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  • inkub0, "shine" effects of jsh2 just use one of environment mapping effects, is not bump, not diffuse and not specular replace, is environment mapping and it can work on surfaces with bump, diffuse and specular, is fully standalone effect.

    About wrong - so i ask you help for it, menu "shine effects" or shined brushes not need for testing, they work proper, i need help with objects from "model chrome" options page and models with environment chrome effects, because for current method each model required personal settings and not all methods/settings work fine.
    Small jsHexen2 and retex project http://hexen2retex.narod.ru/

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    • Good day to you all! I would like to thank everybody for making Hexen 2 pretty again! I like this game very, very much and am very grateful for all your work!

      @jeank: There are some things not exactly graphics related that I'd like to see in JSHexen2 (and other engines):

      1. A cvar for disabling mouse acceleration (this is the one thing keeping me from actually playing your mod). It very well may be that i missed the command (if it exists) - if so, would you be kind enough to tell me how to activate it?

      2. A way to play original Hexen 2 CD music in .mp3 or .ogg format files from my hard drive. UQEHexen2 has that function for instance, but JShexen2 and FTEQW do not (at least I couldn't get it working).

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      • I would like to ask you all something. When skin texture doesn´t apply properly on model, how can I fix it? Is there some easy way?

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        • Once the new UQE 1.14 is released during October/November I'm going to start with another project... UQE Quake II.

          The primary goal is to clean up and fix up the Q2 engine then, once I'm completely happy I'm going to investigate what the possibility is to have the engine load Quake (and indirectly also Hexen2) data. I'm not sure how possible this is yet.

          It will be interesting to see if the Quake and Hexen2 game data could be migrated to the idTech2 engine.

          Sorry... slighly off-topic.
          Last edited by Korax; 09-27-2010, 07:16 AM.
          http://www.jacqueskrige.com
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          • gerhard.kiels: for now jsHexen2 use original H2 mouse code, but i think we do something with that and may be with mp3 or ogg.
            Small jsHexen2 and retex project http://hexen2retex.narod.ru/

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            • Korax, your project to "fix" quake2 it's wonderful... you must see Quake2XP source code, i think it is the better conversion today. Berserker@quake2 is also good, but maybe too "heavy".

              But, dont you think it's better to refine the hexen2 sourceports, maybe adding rtlights support, before starting this other work?
              Ia! Ia! Shubb Niggurath!


              "Not dead is what forever can wait" (HPL)

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              • @jeank: Tank you very, very much! Perhaps Korax could lend you his code for mouse accel and cd music? He's already got it working...

                Oh boy! Hexen 2 is getting so much love here! :-)

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                • sometimes i say that:

                  "Why dont create support for hexen2 in darkplaces?"

                  i think you, coders, have the skills to insert support for hexen2 in darkplaces.
                  Darkplaces is perfect in graphics. We can use it and forget graphics problems, until working on other problems!

                  (It may be cool if we'll create a working group, and start from the actual darkplaces beta...)
                  (or maybe Korax can include all the graphics features from darkplaces in his new upcoming Quake II engine )

                  Guys, why discover fire and wheel every time?

                  Inkub0 you are dreaming too much
                  Ia! Ia! Shubb Niggurath!


                  "Not dead is what forever can wait" (HPL)

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                  • FTEQW Won't even play MIDI music, at least for me :S

                    Originally posted by gerhard.kiels View Post
                    Good day to you all! I would like to thank everybody for making Hexen 2 pretty again! I like this game very, very much and am very grateful for all your work!

                    @jeank: There are some things not exactly graphics related that I'd like to see in JSHexen2 (and other engines):

                    1. A cvar for disabling mouse acceleration (this is the one thing keeping me from actually playing your mod). It very well may be that i missed the command (if it exists) - if so, would you be kind enough to tell me how to activate it?

                    2. A way to play original Hexen 2 CD music in .mp3 or .ogg format files from my hard drive. UQEHexen2 has that function for instance, but JShexen2 and FTEQW do not (at least I couldn't get it working).

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                    • Spike himself gave instructions how to play .ogg music in FTE in post #170 in this very thread.


                      Here is a cutout:
                      FTE does not support .mid files. It should already support ogg files, but will not attempt to do so unless its named directly, or played via a fake cd track.
                      Fake tracks are named thusly - sound/cdtracks/track005.ogg - for track 5.
                      FTE needs a dll named vorbisfile.dll in order to play any ogg-vorbis file. Its not built in.

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                      • It doesn't work, unfortunately. I've tried and tried and even bugged him to death with PMs. I followed the instructions to the last letter and could not get music to play to save my life. My system plays OGG tracks in other programs just fine and I would like to think I'm good enough with computers that I can safely say it's not a hardware/end user issue. Google searching for others has found no stories of success getting it to function, either. :/

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                        • Originally posted by Bloodbat View Post
                          FTEQW Won't even play MIDI music, at least for me :S
                          Adding midi support to an engine is straightforward as far as I understand it and it has been done before a few times including :: Q2K4 Project ::, which of course added the feature from the Hexen 2 source.

                          Haha, Korax wrote some of the quakesrc.org tutorials:

                          Quake Standards Group - Tutorial
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                          • Originally posted by Tsetra View Post
                            It doesn't work, unfortunately. I've tried and tried and even bugged him to death with PMs.
                            Start a new thread here to ask for ogg help. It works better that way.

                            First, if there is a forum environment available it lets someone else other than the primary developer answer the question. And gets feedback from other users.

                            As a general rule of thumb, don't ask the developer privately if a public forum with countless experience players/users is available. This lets developers maximize their time. If Spike says FTE supports .ogg, FTE supports .ogg so it is more an issue of trying to determine why it wouldn't we working in your case.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                            • Oh no worries, I gave up on it pretty much, just letting people know my luck with it. If anyone is able to prove me wrong, great, but I haven't seen the engine play an OGG yet anywhere. The code is clearly in the engine, but maybe something is causing it not to work properly.

                              Anyhow, sorry for the derailment.

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                              • I'm not sure at all how possible it'll be to load-up Quake/Hexen2 data within the idTech2 engine, but I'll give it a shot when the time comes.

                                I've been working on the resolution issues I heard of regarding not being able to load higer resolutions and stuff. That is fixed now, I've loaded UQE 1.14 on my monitor up to 1920x1080, it it looks GREAT with inkub0's texture pack.

                                One thing I noticed, and some of the other developers can maybe give some insights... is it just me, or is the viewmodel getting bigger/closer to your eye as you set the resolutions higher.

                                While I was at it, in addition to UQE1.13 filtering out smaller than 640x480 resolutions on the GL renderer I've also filtered out all 16-bit modes to make sure theres enough space for future modes. Good move, Bad move?

                                Heres the shot: (I made it a link so it doesn't download all the time)
                                http://www.quake-engine.com/files/hexen17.jpg

                                You'll notice in this shot "bloom" is disabled. It works actually, but I'm going to re-write it from the ground up to look better.
                                http://www.jacqueskrige.com
                                http://twitter.com/jacqueskrige
                                http://www.facebook.com/jacqueskrige
                                https://plus.google.com/112626039826785974740/

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