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Add additioan description of goals.
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40
README.md
40
README.md
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@ -8,6 +8,46 @@ Feel free to try this code but you mileage may vary.
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Have a look at the yquake2 repository for the "normal" Yamagi Quake II:
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https://github.com/yquake2/yquake2
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State:
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* GL1:
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* base1: correct wall light, broken model light
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* base2: correct wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: loaded, transparent walls
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* GL3/GLES3:
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* base1: broken wall light, broken model light
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* base2: broken wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: can't be loaded
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* SOFT:
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* base1: broken wall light, broken model light
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* base2: broken wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: can't be loaded
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* VK:
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* base1: correct wall light, broken model light
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* base2: correct wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: loaded, transparent walls
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Goals (none of it finished):
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* Single player support
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* BSPX DECOUPLEDLM light map support (base1)
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* IBSQ map format support (mguhub)
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* MD5 model support
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* modified ReRelease game code support with removed KEX only related code
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* RoQ and Theora cinematic videos support.
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Bonus goals:
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* MDL/Quake1 model format support
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* FM/Heretic 2 model format support
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* Daikatana model/wal/map format support
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* Cinematic videos support in smk, mpeg format.
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Not a goal:
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* multiplayer protocol support with KEX engine
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* support KEX engine features (inventary, compass and so on)
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* KEX game library support
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# Yamagi Quake II
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@ -192,7 +192,7 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
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strcpy(mod->name, name);
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/* load the file */
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modfilelen = ri.FS_LoadFile(mod->name, (void **)&buf);
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modfilelen = Mod_LoadFile (mod->name, &buf);
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if (!buf)
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{
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@ -209,7 +209,13 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
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/* call the apropriate loader */
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switch (LittleLong(*(unsigned *)buf))
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{
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case DKMHEADER:
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/* fall through */
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case RAVENFMHEADER:
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/* fall through */
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case IDALIASHEADER:
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/* fall through */
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case IDMDLHEADER:
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{
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mod->extradata = Mod_LoadAliasModel(mod->name, buf, modfilelen,
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mod->mins, mod->maxs,
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@ -675,7 +675,7 @@ Mod_ForName (char *name, gl3model_t *parent_model, qboolean crash)
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strcpy(mod->name, name);
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/* load the file */
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modfilelen = ri.FS_LoadFile(mod->name, (void **)&buf);
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modfilelen = Mod_LoadFile (mod->name, &buf);
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if (!buf)
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{
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@ -692,7 +692,13 @@ Mod_ForName (char *name, gl3model_t *parent_model, qboolean crash)
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/* call the apropriate loader */
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switch (LittleLong(*(unsigned *)buf))
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{
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case DKMHEADER:
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/* fall through */
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case RAVENFMHEADER:
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/* fall through */
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case IDALIASHEADER:
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/* fall through */
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case IDMDLHEADER:
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{
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mod->extradata = Mod_LoadAliasModel(mod->name, buf, modfilelen,
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mod->mins, mod->maxs,
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@ -175,7 +175,7 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
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//
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// load the file
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//
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modfilelen = ri.FS_LoadFile (mod->name, (void **)&buf);
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modfilelen = Mod_LoadFile (mod->name, &buf);
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if (!buf)
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{
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if (crash)
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@ -196,7 +196,13 @@ Mod_ForName (char *name, model_t *parent_model, qboolean crash)
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switch (LittleLong(*(unsigned *)buf))
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{
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case DKMHEADER:
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/* fall through */
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case RAVENFMHEADER:
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/* fall through */
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case IDALIASHEADER:
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/* fall through */
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case IDMDLHEADER:
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{
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mod->extradata = Mod_LoadAliasModel(mod->name, buf, modfilelen,
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mod->mins, mod->maxs,
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