﻿<?xml version='1.0' encoding='UTF-8'?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Unofficial Quake Engine - Forums / Hexen II / Wish List </title><generator>InstantForum.NET v4.1.4</generator><description>Unofficial Quake Engine - Forums</description><link>http://forums.quake-engine.com/</link><webMaster>noreply@quake-engine.com</webMaster><lastBuildDate>Wed, 20 Aug 2008 22:36:49 GMT</lastBuildDate><ttl>20</ttl><item><title>UQEH2114 Feature Requests</title><link>http://forums.quake-engine.com/Topic358-12-1.aspx</link><description>Well, this is the official call for submission for features/fixes requests from you, the community! :)&lt;/P&gt;&lt;P&gt;So, what fixes and features would you like to see for the next version?</description><pubDate>Fri, 27 Jul 2007 11:51:08 GMT</pubDate><dc:creator>Korax</dc:creator></item><item><title>Glowing items?</title><link>http://forums.quake-engine.com/Topic333-12-1.aspx</link><description>My first post here. :)&lt;br&gt;&lt;br&gt;When I came across the unofficial Quake Engine I was very happy. Hexen 2 is a pain to play with modern computers. I was very happy to be able to increase brightness, which wasn't working in default GLHexen 2.&lt;br&gt;&lt;br&gt;Anyways, now on to my request. Maybe the brightness thing I mentioned is a clue that I don't have good eyesight, in fact I have a very hard time seeing in darkness and I have lost a lot of my peripheral vision so I won't see items unless my eyes are staring at a point near them on the screen.&lt;br&gt;&lt;br&gt;So I figured it would be great to have the ability to have an option that maks all items of the game glow from a distance. Health vials, powerups, mana, etc. The glow could get reduced as I get nearer. This would be a lifesaver because I pretty much just run around the rooms of the game hoping to pick up any items. :P&lt;br&gt;&lt;br&gt;I hope you'll consider this idea, it would make Hexen 2 a lot more enjoyable for me like in the old days when my eyes were more useful. :)</description><pubDate>Fri, 01 Jun 2007 18:52:13 GMT</pubDate><dc:creator>Bjossi</dc:creator></item><item><title>Inventory scroll commands mapping</title><link>http://forums.quake-engine.com/Topic269-12-1.aspx</link><description>Great job with your engine!  However, please provide mapping for the controls to scroll through your inventory and use your inventory item. -thanks</description><pubDate>Fri, 17 Nov 2006 04:38:44 GMT</pubDate><dc:creator>TonyL</dc:creator></item><item><title>A Couple Music &amp; SFX Wishes.</title><link>http://forums.quake-engine.com/Topic272-12-1.aspx</link><description>Here's 2 features that would be great if UQE supported it:&lt;br&gt;&lt;br&gt;Dynamic Music:&lt;br&gt;Nothing too fancy, but being able to start, stop, fade in/out and between different tracks via some sort of ingame trigger would be awesome and help me a lot when I start concentrating on RH's music.&lt;br&gt;&lt;br&gt;Better Sound Effect Support:&lt;br&gt;Currently the amount of available sound effects is hard coded into the progs.dat, making using more SFX more trouble than it should be. There should be a universal ambient sound entity that:&lt;br&gt;- Can play any looping or non-looping sound effect (Of the correct file type) that is located with in the proper file directory, without the need for creating new code for each sound effect.&lt;br&gt;- Be either triggered or set to play automatically.&lt;br&gt;- Has a settable interval between sound playback as well as the option for a random delay added onto the interval.&lt;br&gt;- Have a settable range and decay field which controls how far the sound will be audible, and how fast it decays the closer/farther away the player is.&lt;br&gt;&lt;br&gt;The last one may be more of a problem with the progs.dat, than something that can be solved via UQE, but It's something that's been bothering me for a long time.</description><pubDate>Wed, 22 Nov 2006 18:47:50 GMT</pubDate><dc:creator>Razumen</dc:creator></item><item><title>A new HUD</title><link>http://forums.quake-engine.com/Topic257-12-1.aspx</link><description>The old Heads up display is very distorted when scale 2d is turned on, and when its not its rather hard to read, it would be awesome to have a redone HUD with hexen 2.</description><pubDate>Sun, 05 Nov 2006 01:09:52 GMT</pubDate><dc:creator>Twood1130</dc:creator></item><item><title>First Wishlist</title><link>http://forums.quake-engine.com/Topic34-12-1.aspx</link><description>Well I gave a try to the UQEH2 and it was what you write, didn't find anything bad and all you promised is there..&lt;br&gt;However I still don't think it is enought to beat good old NH, what it really miss is model frame interpolation and colored lighing&lt;br&gt;Can you also consider following?&lt;br&gt;bind some textures instead boring generated image for particles?&lt;br&gt;use normal maps for bumpmapping ? ( turn it off unless texture has _n equivalent with normal map information )&lt;br&gt;some shading? GL_LIGHT would be very interesting as it provides very nice vertex shading without really much work :hehe:&lt;br&gt;better transparency? ( color buffer trick preventing ugly overlapping polygons )&lt;br&gt;new model formats ? ( MDL is dead all the way, MD2 is better on it but still hard to get real tools, MD3 is okay )&lt;br&gt;multiplayer goodies :P&lt;br&gt;Anyway keep the great job, it is already much better than vanilla H2 ;)</description><pubDate>Mon, 12 Jun 2006 18:13:30 GMT</pubDate><dc:creator>necromancer</dc:creator></item><item><title>Hexen II</title><link>http://forums.quake-engine.com/Topic227-12-1.aspx</link><description>Well, its not really about UQE Hexen, but i wonder if there is a free full version of Hexen II out there, because here, in Hungary, this game has "disappeared" so i cant buy it and im too young to order one from an internet shop :S&lt;/P&gt;&lt;P&gt;Update: No need for the game anymore</description><pubDate>Tue, 26 Sep 2006 03:14:13 GMT</pubDate><dc:creator>The_grim</dc:creator></item><item><title>Old newhexen features, and next update?</title><link>http://forums.quake-engine.com/Topic110-12-1.aspx</link><description>Before I forget to ask, when you implement colored lighting in the next version of UQE, will it be the same as it was in newhexen? I remember going to the JShexen site, and downloading .lit files and being able to use them with newhexen. Will we still be able to do this?&lt;/P&gt;&lt;P&gt;Also, I'm assuming the next update will have colored lighting, fog, and water caustics... What about console controlled weather ie rain/snow, and lens flares as well?&lt;/P&gt;&lt;P&gt;Last question: How long do you think before the next UQE update that would contain older features that were lost in translation to the new engine?</description><pubDate>Thu, 13 Jul 2006 07:23:36 GMT</pubDate><dc:creator>Xanithe</dc:creator></item></channel></rss>