 2015 5:31:42 GMT -5
di u try the location file code from r1q2 and q2pro, bcause i think they have there own version of code or is the code terrible for both
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Post by knightmare on Mar 26, 2015 20:13:39 GMT -5
The Q2Pro code has a terrible dependency on all sorts of Q2Pro-specific types, functions, and macros that make integrating it an enormous headache, while the R1Q2 code is just plain terrible. So that's why I won't be adding it.
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Mar 28, 2015 8:09:34 GMT -5
I also never cared for R1CH's particular coding style. Q2Pro's code is rather clean, but yea, it does go its own way. So does Quetoo, tho. I think, because Quake2's code was so gross, the temptation to apply better conventions to it is too great. The downside is that, yes, it does make it harder and harder to share work across projects.
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Post by jitspoe on Mar 28, 2015 10:48:09 GMT -5
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Post by knightmare on Mar 28, 2015 17:52:40 GMT -5
That code integrates very well, Jitspoe. About the only thing I had to do was change the loc origin from short to int, due to KMQ2's increased coordinate range.
However, there's no call in those files to CL_LoadLoc() that actually loads the .locs.
Edit: I did some poking around and found that the call is in cl_view.c->CL_PrepRefresh().
Edit again: It also uses direct file read/write funcs, and only looks in a "locs" folder in the Quake2 root folder. Looks like I'll be doing some recoding.
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on Mar 30, 2015 9:20:47 GMT -5
Yikes. Should be easy enough to swap those calls out to whatever filesystem abstraction you have, tho. Are you using PhysicsFS? I rewrote Quetoo's filesystem to use it in one weekend a couple years ago. It was so worth it. It cut the size of my filesystem code in half, and gave me both .pak and .pk3 support. github.com/jdolan/quetoo/blob/master/src/filesystem.c
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Post by nephatrine on Mar 30, 2015 11:42:20 GMT -5
I think, because Quake2's code was so gross, the temptation to apply better conventions to it is too great. The downside is that, yes, it does make it harder and harder to share work across projects. Yeah, I'm working on my own fork of quake2vr which is itself a fork of kmquake2. For me it's definitely a case of needing to balance the compulsion to overhaul things with how much harder it's going to make it for me to pull in upstream changes and improvements. Since most other engine projects seem to have been developed largely independently of one another, I'd imagine most of you guys don't have any such concerns reeling you in from making big structural changes.
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Post by knightmare on Mar 30, 2015 14:04:02 GMT -5
Yikes. Should be easy enough to swap those calls out to whatever filesystem abstraction you have, tho. Are you using PhysicsFS? I rewrote Quetoo's filesystem to use it in one weekend a couple years ago. It was so worth it. It cut the size of my filesystem code in half, and gave me both .pak and .pk3 support. I've been using a modified version of the filesystem from Quake2Evolved, with quite a few additions and optimizations. For example, it blacklists files that shouldn't be inside pak/pk3 files, hashes filenames and indexes the file types in each pak for faster searching, and supports writing to and appending zip files.
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Post by thehappyfriar on Apr 4, 2015 11:18:16 GMT -5
Does KMQ2 support the cartoon outline effect like aprq2? I've never been able to do it myself so I'm asking to make sure.
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Post by knightmare on Apr 5, 2015 1:22:20 GMT -5
No, it doesn't have cellshading (the cartoon outline effect).
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Post by thehappyfriar on Apr 5, 2015 15:52:08 GMT -5
Thanks!
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Jun 26, 2015 7:20:45 GMT -5
hi knightmare is there any chance of making kmquake2 dedicated server as good as you can so people who run servers can use kmquake2 for running servers ----- ------ would it take much work to streamline kmquake2 so it is just as good or better then q2pro or r1q2 for running servers? --
ok bye from macanah
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Post by knightmare on Jun 27, 2015 11:40:02 GMT -5
What exactly do you mean by that? Any specific individual features?
I'm not going to spend a significant amount of time trying to compete feature-wise with enhanced Q2 servers that were conceived for multiplayer purposes, as KMQ2 is intended primarily for single-player. That said, I do plan on a more net-friendly network protocol for the next major release.
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