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Post by Guggenheim on Jul 28, 2022 16:13:35 GMT -5
Hi Knightmare! Is there ever DLL with lazarus and missionpacks stuff, but for vanilla Q2?
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Post by knightmare on Aug 11, 2022 13:20:55 GMT -5
I don't normally distribute such a DLL for vanilla Q2, because it invites one to combine all the missionpack weapons/monsters in one map. That's a direct recipe for index:overflow errors, unless you really cut back on models and sounds elsewhere.
That said, you can easily compile my missionpack DLL for vanilla Q2 from the source in my repo with VS2008. Just comment out this line near the top of q_shared.h:
#define KMQUAKE2_ENGINE_MOD And then make sure Win32 is selected as the target, and click compile.
I've actually tested this a bit with Rogue, and have not encountered any obvious bugs. Just proceed at your own risk with combining missionpack assets.
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Post by Guggenheim on Aug 11, 2022 13:35:11 GMT -5
You can easily compile my missionpack DLL for vanilla Q2 from the source in my repo with VS2008. Just comment out this line near the top of q_shared.h: #ifdef KMQUAKE2_ENGINE_MOD And then make sure Win32 is selected as the target, and click compile. I've actually tested this a bit with Rogue, and have not noticed any bugs. Just don't try to use as many entities, models and sounds as you would in a map for KMQ2. Combining all the missionpack weapons in one map is probably a bad idea, unless you really cut back on models and sounds elsewhere.
I've seen such DLL in Citadel. It still works fine there. BTW, did the author used your latest missionpack DLL or added something?
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Post by knightmare on Aug 11, 2022 13:37:30 GMT -5
I think I made a special vanilla Q2 build of it for him years ago. Ironic, as he ended up hex-editing in some features instead of asking me to implement them properly in the source code.
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Post by Guggenheim on Aug 12, 2022 13:56:25 GMT -5
Have I to comment out this entire code?
#ifdef KMQUAKE2_ENGINE_MOD // 32-bit pmove coords when using custom engine #define LARGE_MAP_SIZE // looping of attenuated sounds #define LOOP_SOUND_ATTENUATION #endif P.S. The game crashed after this.
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Post by Guggenheim on Aug 12, 2022 14:01:29 GMT -5
The point is that one guy is making a SP project for Q2 anniversary and I suggested him to use missionpacks and Lazarus stuff. But he said, that he want a vanilla support as well. It worked somehow in Citadel.
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Post by Guggenheim on Aug 12, 2022 14:33:03 GMT -5
BTW, how func_door_swinging works? I've figured out how to make gates that open in both sides, but how to make revolving door? Probably, there's a bug. IGNORE spawnflag doesn't work. Here's an example map:
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Post by knightmare on Aug 12, 2022 17:10:49 GMT -5
Have I to comment out this entire code?
#ifdef KMQUAKE2_ENGINE_MOD // 32-bit pmove coords when using custom engine #define LARGE_MAP_SIZE // looping of attenuated sounds #define LOOP_SOUND_ATTENUATION #endif P.S. The game crashed after this.
Oops, I meant this line (and only this line) needs to be commented out: #define KMQUAKE2_ENGINE_MOD I haven't tested the func_door_swinging entity much. I know you set the followtarget to a point that is other side of the brush model from the rotation origin. I've never tested the functionality with the revolving spawnflag.
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Post by Guggenheim on Aug 14, 2022 15:18:03 GMT -5
Do you plan to work on it? Revolving doors would be useful in our project. I wanna use as many Lazarus features as possible. At the moment I wanna make func_train that would reach path_corner, rotate by 90 degrees and move to the next path_corner. How is it possible? Here's my map:
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Post by knightmare on Aug 15, 2022 2:12:51 GMT -5
Not in the immediate future. Func_door_swinging wasn't even used in any of the Lazarus example maps AFAIK. KMQ2/Lazarus already has rotating train support via the rotate spawnflag. However, allowing trains to rotate while waiting at a path_corner will require some significant rewriting of already complex code.
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Post by Guggenheim on Aug 15, 2022 7:47:58 GMT -5
Not in the immediate future. Func_door_swinging wasn't even used in any of the Lazarus example maps AFAIK. KMQ2/Lazarus already has rotating train support via the rotate spawnflag. However, allowing trains to rotate while waiting at a path_corner will require some significant rewriting of already complex code. I've used "rotate" spawnflag, but my train don't rotate. What's wrong, can you have a look?
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Post by Guggenheim on Aug 15, 2022 7:50:51 GMT -5
Not in the immediate future. Func_door_swinging wasn't even used in any of the Lazarus example maps AFAIK. KMQ2/Lazarus already has rotating train support via the rotate spawnflag. However, allowing trains to rotate while waiting at a path_corner will require some significant rewriting of already complex code. I think I can use func_door_rotating moving with func_train. I just wanna add some cool Lazarus stuff to my map. I thought about func_tracktrain, but it can't turn by 90 degrees, there must be more smooth tracks.
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Post by knightmare on Aug 15, 2022 11:42:09 GMT -5
Not in the immediate future. Func_door_swinging wasn't even used in any of the Lazarus example maps AFAIK. KMQ2/Lazarus already has rotating train support via the rotate spawnflag. However, allowing trains to rotate while waiting at a path_corner will require some significant rewriting of already complex code. I've used "rotate" spawnflag, but my train don't rotate. What's wrong, can you have a look? You need to see the "yaw_speed" key for the train (or "pitch_speed"/"roll_speed" keys for pitch and roll) and then set the angle or angles key for each path_corner the train travels to. This makes the train rotate toward the angle(s) set by the path corner it is moving towards.
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Post by pelinalcrusader on Aug 18, 2022 19:30:20 GMT -5
Is it possible to add Video formats support for Q2 or even a victory.pcx replacement using higher res assets or it is hardcoded?
i remember that heretic 2 used videos instead of Q2 cin format
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Post by knightmare on Aug 19, 2022 16:46:30 GMT -5
KMQ2 already supports Q3's ROQ video format. It should also work with non-power-of-2 sized roqs like 1920x1080, but I don't have any to test with.
The end pic (which isn't even hardcoded as victory.pcx, it's specified by a target_changelevel) can be any image format that KMQ2 supports (tga, png, or jpg).
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