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Article #98663

Re: HACX shareware has been released!

#98663
From: fel... Felix Harris
Date: Mon, 13 Oct 1997 00:00
69 lines
4139 bytes
Unable to sleep on the sofa, nice sofa too but...,
jba...@lemur.Stanford.EDU (Joel Baxter) decided to say this:

>In article <3441bc8...@nntp.netcomuk.co.uk>,
>Felix Harris <fel...@netcomuk.co.uk> wrote:
>>
>>About 15-20 different magazines say that it uses the Q2 engine. And
>>mostly the Q2 engine is finished, there working on levels and models.
>
>OK; I won't ask you to name the 20 magazines, especially since I have little
>faith in them "getting it right".
>
>So, I looked this up in Raven's Hexen2 FAQ.  This below is the way it is as
>of whenever the FAQ was last updated.
>
>
>> Rick Johnson: As far as I know, id has only given quake2 codebase
>> updates to Raven - For the most part, we are still based upon the
>> original quake 1 engine (though this will be changing shortly) -
>> all rendering changes (except for rotational brushes) were made
>> by myself/ben gokey. The statement I made about not using much q2
>> code, though this will be changing soon, did refer to a big id
>> update they were going to send us (i.e. new map/bsp format,
>> integrated rendering, quakeworld network base, etc), and I was
>> going to re-implement all of the game-c changes we made into this
>> new codebase.
>

It would then be a 40-60% to Q1engine?

>Whether or not they ever got said "big id update" I don't know.  The .plan
>file entry that Rick is referring to is this one:
>
>> 6/23/97
>> OK, have to get this cleared up - all of the new rendering features
>> (translucency, dynamic scaling, etc) in hexen 2 (with the exception
>> of rotating brushes) were developed by Ben and myself - these were not
>> taken from the quake2 engine. John Carmack independently added
>> translucency to quake2. Very little of the codebase is from quake2,
>> though this will be changing shortly.
>> Hacked in *something* over the weekend - looks ok, but I'm not sure if I
>> will take the time to finalize it - got way too much to do, and
>> a big black cloud floating (i.e. large ugly task) over my head as well.
>> As of right now, I'm only planning on supporting software rendering and
>> gl rendering - I've only seen quake effectively run on a 3dfx based
>> board, which is supported by the gl stuff.
>
>
>As for your claim that the Quake2 engine is mostly finished, and has been
>for a while now, that's not the case I don't think.  Check the .plan files
>of the id guys.  The map/model/art development has been proceeding in
>parallel with the engine development.  And the .plan files of Cash and
>(especially) Carmack make it clear that significant work on the engine is
>still going on.
>
>_But_ apparently, according to the above text snippets, some Quake2 features
>did find their way into Hexen2; how many is not clear (since I suspect the
>FAQ is at least a little outdated).  If that's enough to say that Hexen2 is
>"using the Quake2 engine", OK.  *shrug*  As long as that terminology isn't
>misleading people about Hexen2's capabilities.
>
>Anyway my interest in this topic has expired. :-)

-- 
	Felix Harris		aka Iceman Iceblue
	fel...@netcomuk.co.uk
        Life is just a beta version of death,but 
        Death is an alpha version of Shit Creek!
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References: <61759d$htu$1@ultra.sonic.net> <34412193.20950859@nntp.netcomuk.co.uk> <61rog1$shm$1@nntp.Stanford.EDU> <3441bc8e.609113@nntp.netcomuk.co.uk> <61sgl0$73g$1@nntp.Stanford.EDU>

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From: fel...@netcomuk.co.uk (Felix Harris)
Subject: Re: HACX shareware has been released!
Date: 1997/10/13
Message-ID: <34423574.521083@nntp.netcomuk.co.uk>
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References: <61759d$htu$1@ultra.sonic.net> <34412193.20950859@nntp.netcomuk.co.uk> <61rog1$shm$1@nntp.Stanford.EDU> <3441bc8e.609113@nntp.netcomuk.co.uk> <61sgl0$73g$1@nntp.Stanford.EDU>
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