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Team Xlink
Joined: 25 Jun 2009 Posts: 320
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Posted: Thu Dec 10, 2009 9:16 pm Post subject: Quake Engine Quake2 Build |
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Hello.
I was wondering what features the Quake2 build of the QuakeEngine. _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sun Dec 20, 2009 12:27 am Post subject: |
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Durrr.... you mean the #ifdef QUAKE2 stuff? _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sun Dec 20, 2009 2:02 am Post subject: |
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I think I'm going to build the Quake2 build and see if the level-preservation code that I think I see really does what I hope it does.
I'd love the idea of being able to return to the previous map as it was when I left it.
Would give the idea of non-linear level progress in Quake a boost.
/If that is what the code does, haven't had time to check it out or really look it over. Most of the rest of the QUAKE2 build stuff doesn't interest me that much (darkfields) and much of the "good stuff" is already standard fare (skybox, fog, origin brushes are supported in a few engines). |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sun Dec 20, 2009 2:30 am Post subject: |
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ceriux wrote: | what are darkfields? |
The opposite of lights, I assume. Never tried it.
Maybe someone can think of a use for such a feature, I can't [but I don't claim to have a great imagination either]. |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sun Dec 20, 2009 2:31 am Post subject: |
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custom placed shadows? o.O... maybe lol... that really does seem useless... _________________ QuakeDB - Quake ModDB Group |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Sun Dec 20, 2009 4:13 pm Post subject: |
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ceriux wrote: | custom placed shadows? o.O... maybe lol... that really does seem useless... |
It doesn't seem useless to me. In some editors, there are lights with properties ranging from -100 to +100, where the '-' value is used to darken an otherwise lighted area.
If I have a global light on the map, I might not have shadows where'd I'd like them to be (i.e. a dark alley, a hidden corner, a dark wall). Maybe less used than custom lighting, custom shadowing has its benefits. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sun Dec 20, 2009 4:46 pm Post subject: |
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Someone should make a RAD compiler that allows you to zoom through the map and "draw" on the lightmap. Would be useful, actually. |
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