[quake2] Starting out questions
brendanburns at comcast.net
Sat Sep 18 20:05:17 EDT 2004
On Sep 18, 2004, at 7:36 PM, Asfand Yar Qazi wrote:
> I'm about to start tinkering with the Q2 sources, having chosen
> icculus-quake2 over quake2forge for several reasons. I was wondering
> if you could confirm some things for me:
> - The build system is better to me (I hate all that autoconf/automake
> stuff.) Any plans to revamp it? (I hope no move to autoconf /
Well, I think that's the first time anyone has called the build system
"better" but no, there are no current plans to move to autoconf. We
should probably split the Makefile into a bunch of smaller makefiles
and start using suffix rules. (anyone? anyone?) but I'm not going to do
it anytime soon.
> - It seems to me icculus-quake2 supports higher resolution textures
> than the original. Is this so?
Yes, it should support the retexturing effort of others.
> - Depending on how I feel, I mightadd a few things to the engine just
> to see if it is feasible for a game I'm thinking of. What do you
> think? Are these features trivial to implement with the current
> code-base, or demand a bit more work?
> + An isometric-style 3rd person camera angle
I think this should be relatively easy.
> + Mouse-click control with path-finding ala Diablo II
I have no idea, I think the tricky thing would be shooting a ray out
into the world and figuring out where it hits a wall or whatever.
> + Gameplay pausing while still allowing user-input to continue
> (ala BioWare games like Baldurs Gate.)
> - Also, is it possible to modify the source so that .zip files are
> used instead of .pak files? Do any patches exist for this purpose?
Again, these should be easy.
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