[MacGLQuake] Hexen 2

Phillip phillip777@mac.com
Fri, 17 Nov 2000 10:04:46 -0800


I noticed David uses itools for downloads. For me it's very fast. I'm
currently working on a page for my game project web page, and I intend to
put it up on my Mac.com account, unless it gets to popular. I'm very
interested in the hexenII source. Just looking at it, it seems more
organized than the Quake1 source. I'm quite the dunce as far as programming
goes, so it might be easier for me to deal with since it already contains a
lot of the features I need. If the current QuakeED ports that some people
are doing works out, I'd like to see an entire tools and source code set for
freeware game development in MacOS9/X come out. That to me would be awsome.

-Phillip 



on 11/17/00 1:12 AM, Brad Oliver at bradman@pobox.com wrote:

> 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
> 
> 
> _______________________________________________
> MacGLQuake mailing list
> MacGLQuake@porkrind.org
> http://www.indigita.com/~mailman/cgi-bin/listinfo.cgi/macglquake
>