That’s right. First patch of htq2 has arrived!, and it comes with a major revision of its CMake build scripts. These are the changes:
You can download htq2 at its new website hosted by GitHub.
Enjoy!, and happy fragging!.
That’s right!, from now on htq2 will be using OpenGL directly, QGL only exists solely for the purpose of dealing with OpenGL extensions, all of this will be available for the 0.2 release!.
For those who still don’t know, QGL is the Quake GL system, an abstraction of the OpenGL subsystem used by the Quake II refresher. OpenGL functions and extensions are not called directly, instead, they’re called through analogous functions
glVertex3f). This brings up a question …
Why did QGL exist in the first place? Continue reading “htq2 – No more QGL pointers”
As of today, I’ve been working on an experimental branch towards SDL2 migration and I can tell you people that it’s cooking really nice!, all of it has been built along with SDL1 with certain code separation via some preprocessor directives generated at config time, I’m really loving this baby so far. This brand new and shiny SDL2 backend is now on its heaviest development state and it will be eventually merged onto the
master branch when I consider it appropriate (when it gets a little more decent if I may be sincere with you). Of course it’s working, it compiles and runs without any crashes at least, it has some flaws and deficiencies, but as you know SDL2 is barely seeing the light of dawn, as soon as it made it to RC1 I got interested to finally use it and give it a try. SDL2 so far has proven to be potentially the greatest feature present in htq2 for its v0.2 release!. Continue reading “htq2 – SDL2 backend in the works!”
I have spent the last five (5) weeks writing a portable Quake II client based mostly on Yamagi Quake II, it has been made mostly towards being a highly portable Q2 client.
Initial patching of the original YQ2 source code has diverged into my own project: Hecatomb (a.k.a. htq2), a Quake II client who’s being intensely developed towards high portability. The name came to my mind after I realized I had to do almost groundbreaking changes, hence that name, which in fact is also an allusion to a very old and cancelled game project back in the 90’s in which John Romero had something to do with. Serious decisions are being made by me at this point of its current ongoing development. Continue reading “Hecatomb Quake II v0.1.0 released!”