its q2 code, or what used to be most of it, using an engine that ported q2 to q3, using q3 media, noteably md3, collision detection, and rendering.
since allot of wfa is actually q2wf, just adjusted for q3's limitations (which have been upgraded, or i dunno how to explain it its just -different-) and i've worked with the level design/potential visible set/potential hearable set/entity aspects with static and acrid, this thing is pretty cool. lots of things i asked for to get working again just work now, that spinny thing in 2forttron in the courtyard, rotating doors, etc.
unfortunately i got way beyond my depths with how data is structured between the client and the server with some things, and broke all sorts of events beause during the merge my eyes got glazed over at times. i still don't have any clue how the obituary events are handled, q2wf has it's own deal cause of that statistical printout.
but there are TONS of things that work that i have piled in test builds that won't affect my messup of the structured events, that i'd like to merge in after i get this fixed. like local .ogg -streaming- playback, direct demo to avi with divx compression capabilities, stereo sounds for anything; i didn't convert any cause i want this to be a less then 2mb download. but it can be done. you ever imagine the pulse cannon firing with 44khz stereo and volumetric echos? well i did. (ok, the hyper blaster effect is still a wee bit ganked, looks sorta greyish).
how ready is it? i can zip it up, about 1.2 megs, and you can mess around in a server on any wfa map, as long as you don't fire certain weapons and don't load any of dman's maps you can play for hours.
you can dump a map's entites out and edit them, even have class specific spawns, triggers, whatever. it even now works with mock (roll your own), but i don't trust it cause of the skin loading; needs work and i am busy with other things.
i messed with the physics and grapple a bit, its not like wfa's when you get caught on things and i don't know what lag will do to it, but i can grapple/strafe/rocketjump accross denali and off of walls and be totally at home with it.
but for all intents and purposes it's some sort of massive q3/q2 hybrid, hence wf fusion. its using aglmost all q3wfa media except for things like grapple cable segment, bio sent, some misc sounds (I FINALLY GET THE MERC IN!), and some misc player models.
but some dude is working on the 'solid' md3 support for player models, and i might be able to convert the q2wf player models to md3/md4, with bones and shaders so they are properly lit (i can mess with shaders all day long), and animate them a bit better. but that's friggin tough, i got lost in the hyperblaster animation.
and trying to convert the q2 bfg 'sprite' to a frameless md3 with an autosprite shader still eludes me.
am i bullshitting you? nope. im actually friggin shocked at all of this. do i need help? yea, but only from people who know this crap, which is few. especially with the level entity parts. but it all means naught if i can't figure out this (probably foundation of coding) crash.
its sick, say a prayer.
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