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Quake Engine Quake2 Build

 
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Thu Dec 10, 2009 9:16 pm    Post subject: Quake Engine Quake2 Build Reply with quote

Hello.

I was wondering what features the Quake2 build of the QuakeEngine.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Sun Dec 20, 2009 12:27 am    Post subject: Reply with quote

Durrr.... you mean the #ifdef QUAKE2 stuff?
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Baker



Joined: 14 Mar 2006
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PostPosted: Sun Dec 20, 2009 2:02 am    Post subject: Reply with quote

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
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Location: Florida, USA

PostPosted: Sun Dec 20, 2009 2:07 am    Post subject: Reply with quote

what are darkfields?
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Baker



Joined: 14 Mar 2006
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PostPosted: Sun Dec 20, 2009 2:30 am    Post subject: Reply with quote

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
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Location: Florida, USA

PostPosted: Sun Dec 20, 2009 2:31 am    Post subject: Reply with quote

custom placed shadows? o.O... maybe lol... that really does seem useless...
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sun Dec 20, 2009 4:13 pm    Post subject: Reply with quote

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.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sun Dec 20, 2009 4:46 pm    Post subject: Reply with quote

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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