![]() You'd also need lots of particle stuff too, and yes, a hud. ![]() In order to get hexen2 working, you'd still need a load of extensions - starting with tracebox. Practically speaking, most nq engines are basically crippleware. Regarding porting hexen2 to quake, ignoring the legal issues, I'm not sure that there's much point. this means that you can map for hexen2 in any quake map editor you want (ignoring possible palette issues, and easy ent definitions). Its also worth noting that ericw's qbsp can compile either quake or hexen2 format. You'll probably also need to increase some of the bsp limits, if they're still hardcoded somewhere. Regarding bsp2, its fairly simple really, just change the 4-byte magic, then change all the shorts to either 32bit ints or floats (depending on whether they're indexes or coords).ĭoing it in such a way that you do not break bsp29 is the challenge. If you're right then yes, that could be a problem. On a related note, do quake engine maintainers simply resist adding features, or is there any coordination for how feature support works across engines? The situation in the Doom community (I'm more familiar with) is a mess.Īnother thing is that I believe H2's entity thinks happen 20 times a second, rather than Quake's 10. I've no idea how H2 implemented hubs, but if it happened to be not-incompatible with the normal quake way of doing things, that might even be a nice engine feature for quake mappers. Off the top of my head, one big difference is that H2 is hub-based, like Quake 2, and getting all that persistant-state-across-multiple-maps stuff working in Quake would be a ballache. But there are a lot of gameplay elements, combinations thereof might be fun to explore in more depth. I didn't think it would work OOTB but it's encouraging that you think it might be easy/possible to convert it.Īnyway what's the point of doing this? :)įun! Hexen 2 (much like Heretic and Hexen before it) always felt to me like some great ideas, themes, and possibilities, hampered by reality, deadlines, and in H2's case, a really boring-looking first hub that puts off people before they've even started. You can't just load it as a mod, but it should be easy to convert it. While no one might immediately sue you, it's still not exactly clean. Similar problems to porting entire chunks of Doom etc. Also some of the interesting monsters are in the expansion, so you'd have to port even more. I don't think porting the entire Hexen 2 to the Quake engine would be a worthwhile project. Divining the entity names and keys from 20 year old internet pages or from the code is annoying. It's possible to use Radiant but you have to manually convert the. And the key items are hardcoded IIRC so it's not trivial to make your own unless you want to hack the gamecode. And I'm not a fan of the Aztec and Egyptian stuff myself. I've also seen a lot of dislike for the H2 monster lineup, and that's partly understandable - the skull wizard seems everyone's favourite but archer knights are really pretty boring. There is also little interest in Hexen 2 maps. But when I spoke to Ozkan Sezer about BSP2 a few years back, he didn't exactly seem thrilled by the idea. If Hammer of Thyrion got BSP2 support, then maybe. There is the hub system but that still is very limiting.Įric's tools and Spike's engine now support BSP2 for Hexen 2, which makes it theoretically possible to continue, but tbh I don't want to rely on FTEQW exclusively for this. ![]() When I learned the reason for the problem, I lost interest in continuing because what's the point if the map can only be 1/4th the size of a Quake map. It wasn't clear to me while mapping that H2 has a much lower limit than Quake. I have an unfinished Hexen 2 map that got shelved because it broke the extremely low clipnodes limit. It would be a large project needing a lot of programming from different people. Hexen 2 has a lot of extra gamecode using extra engine builtins.
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