Just installed the win32 version, hexenworld, and lit files. Colored lighting looks great! Runs great, able to switch the resolution on the fly, gl glows are cool. Shadows are a bit glitchy, but I suppose that's the nature of the quake engine. The menu option for gl_linear_mipmap_linear doesn't seem to "stick". Always resets to the default upon restart. All in all, a great release.
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The shadows, yes: they are a general problem with the quake
engine (and it's worse when they are on the hills and slopes,
I even considered disabling them..)
As for the texture filter option, it's my bad: every time I
touch the source I tell myself to make it remembered by the
config files and then I forget it ;) Will fix it probably
in the next release.
Thanks again!
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Thanks to Developers of HeXen II: HoT ;)
In Additional:
Fix look - after console command "centerview" lookdown must to be 90 angle and lookup 90 angle
total 180 up & down.
Fix moves - forward & back move have 200u speed but strife speed(sidespeed) has 225u fix it back to 200u and, when run on tilted surface and jump - you do very high jump (almost fly)
If you have time look my demo http://kenonserver.narod.ru/RaVeN-testdemo.rar
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I may look at these issues, but don't expect something very
very soon: although they are minor glitches, they ~might~
require more work than it seems for fixing. But, please keep
reporting the glitches that you run into.
Thanks.
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Remove Message "No room to stand up here!"
//file strings.hc
//string STR_NOROOM; //comment these or remove ;)
//STR_NOROOM = "No room to stand up here!\n"; // comment these
//file allplay.hc
//centerprint(self,STR_NOROOM); // comment
i think gl_clear 1 and gl_cull 0 it ups quality it true?
in menu "text and HUD scale" add option stretch
it stretch all images like in original hexen2 (-scale2d)
in hexen2 all graphics stretched from 320x200 (all images) to our current resolution
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> in menu "text and HUD scale" add option stretch
> it stretch all images like in original hexen2 (-scale2d)
> in hexen2 all graphics stretched from 320x200 (all images) to our current resolution
-scale2d option of original Hexen II used to scale the console
text and HUD so that the'd look like you're running at 320x200.
HoT already has that ability with even more flexibility: go into
the 'OpenGL Features' menu and play with the 'Text and HUD size'
option.
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I know it's an old thread, but that sidespeed value of 225 is simply crazy. Even more so, if the player is not running, but walking. That speed is so fast, that is sometimes nearly impossible to time some movement to specific place properly. Well, it's just overly annoying in general.
I understand it's the default and I wouldn't relly care so much if there was a way to change it,
but as opposed to Quake, sidespeed cvar in Hexen2 is not functional, so we are stuck with it.
Would it be possible to patch the source so that sidespeed can actually be changed by the player?
Thx.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Just installed the win32 version, hexenworld, and lit files. Colored lighting looks great! Runs great, able to switch the resolution on the fly, gl glows are cool. Shadows are a bit glitchy, but I suppose that's the nature of the quake engine. The menu option for gl_linear_mipmap_linear doesn't seem to "stick". Always resets to the default upon restart. All in all, a great release.
Thanks !
The shadows, yes: they are a general problem with the quake
engine (and it's worse when they are on the hills and slopes,
I even considered disabling them..)
As for the texture filter option, it's my bad: every time I
touch the source I tell myself to make it remembered by the
config files and then I forget it ;) Will fix it probably
in the next release.
Thanks again!
Thanks to Developers of HeXen II: HoT ;)
In Additional:
Fix look - after console command "centerview" lookdown must to be 90 angle and lookup 90 angle
total 180 up & down.
Fix moves - forward & back move have 200u speed but strife speed(sidespeed) has 225u fix it back to 200u and, when run on tilted surface and jump - you do very high jump (almost fly)
If you have time look my demo
http://kenonserver.narod.ru/RaVeN-testdemo.rar
Some
Sry.
Some times sounds in HeXen II drops or not fully played, especially in case waterin&waterout test it in ravdm1 map, do many jumps on water place
I may look at these issues, but don't expect something very
very soon: although they are minor glitches, they ~might~
require more work than it seems for fixing. But, please keep
reporting the glitches that you run into.
Thanks.
//file in_win.c
//line 1230
cmd->sidemove += (fAxisValue * joy_sidesensitivity.value) * speed * 225; // replace 225 to 200
//line 1241
cmd->sidemove -= (fAxisValue * joy_sidesensitivity.value) * speed * 225; // replace 225 to 200
//file gl_vidnt.c
//line 844
glClearColor_fp (1,0,0,0); // change to glClearColor_fp (0,0,0,0); //Black Clear Color
//file cl_input
//line 369
cvar_t cl_sidespeed = {"cl_sidespeed", "225", CVAR_NONE}; // 225 to 200
460: cmd->sidemove += 225 * CL_KeyState (&in_right); //225 to 200
461: cmd->sidemove -= 225 * CL_KeyState (&in_left); //225 to 200
466: cmd->sidemove += 225 * CL_KeyState (&in_moveright); //225 to 200
467: cmd->sidemove -= 225 * CL_KeyState (&in_moveleft); //225 to 200
> // replace 225 to 200
hmm, this seems to sanitize side-moving a bit.
will forward this to my buddy to hear what he says.
although, the line numbers you report doesn't match
HoT-1.4.3 source, which source are you working with?
Remove Message "No room to stand up here!"
//file strings.hc
//string STR_NOROOM; //comment these or remove ;)
//STR_NOROOM = "No room to stand up here!\n"; // comment these
//file allplay.hc
//centerprint(self,STR_NOROOM); // comment
i think gl_clear 1 and gl_cull 0 it ups quality it true?
in menu "text and HUD scale" add option stretch
it stretch all images like in original hexen2 (-scale2d)
in hexen2 all graphics stretched from 320x200 (all images) to our current resolution
> Remove Message "No room to stand up here!"
no need for other places, commenting
out the centerprint(self,STR_NOROOM);
line should do that.
I agree that it is an annoying message, too,
but I'm reluctant whether I'd do it. I will
forward this to Steven, too.
> in menu "text and HUD scale" add option stretch
> it stretch all images like in original hexen2 (-scale2d)
> in hexen2 all graphics stretched from 320x200 (all images) to our current resolution
-scale2d option of original Hexen II used to scale the console
text and HUD so that the'd look like you're running at 320x200.
HoT already has that ability with even more flexibility: go into
the 'OpenGL Features' menu and play with the 'Text and HUD size'
option.
I know it's an old thread, but that sidespeed value of 225 is simply crazy. Even more so, if the player is not running, but walking. That speed is so fast, that is sometimes nearly impossible to time some movement to specific place properly. Well, it's just overly annoying in general.
I understand it's the default and I wouldn't relly care so much if there was a way to change it,
but as opposed to Quake, sidespeed cvar in Hexen2 is not functional, so we are stuck with it.
Would it be possible to patch the source so that sidespeed can actually be changed by the player?
Thx.