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Messages - afortier

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1
General Development / Re: Quake II: Source - GNU Quake 2?
« on: October 21, 2007, 09:26:32 AM »
Not for this, because I have been working on this under the name "HyperBlasterAF3" on Quake II Evolved :)


Quake2EvolvedRelease2.part1.rar
Quake2EvolvedRelease2.part2.rar
Quake2EvolvedRelease2.part3.rar

And here are some patches for it.
q2e_patch_lights.pk2
q2e_patch_materials.pk2
q2e_shader_lava.pk2
q2e_shader_water.pk2
*These patch modules are a preview of Q2E R3 content.

2
Other Stuff / Re: Starting Over - Quake 2 Enhanced
« on: October 21, 2007, 09:18:32 AM »
I, um... am working on Quake II Evolved and OverDose now over at Team Blur's place... I hope nobody feels betrayed or kicked in the guts... :)

3
Paintball 2 Discussion / Re: jitspoe's .plan
« on: May 06, 2007, 02:32:42 PM »
Sounds like a Steam sort of idea.

4
Other Stuff / Re: Starting Over - Quake 2 Enhanced
« on: February 28, 2007, 09:19:54 PM »
darn, my help is not working so I can't view the documentation. Oh well, I'll just do everything but the data acquisition.

5
Other Stuff / Re: Starting Over - Quake 2 Enhanced
« on: February 28, 2007, 08:35:09 PM »
The Quake II engine is open source, but the game content is not.

Does anyone know how to turn a registry key into a usable variable in batch?

I should do an advanced NSIS script for all of this.

6
Other Stuff / Re: Starting Over - Quake 2 Enhanced
« on: February 28, 2007, 08:27:23 PM »
I will be using the batch language, since that is all I can comprehend at this point in my existence.

I am trying to use REG functions to get the path I need copied into a %q2man% path variable.

7
Other Stuff / Starting Over - Quake 2 Enhanced
« on: February 28, 2007, 08:15:28 PM »
Ok! I want this to be 100% legal, so I have to make the release rely on any end user having an authentic Quake II CD.

First of all, can I have permission to use the current build of Digital Paintball 2 in this project called Quake 2 Enhanced?

---

Project notes: (thinkin' out loud)
To start off, I need to get all Quake II data in a read/write location for manipulation. I need to find the path to the Quake II CD in the registry.

In the registry path
HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer\CD
Burning\Current Media


the key named Disc Label has the value QUAKE2 when my authentic Quake II disc is inserted. I am using Windows XP so this method may not be good for all versions of Windows.

Any suggestions?

8
General Development / Re: Quake II: Source - GNU Quake 2?
« on: September 05, 2006, 03:48:10 PM »
PROJECT PICKED UP AGAIN, WORKING ON GUI / HUD GRAPHICS!

9
Paintball 2 Discussion / Re: jitspoe's .plan
« on: September 05, 2006, 03:44:55 PM »
I found a way to get your installer even smaller for DIAL-UP users!

Code all files in 80kbps VBR .OGG and have an install script use oggdec.exe to crank out .wav files after after file extraction. I tried this on your Alpha 16 and used a UHARC based NSIS installer, and it came to about 9mb! What do you think?

10
Paintball 2 Discussion / Re: Quake 3 Engine
« on: August 23, 2006, 11:52:19 AM »
opengl is the main requirement, i had a pentium 200mhz that ran q3 pretty good with a opengl card.


11
Paintball 2 Discussion / Re: Quake 3 Engine
« on: August 22, 2006, 08:59:47 AM »
Doesnt the Quake 3 map format support larger maps? I hate Q2 map limits! 48x48x48 on terrain generator is the max I can do!

12
Paintball 2 Discussion / Re: jitspoe's .plan
« on: August 22, 2006, 08:48:41 AM »
When will you get arround to implementing the Quake 3 map format?

13
General Development / Re: Terrain?
« on: August 18, 2006, 06:45:48 AM »
Yeah? I try to do small 4x4 tgen .map files at a time, and tie them all together at the end.

14
Oh, surfaces! Jesus. Is their a FGD file anywhere on this site, Hammer is pretty good for editing maps.

15
Paintball 2 Discussion / Global Login System (Whines and Gripes)
« on: August 18, 2006, 06:42:05 AM »
I think you're thinking of Quake2: Source.  Q2E isn't using my code (or not much of it if they are).

In other news, I have the urge to punch some GNU programmers in the face because of their poor windows support, dependency hell, and bloated libraries.  Try getting libcurl compiled with gnutls, I dare you.  I think I may just throw the concept of secure logins out the window and settle for something basic.

How in the hell did you do reflective water?

17
General Development / Re: Terrain?
« on: August 15, 2006, 03:41:41 PM »
Nem's 3D Terrain Generator is the best! Requires .NET framework 2 I think.
It exports to Quake 1 .map but you import it into Quark into a new Quake 2 map using the insert any map command in the menus.

18
General Development / Re: New Font
« on: August 15, 2006, 03:38:58 PM »
0.17 should have a default of cl_hudscale 1, 2 is too big.

19
How about more focus on renderer enhancements and less on network functions? Q2E has taken a turn tward rediculous GFX card requirements.

20
General Development / Re: Water walking
« on: August 15, 2006, 03:34:47 PM »
I would be recording all sorts of env sounds if the darn laptop worked :(

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