[quake2] Q2 Max Working

brendanburns at attbi.com brendanburns at attbi.com
Sat Jun 15 15:53:29 EDT 2002


Okay,
stainmaps and explosions are now working. If you comment
out ThrowGib and ThrowHead, you can work around the slow
fog of blood problem.  (but of course you can't giblitize
anyone ;-P)

--brendan
> On Sat, 2002-06-15 at 13:51, brendanburns at attbi.com wrote:
> > Well, I've got the q2 max effects working.  Check out the
> > latest version in CVS and set BUILD_QMAX to YES.  
> > The one bug I see is:
> > When you giblitize someone, it's doing some alpha effect
> > (fog maybe) that slows my machine down to a crawl.  I
> > suspect that my hardware just doesn't support it.  But if
> > someone else could check it out on newer hardware and
> > insure that it works, that'd be great.
> 
> I'll confirm that this is broken. When the gore 'fog' or whatever is
> spawned, my whole screen will flash red. 
> 
> There's a couple other issues as well. Stainmaps do not appear to be
> working. Neither marks on the wall from gunfire nor blood are being
> drawn.
> 
> Also the explosion effect from q2max is missing.
> 
> I was using sdlquake2 +set vid_ref sdlgl
> 
> This ran, but menus didnt draw correctly.
> 
> When I tried the ./quake2 +set vid_ref glx, it failed with 
> ./quake2: relocation error: /usr/X11R6/lib/libGLU.so.1: undefined
> symbol: glGetInegerv
> 
> This is probably due to the fact that libGLU.so is a mesa lib, and
> libGL.so is an nvidia driver. However, quake2-max and a lot of other GL
> programs do not have this problem.
> 
> I haven't had so much time to look at things and I'm still trying to get
> familiar with the quake2's codebase. It'd seem that in addition to
> porting changes in ref_gl, also changes to qcommon, game and client are
> in order. I wish there were a primer for the engine, but so far ctags is
> a great help in showing me how things are connected together. 
> 
> All in all, this is a good first shot. I dunno how many times i've nuked
> my working copy while hacking on this and started over. :/
> 
> 
> -- 
>  
> Mental (Mental at NeverLight.com)
> 
> Factorials were someone's attempt to make math *look* exciting.
> --Steven Wright
> 
> GPG public key: http://www.neverlight.com/Mental.asc
> 
> 
> 



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