[MacGLQuake] Hexen 2
Brad Oliver
bradman@pobox.com
Fri, 17 Nov 2000 15:53:04 -0600
On 11/17/00 2:00 PM, "macglquake-admin@indigita.com"
<macglquake-admin@indigita.com> wrote:
> 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 :(
Ah...I just got an email from Chris Wang Iverson that said I should get in
contact with you about this. I don't know how far you've gotten with it, but
I "cheated" on that particular problem...
It appears the Hexen 2 code is based on an earlier version of the Quake
engine from what I can tell. One routine - GL_Load8 is the source of the
problem. I hacked in parts of the Quake engine code to avoid that mess and
it seems to have taken care of it.
There's only one problem remaining that I'd like to fix: if you watch the
intro (or type "timedemo t9.dem") you'll see that it treats the demo like a
multiplayer game with 4 players spawning in. Interestingly, their skins
don't load - they are solid white polygons. I don't know why that is yet. I
looked through the archives to the list and saw your fix for the pcx loader,
but those players don't use pcx skins.
> 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.
Thanks for the tip - that's probably what I'll do. What is the status of the
Mac version of GLQuake? Has David stopped working on it? (You here, David?)
I'd like to try and avoid forking the code unnecessarily.
> 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).
Yeah, it's a mixed bag. Carbonizing the app automatically means that any
InputSprocket fixes I make have a limited lifespan, so I'm reluctant to pour
too much time into it, but I probably will anyway. :-)
Are there any other outstanding issues that need looking at? I've got pretty
much the whole weekend to putz with it.
At the moment, I've been concentrating on polishing up a few rough edges to
the app. Ideally I'd like GLQuake to be good enough to eliminate the need
for the "official" Mac binaries. I also have an ulterior motive: I have to
write an OpenGL renderer for Centipede, so tinkering with the GLQuake code
is a good learning process for me.
--
Brad Oliver
bradman@pobox.com