icereaper / quake2sharp Goto Github PK
View Code? Open in Web Editor NEWQuake 2, fully playable, ported to C#
License: GNU General Public License v3.0
Quake 2, fully playable, ported to C#
License: GNU General Public License v3.0
Hello! I managed to successfully run the game, but I haven't found yet a way to implement the mp3 or ogg music in-game. Any Idea on how to do that?
Hello @IceReaper, could you explain in more detail about this point of readme to the project
Method 3 - Running from IDE:
Make sure the baseq2 directory lies in the project root directory.
I had the file from the game and put the folder into the solution(D:\Quake\IceReaper-Quake2Sharp, D:\Quake\IceReaper-Quake2Sharp\Quake2Sharp), into the result of compile (D:\IceReaper-Quake2Sharp\Quake2Sharp\bin\Debug\net6.0) even in user folder (C:\Users\user.Quake2Sharp). But I have the same error file pics/colormap.pcx cannot be found and as the result I get exception
Thanks!
Currently planning to redo the project in a few steps:
1. Port the Yamagi Quake II fork.
This fork would come with several improvements, along with several renderers.
For now i would focus on the OpenGL 3.2 renderer, using Silk.NET
While porting, i would try to enhance and optimize every function as good as possible, while still being api compatible.
Also while porting i would directly focus on removing hardcoded limits.
2. Port the mission packs
The Reckoning
Ground Zero
Capture The Flag
3. Restructure the project setup
The project should be setup as follows:
4. Additional Platforms
Every renderer would compile into a IdEngine..exe. Swapping the renderer ingame should not be implemented, due to several platform being unable to do so. Also swapping will result in a engine restart anyway.
Further future ideas
Furthermore I would be interested in seeing some these crazy ideas come alive if a community gathers around this project.
Super crazy future ideas
It would be nice to be more of an "id games engines" instead of a "quake 2 engine". So porting more of the classics and make them playable would be super interesting.
If there is any interesting in contribution, let me know and I'll setup a discord for this :)
As far I know, damage in QII is a fixed numeric value. Any idea on how to implement a way to calculate the damage based on the distance traveled by the projectile?
When I go to console with ~ and I do > map xxxx
where xxxx is a custom map / bsp the map is not loaded.
When I start with option
+map xxxx
as args also no map, but an error in SV_AreaEdicts_r .
Is custom mapping not supported? The same map is opened with original Quake2.
When I use an existing map like biggun, then its working.
Hello! It would be nice to implement a numeric display of the damage on the enemies!
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