[MacGLQuake] Hexen 2
Brad Oliver
bradman@pobox.com
Fri, 17 Nov 2000 03:12:41 -0600
Hi all,
I don't know if this is on-topic or not, but I've been tooling around with
the Hexen 2 source on the Mac. I've got it up and in a nearly-complete state
now, along with Hexen 2 World, based in large part off the work David (and
presumably others) have done with Mac Quake. It runs both Hexen 2 as well as
the mission pack, although because the code is 1.12, it requires the mission
pack data even when you want to run the normal version. D'oh! You can pick
both up pretty cheap from the Activision online store, although I got mine
through outpost.com.
I've made a number of changes to the code, mostly along the lines of
bugfixes and conditional compiles so that the Quake/Hexen 2 Mac codebase can
be shared. What I'd like to know is: what should I do with these fixes? I
don't see a central repository that I can check them into. Should I just
upload the source to my web pages and let people have at it? I should be
ready to release them to the "wild" probably tomorrow; I still need to
investigate some funkiness with Hexen 2 World.
Off the top of my head, these are the changes I've made:
* Massive cleanup to the redbook audio code - it can deal gracefully with a
data track 1 now, among other things.
* Reversed the input sprocket y-axis to match the behavior of the PC.
* Added some preliminary code to deal with pausing a Voodoo-based OpenGL
context, e.g. when you're pulling up the InputSprocket dialog.
* Updated to Pro 6, cleaned up the access paths
* Updated to GUSI 213
* Partial Carbonization
Still todo:
* Add Smacker support to Hexen 2 for the opening movie. Since Smacker isn't
"free", I need to clear some licensing hurdles with Raven first. Failing
that, I'd need to fork over $3000. ;-)
* Add GameRanger support. Has anyone contacted Scott? If not, I can take
care of this pretty easily for both GLQuake and GLHexen 2.
* Clean up the InputSprocket code, add axis needs and more buttons.
All in all, it was a pretty solid app even before I started tinkering with
it. There's not really a whole lot I'd like to do after I'm done with the
above.
--
Brad Oliver
bradman@pobox.com