![]() Luckily a good portion of the changes the core tech team at Raven did for Heretic 2, were actually in the released DLL's, which we have source code for. I've already completely reverse engineered the ref_gl.dll and the code in my depot already supports m8 and flex model formats, and render correctly. I do not think there's ever been a bigger difference in intent from the final game and the engine it used than Heretic II and Quake II. I'm reaching out to see if anyone would be able to re-create the third person camera for Heretic 2? PMove I think should be alright to port, but the c compiler made a lot of optimizations to their camera system that makes it really hard to follow. The intro to the game (ssdocks) "runs" the camera positions and orientations are off since all of that code is in original quake2.dll, and of course you can't move since I need to port over pmove. I have got the foundation on its feet, just a few big things are left:ġ) 3rd person camera has to be re-created.Ģ) Player pmove needs to be re-written based on the hex rays output of the original Quake2.dll.ģ) Client effects need to be hooked up the network replication.Ĥ) Minor things like obituary notifications and such. I have got Heretic 2 running without any closed source bits I modified the Quake 2 GPL release, to become the "quake2.dll" in Heretic 2. The code changes I made to create the new "quake2.dll" foundation aren't made hap hazzardly I have mapped enough functions in quake2.dll and was able to use hex rays to help me make the needed code modifications to get this far. Ref_gl.dll from Quake 2 has been modified to load Heretic 2 data. This time I won't take it down unless Raven or someone from Activision asks(just send me a nice DM, I'll take it down immediately :) ). I wanted to show the next round of my effort to try and re-create the original Heretic 2 source code.
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