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'Ground Zero' for Yamagi Quake II
1776ec3d31
While in baseq2 monsters had the abillity to duck it wasn't used often. The same goes for medics, there are only a few throughout the whole single player campaign. In rogue things are differed. Due to some AI changes like support for dodging monsters duck more often and there a a lot of medics and even it's improved version, the medic commander. When a monster dies it's mmove_t is set to the death animation and it's AI flags are left as they are. When a monster is resurrected by a medic, the AI flags are reset to 0 and it's spawn function is called again. Normally this is totally save. But when there're two medics and both try to resurrect there monster there's a small window for the monster being respawned without the AI flags reset. In this case the mmove_t is set to the monsters standard animation, while the AI flags may be still contain AI_DUCK. When AI_DUCK is set, but the current animation is not one of the duck animations, the monster may get stuck. There's even a comment in the code for that case. ;) Solve this problem by resetting AI_DUCK as soon as the monster dies. With this change applied I was unable to reproduce any problem in regard to medics, medic commanders, resurrection and spwaning of new monsters. This closes issue #6. |
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CHANGELOG | ||
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README |
This is a bugfixed version of id Software's Quake II missionpack "Ground Zero", developed by Rogue Software. Hundred bugs were fixed, this version should run much more stable than the the old SDK version. While compatible with any Quake II client that uses the original unaltered mod API, the "Yamagi Quake II Client" is highly recommended to play the addon. For more information visit http://www.yamagi.org/quake2. Installation for FreeBSD, Linux and OpenBSD: -------------------------------------------- 1. Type "make" or "gmake" to compile the game.so. 2. Create a subdirectory rogue/ in your quake2 directory. 3. Copy pak0.pak and videos/ from the Ground Zero CD to the newly created directory rogue/. 4. Copy release/game.so to rogue/. 5. Start the game with "./quake2 +set game rogue" Installation for OS X: ---------------------- 1. Create a subdirectory rogue/ in your quake2 directory. 2. Copy pak0.pak and videos/ from the the Reckoning CD to the newly created directory rogue/. 3. Copy game.dynlib from the zip-archive to rogue/. 4. Start the game with "quake2 +set game rogue" If you want to compile 'rogue' for OS X from source, please take a look at the "Installation" section of the README of the Yamagi Quake II client. In the same file the integration into an app-bundle is explained. Installation for Windows: ------------------------- 1. Create a subdirectory rogue\ in your quake2 directory. 2. Copy pak0.pak and videos\ from the the Reckoning CD to the newly created directory rogue\. 3. Copy game.dll from the zip-archive to rogue/. 4. Start the game with "quake2.exe +set game rogue" If you want to compile 'rogue' for Windows from source, please take a look at the "Installation" section of the README of the Yamagi Quake II client. There's descripted how to setup the build environment.