Has:
* no hacks for replace md2 with md5 automatically(TODO),
* no logic for merge anim and mesh content as required by loader(TODO),
* automaticlly converted md5 to md2 like internal format.
Part of https://github.com/yquake2/yquake2remaster/issues/4
Based on:
* http://tfc.duke.free.fr/coding/md5-specs-en.html
* https://github.com/Shpoike/Quakespasm/blob/qsrebase/Quake/gl_model.c (Normals code)
Also looked to:
* https://github.com/Novum/vkQuake/blob/master/Quake/gl_model.c#L4181
* https://github.com/fte-team/fteqw/blob/master/engine/common/com_mesh.c
* 1b42134e11
3.4 KiB
Yamagi Quake II Remaster
This is an experimental fork of Yamagi Quake II with ongoing work to add support for Quake II Enhanced aka Q2 Remaster(ed). This enhanced version has a lot non trivial changes, adding support isn't easy and takes time. 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/GL3/GLES3/VK:
- base1: no known issies
- base2: no known issies
- q64/outpost: no known issies
- mguhub: loaded, sometimes broken logic for surface fall in next maps
- GL4:
- base1: unchecked
- base2: unchecked
- q64/outpost: unchecked
- mguhub: unchecked
- SOFT:
- base1: broken wall light
- base2: broken wall light
- q64/outpost: no known issies
- mguhub: broken wall light, sometimes broken logic for surface fall in next maps
Monsters:
- incorrect weapon effect for Shambler
- incorrect dead animation for Arachnoid
- broken fire effect for Guardian
Goals (finished):
- BSPX DECOUPLEDLM light map support (base1),
- QBSP map format support (mguhub),
- RoQ and Theora cinematic videos support.
- FM/Heretic 2 model format support,
- Cinematic videos support in smk, mpeg, ogv format,
- Use ffmpeg for load any video,
- MDL/Quake1 model format support,
- Daikatana model/wal/map format support,
- MD5 model support,
- Add debug progress loading code for maps.
Goals (none of it finished):
- Single player support,
- modified ReRelease game code support with removed KEX only related code.
Bonus goals:
-
Use shared model cache in client code insted reimplemnet in each render,
-
Check load soft colormap as 24bit color,
-
Use separete texture hi-color buffer for ui in soft render,
-
Convert map surface flag by game type,
-
Cleanup function declarations in game save code,
-
Support scalled textures for models and walls in soft render and fix
lighting with remastered maps.
Not a goal:
- multiplayer protocol support with KEX engine,
- support KEX engine features (inventary, compass and so on),
- KEX game library support.
Code tested with such maps.
Yamagi Quake II
Yamagi Quake II is an enhanced client for id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs in the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64-bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, NetBSD, OpenBSD, Windows and macOS (experimental).
This code is built upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any question, read through the documentation! The current version can be found here: doc/010_index.md
Releases
The official releases (including Windows binaries) can be found at our homepage: https://www.yamagi.org/quake2 Unsupported preview builds for Windows can be found at https://deponie.yamagi.org/quake2/misc/