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UQE Hexen II got a similar line-up of fixes incoming soon. Likely this week, otherwise next week.
Then I'm onto getting a few odd issues fixed for UQE Quake II.
did anyone fix multiplayer_health yet?
this joke of a function is scheduled to run at time=1, which is before the gamecode is told about any players, which means it'll never find any, so it effectively just sets boss health to health=max_health; in coop, and because not all of those boss enemies actually have max_health set, the bosses end up with health=0 and are thus already 'dead' and thus cannot be killed, preventing you from actually completing the game at all, in coop.
if (coop) becomes if (0) if you want a quick fix. if you want to wait for players to actually be spawned first, you'd need about 1.3 seconds, and the clients to be able to connect as fast as the server can, which won't happen of course. there are other alternatives that would probably work better (like bosses taking less damage if there are more players) or something. I dunno.
I don't maintain any hexen2 gamecode, as I'm too lazy to duplicate other people's work without good cause / commitment (same with q2+q3, and mostly q1 also).
I'm just surprised that noone has fixed this yet (at least in uhexen2, tbh that's the only place I actually looked). When I first saw this issue, I was convinced that it was my bug, but nope, its been there all along, but people apparently just don't play coop enough to reach the second boss.
Ah yes true. Its probably still there, because its not really apparent, unless you read through all the code and saw that or actually experienced it in coop yourself.
I think I'll take a look at this.
It seems your quick fix, changing "if(coop)" to "if(0)" means it will never actually execute that code?
did anyone fix multiplayer_health yet?
this joke of a function is scheduled to run at time=1, which is before the gamecode is told about any players, which means it'll never find any, so it effectively just sets boss health to health=max_health; in coop, and because not all of those boss enemies actually have max_health set, the bosses end up with health=0 and are thus already 'dead' and thus cannot be killed, preventing you from actually completing the game at all, in coop.
This can be fixed by setting max_health along with health in rider_death(), rider_pestilence() and rider_war(). I intend to do this change in uhexen2 shortly.
did anyone fix multiplayer_health yet?
this joke of a function is scheduled to run at time=1, which is before the gamecode is told about any players, which means it'll never find any, so it effectively just sets boss health to health=max_health; in coop, and because not all of those boss enemies actually have max_health set, the bosses end up with health=0 and are thus already 'dead' and thus cannot be killed, preventing you from actually completing the game at all, in coop.
This can be fixed by setting max_health along with health in rider_death(), rider_pestilence() and rider_war(). I intend to do this change in uhexen2 shortly.
I've released a hotfix for both UQE Quake and UQE Hexen II.
It contains the HoT gamecode fixes for the bosses and added two additional features. The original textures are being re-sampled; loaded to be double the original size to reduce the amount of blurring and helps the games look closer to how they should look like originally. It goes a long way "sharpening" the textures at odd angles and at distance.
Also added is wireframe rendering support as well as some tiny odd adjustments.
just finished making an HD model for use with the FTEQW engine
Nice! Why FTEQW specifically, can't it be used in other engines for the missing bell in one of Quake's mission packs (forgot which)? I like the rusty texture, much more fitting to Quake than the other bells I've seen so far.
♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
Nice! Why FTEQW specifically, can't it be used in other engines for the missing bell in one of Quake's mission packs (forgot which)? I like the rusty texture, much more fitting to Quake than the other bells I've seen so far.
why? because FTEQW is the only quake-engine that both supports hexen2 AND support high-poly replacement models for hexen2
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