[MacGLQuake] Hexen 2

pOx pox@planetquake.com
Fri, 17 Nov 2000 12:57:07 -0500


That's great Brad! - I've been messing with the Hexen 2 code but have been
having problems with the transparency of certain sprites. I'm kinda new to C
and all this bitshifting palette crap is over my head :(

If you're looking for a place to release the code, I'd recommend
http://www.idevgames.com - That site is becoming a really good resource for
Mac game programmers but they could use some more projects.

I can mirror the execuatables and/or source on Fileplanet via Planetquake if
you're looking for alternate download sites - but I'm sure
http://www.macgamefiles.com/ would be happy to host the executables as well.

I hope you keep hack'n on these - Gameranger support would be great, as many
people have been asking for that, and the inputsprocket stuff desperately
needs and overhaul (as you mentioned).

It's nice to see an honest to goodness pro working on this!
No offence to any other pros that might be on this list ;)

Frank.
pox@planetquake.com
-- 

> From: Brad Oliver <bradman@pobox.com>
> Reply-To: macglquake@indigita.com
> Date: Fri, 17 Nov 2000 03:12:41 -0600
> To: <macglquake@porkrind.org>
> Subject: [MacGLQuake] Hexen 2
> 
> 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
> 
> 
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