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Quake II UI Scaling + Music Question

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  • deuxsonic
    started a topic Quake II UI Scaling + Music Question

    Quake II UI Scaling + Music Question

    I'm wondering if there is a scale the UI in Quake II the way Quake allowed you to do since the menu, HUD, and console are all very tiny on a typical screen resolution used today.

    If not, is there a source port that has this ability, has the ability of v3.24 where the soundtrack can be played from files, and doesn't drastically change the game the way KMQuake2 does?

    QuakeSpasm does these 3 things with the first Quake and I wish I could do the same with Quake II.

  • deuxsonic
    replied
    Unlike DirectQ which has actually made some visible changes and has had regular releases, DirectQII has only had 2 releases. I'm not sure why when both of them are good ports.

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  • NightFright
    replied
    Have you tried using MP3s instead of OGG files? I have read that DirectQ uses MP3, so maybe it's the same for DirectQ2.

    I just dunno if it works the same as with v3.24 (that you just make rips from Q2 and Q2MP1 soundtracks and name them "track02"-"track21" instead of keeping tracks separate).

    *EDIT*
    I guess it doesn't work like that anyway after all, according to some other threads.
    Last edited by NightFright; 02-03-2014, 08:16 AM.

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  • deuxsonic
    replied
    Lol

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  • barnes
    replied

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  • deuxsonic
    replied
    I wouldn't know where to begin honestly.

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  • barnes
    replied
    Look in my source code, as this function is used. There is simple, but a lot of rewriting.

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  • deuxsonic
    replied
    How do I use this?

    YQuake2 would probably be the best port to add it to. DirectQII uses Direct3D so this code wouldn't work. You could add it to 3.24 as well I imagine though.
    Last edited by deuxsonic; 02-02-2014, 05:42 AM.

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  • barnes
    replied
    ohohohoo.....

    Code:
    void Draw_CharScaled(int x, int y, float scale_x, float scale_y, unsigned char num)
    {
    	int row, col;
    	float frow, fcol, size;
    
    	num &= 255;
    
    	if ((num & 127) == 32)
    		return;					// space
    
    	if (y <= -8*scale_y)
    		return;					// totally off screen
    
    	row = num >> 4;
    	col = num & 15;
    
    	frow = row * 0.0625;
    	fcol = col * 0.0625;
    	size = 0.0625;
    
    	GL_Bind(draw_chars->texnum);
    
    	qglBegin(GL_QUADS);
    	qglTexCoord2f(fcol, frow);
    	qglVertex2f(x, y);
    	qglTexCoord2f(fcol + size, frow);
    	qglVertex2f(x + 8*scale_x, y);
    	qglTexCoord2f(fcol + size, frow + size);
    	qglVertex2f(x + 8*scale_x, y + 8*scale_y);
    	qglTexCoord2f(fcol, frow + size);
    	qglVertex2f(x, y + 8*scale_y);
    	qglEnd();
    
    }

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  • deuxsonic
    replied
    Yeah, 3.24 adds OGG music support but not HUD scaling.

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  • hgdagon
    replied
    Did you apply the 3.24 patch?

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  • deuxsonic
    replied
    Since the source code to R1GL is available in the R1Q2 source and every other renderer written for the game has the ability to render the videos, it seems like it could be taken even out of the original ref_gl code.

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  • OMacKnight
    replied
    I'll have to try and take a look at a way of getting everything you're wanting done tonight, working on a college assignment for a new unit and I'm doing games design;

    so

    I'll be studying Brenda Romero, which allows me to study the word of John Romero

    which in turn, allows me to work with quake and the quake 2 engine c:

    so I'll need to learn a lot more about quake 2 (thus this is the perfect time for me)

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  • deuxsonic
    replied
    Since R1GL has the HUD scaling ability and can be added to v3.24 which has the music, perhaps there is a way to re-add cinematic support to it? It plays the audio fine, it simply doesn't render the video. Perhaps someone could help me with this?

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  • barnes
    replied
    look into kmquake2 source

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