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Quake II UI Scaling + Music Question

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  • #16
    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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    • #17
      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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      • #18
        Since the source code to R1GL is available in the R1Q2 source and every other renderer written for the game has the ability to render the videos, it seems like it could be taken even out of the original ref_gl code.

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        • #19
          Did you apply the 3.24 patch?
          MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

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          • #20
            Yeah, 3.24 adds OGG music support but not HUD scaling.

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            • #21
              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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              • #22
                How do I use this?

                YQuake2 would probably be the best port to add it to. DirectQII uses Direct3D so this code wouldn't work. You could add it to 3.24 as well I imagine though.
                Last edited by deuxsonic; 02-02-2014, 05:42 AM.

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                • #23
                  Look in my source code, as this function is used. There is simple, but a lot of rewriting.

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                  • #24
                    I wouldn't know where to begin honestly.

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                    • #25

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                      • #26
                        Lol

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                        • #27
                          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.
                          Authentic Models Pack
                          OriOn's ID1 Model Fixes for MP1+2
                          LIT/VIS files for Quake addons

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                          • #28
                            Unlike DirectQ which has actually made some visible changes and has had regular releases, DirectQII has only had 2 releases. I'm not sure why when both of them are good ports.

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