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Cannot change map from console #6
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Thats odd, but im planning on redoing this project from scratch by translating the yamagi Q2 version, as it also comes with a more modern renderer and the original mission pack support. So im not fully sure if it would make sense to dig too much into the current source. |
I started work on overhauling the source code in the reboot branch. I need to push some more progress there, but in the future, expect that branch to take over the master branch. Ill ensure custom maps are working as desired. |
I'm using Visual Studio 2022. After the game starts, when I try to start a new game, the intro (with huge Quake 2 logo and spacecrafts) runs fine, but after that it stays in the "loading" screen forever. If I try to use console and load the "map base1", it stays in the "loading" screen forever, too. There is something wrong with map loading, I think. |
I think I'll automatically fix that when I further progress of yamagi porting. Actually it's not freezing. It just takes super long :/ noticed that too. Debugged a lot why it hangs till I found out it's just super slow. After some time it starts to list loaded assets in stout, and then the map starts |
Ok, thanks for the info and quick reply. I have some general suggestions for your Quake2Sharp project, if you don't mind. I have a project @ https://github.com/taylaninan/OpenGLDotnet. You can use Silk.NET or OpenTK for OpenGL, but my project imports DEVIL (Developers Image Library) @ https://openil.sourceforge.net/. This image library supports PNG, JPG, and many other formats. Another suggestion is to look at the https://github.com/naudio/NAudio project. This project can play *.mp3 files easily in "fire & forget" style. It could be good use for original Quake 2 Sound Tracks. Also, there is another project @ https://github.com/skullernet/q2pro. |
I would more be interested in yamagis Vulkan renderer then gl 4.5 as osx stopped at 4.1 :( After porting I want to heavily refactor the codebase, I primarily picked yamagi solely for the Vulkan renderer as well as they have compatible sources for the mission packs. I also want to add gltf model and animation support, png textures, ogg sounds, all the modern things afterwards. Also running trenchbroom maps directly along bsp maps. I just want a running proper base engine first to base that modernization project on. Dream solution would be to have the engine a library, Vulkan / OpenGL /unity / Godot / whatever implementations (see managed doom. Also has the platform encapsulated) as dedicated platform project, a modding API so games can use the platforms and the engine as nuget dependency. And last but not least habe the managed game DLLs, so new games or mods can be browsed, downloaded and played on any platform. A dream would be, when all the above works. To Backport quake3 or port quake 1 as show-off possibility mods. Single engine, cross platform, many backends, usable for custom games. If there is interest in more talk, I would love to use a proper communications platform (discord?). I'm totaly open for talk and discussions and suggestions, even for contributions and working together. Just didn't expect people actually being interested. |
I have limited time to work on projects, because I have a day job, but after the "reboot" branch is initially completed and takes over the "master" branch, I think I can help you with modernization, code cleanup, code refactoring, etc. Just write to me when the "reboot" branch is completed. At the same time, I'll be following the project closely, too. P.S.: I have waited a long time for the "map base1" to load, but client (or server) gave me a timeout. |
I'm also doing coding purely in my free time. Got a full-time job as well as other time consumers. OpenKrush took me years. I think this porting takes me a few months. Can't plan any timeframe. But I'll first complete the common stuff, then the server, then the client. At last extracting the Gamescript in a doll and add the mission packs. Will take a while except some people join. |
When I go to console with ~ and I do > map xxxx
where xxxx is a custom map / bsp the map is not loaded.
When I start with option
+map xxxx
as args also no map, but an error in SV_AreaEdicts_r .
Is custom mapping not supported? The same map is opened with original Quake2.
When I use an existing map like biggun, then its working.
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