Since R1GL has the HUD scaling ability and can be added to v3.24 which has the music, perhaps there is a way to re-add cinematic support to it? It plays the audio fine, it simply doesn't render the video. Perhaps someone could help me with this?
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Quake II UI Scaling + Music Question
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I'll have to try and take a look at a way of getting everything you're wanting done tonight, working on a college assignment for a new unit and I'm doing games design;
so
I'll be studying Brenda Romero, which allows me to study the word of John Romero
which in turn, allows me to work with quake and the quake 2 engine c:
so I'll need to learn a lot more about quake 2 (thus this is the perfect time for me)twitch
wew lad
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ohohohoo.....
Code:void Draw_CharScaled(int x, int y, float scale_x, float scale_y, unsigned char num) { int row, col; float frow, fcol, size; num &= 255; if ((num & 127) == 32) return; // space if (y <= -8*scale_y) return; // totally off screen row = num >> 4; col = num & 15; frow = row * 0.0625; fcol = col * 0.0625; size = 0.0625; GL_Bind(draw_chars->texnum); qglBegin(GL_QUADS); qglTexCoord2f(fcol, frow); qglVertex2f(x, y); qglTexCoord2f(fcol + size, frow); qglVertex2f(x + 8*scale_x, y); qglTexCoord2f(fcol + size, frow + size); qglVertex2f(x + 8*scale_x, y + 8*scale_y); qglTexCoord2f(fcol, frow + size); qglVertex2f(x, y + 8*scale_y); qglEnd(); }
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Have you tried using MP3s instead of OGG files? I have read that DirectQ uses MP3, so maybe it's the same for DirectQ2.
I just dunno if it works the same as with v3.24 (that you just make rips from Q2 and Q2MP1 soundtracks and name them "track02"-"track21" instead of keeping tracks separate).
*EDIT*
I guess it doesn't work like that anyway after all, according to some other threads.Last edited by NightFright; 02-03-2014, 08:16 AM.
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