Add additioan description of goals.

This commit is contained in:
Denis Pauk 2023-09-17 15:48:42 +03:00
parent bbf4a9f189
commit b7f78626f8
4 changed files with 62 additions and 4 deletions

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@ -8,6 +8,46 @@ Feel free to try this code but you mileage may vary.
Have a look at the yquake2 repository for the "normal" Yamagi Quake II:
https://github.com/yquake2/yquake2
State:
* GL1:
* base1: correct wall light, broken model light
* base2: correct wall light, broken model light, broken lift
* q64/outpost: no known issies
* mguhub: loaded, transparent walls
* GL3/GLES3:
* base1: broken wall light, broken model light
* base2: broken wall light, broken model light, broken lift
* q64/outpost: no known issies
* mguhub: can't be loaded
* SOFT:
* base1: broken wall light, broken model light
* base2: broken wall light, broken model light, broken lift
* q64/outpost: no known issies
* mguhub: can't be loaded
* VK:
* base1: correct wall light, broken model light
* base2: correct wall light, broken model light, broken lift
* q64/outpost: no known issies
* mguhub: loaded, transparent walls
Goals (none of it finished):
* Single player support
* BSPX DECOUPLEDLM light map support (base1)
* IBSQ map format support (mguhub)
* MD5 model support
* modified ReRelease game code support with removed KEX only related code
* RoQ and Theora cinematic videos support.
Bonus goals:
* MDL/Quake1 model format support
* FM/Heretic 2 model format support
* Daikatana model/wal/map format support
* Cinematic videos support in smk, mpeg format.
Not a goal:
* multiplayer protocol support with KEX engine
* support KEX engine features (inventary, compass and so on)
* KEX game library support
# Yamagi Quake II
@ -33,6 +73,6 @@ version can be found here: [doc/010_index.md](doc/010_index.md)
## Releases
The official releases (including Windows binaries) can be found at our
homepage: https://www.yamagi.org/quake2
homepage: https://www.yamagi.org/quake2
**Unsupported** preview builds for Windows can be found at
https://deponie.yamagi.org/quake2/misc/

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@ -192,7 +192,7 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
strcpy(mod->name, name);
/* load the file */
modfilelen = ri.FS_LoadFile(mod->name, (void **)&buf);
modfilelen = Mod_LoadFile (mod->name, &buf);
if (!buf)
{
@ -209,7 +209,13 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
/* call the apropriate loader */
switch (LittleLong(*(unsigned *)buf))
{
case DKMHEADER:
/* fall through */
case RAVENFMHEADER:
/* fall through */
case IDALIASHEADER:
/* fall through */
case IDMDLHEADER:
{
mod->extradata = Mod_LoadAliasModel(mod->name, buf, modfilelen,
mod->mins, mod->maxs,

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@ -675,7 +675,7 @@ Mod_ForName (char *name, gl3model_t *parent_model, qboolean crash)
strcpy(mod->name, name);
/* load the file */
modfilelen = ri.FS_LoadFile(mod->name, (void **)&buf);
modfilelen = Mod_LoadFile (mod->name, &buf);
if (!buf)
{
@ -692,7 +692,13 @@ Mod_ForName (char *name, gl3model_t *parent_model, qboolean crash)
/* call the apropriate loader */
switch (LittleLong(*(unsigned *)buf))
{
case DKMHEADER:
/* fall through */
case RAVENFMHEADER:
/* fall through */
case IDALIASHEADER:
/* fall through */
case IDMDLHEADER:
{
mod->extradata = Mod_LoadAliasModel(mod->name, buf, modfilelen,
mod->mins, mod->maxs,

View File

@ -175,7 +175,7 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
//
// load the file
//
modfilelen = ri.FS_LoadFile (mod->name, (void **)&buf);
modfilelen = Mod_LoadFile (mod->name, &buf);
if (!buf)
{
if (crash)
@ -196,7 +196,13 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
switch (LittleLong(*(unsigned *)buf))
{
case DKMHEADER:
/* fall through */
case RAVENFMHEADER:
/* fall through */
case IDALIASHEADER:
/* fall through */
case IDMDLHEADER:
{
mod->extradata = Mod_LoadAliasModel(mod->name, buf, modfilelen,
mod->mins, mod->maxs,