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UQEH2114 Feature Requests Expand / Collapse
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Posted Friday, July 27, 2007 11:51:08 AM


Supreme Being

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Well, this is the official call for submission for features/fixes requests from you, the community!

So, what fixes and features would you like to see for the next version?

Post #358
Posted Friday, July 27, 2007 10:00:48 PM
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Can't wait for the next version

So here are my requests:

A UQE tools update to decrease the compilting time would be nice if possible
On-the-fly resolution changing
MDL interpolation
Post #359
Posted Saturday, July 28, 2007 9:24:26 AM


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Yes, on the fly rez changing will be quite nice.

I can port the intepoleration code from the old NewHexen sources; The only issue that needs to be looked at before introducing this into UQE is some of the models isnt compatible with this feature.. they werent designed according to it. To experiment I could add the feature and add some kind of epsilon coding to help reduce the visibility if these incompatibilities.

Add this will definitely make the engine feel more.. modern.

I've also been thinking about adding OpenAL support, but Im not sure how much work that would be.. Im still checking that out.

Post #360
Posted Sunday, August 05, 2007 1:39:23 PM
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Hi, i'm new here and have only one request (for now):
Hexen II crashes, when traveling from the Bridge of Stars to the Lair of Death at the End of the Mesoamerican Hub. This issue has already been posted some time ago, but it still happens so it would be quite nice if it gets fixed in the next release.

Post #381
Posted Sunday, August 05, 2007 1:45:57 PM
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Well it is also possible that this is not an engine-bug
Post #382
Posted Sunday, August 05, 2007 6:57:22 PM
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I've got four requests, all of which are related to improving widescreen support.

First, it would be good to be able to select resolutions within the game after launching GLHexen2.exe, like you can with Hexen2.exe.

Second, the list of available resolutions would ideally be populated from information retrieved from the system. That is, if the user's system supports an oddball resolution like 1920x692, that resolution should be fetched and put into the menu. If this is impractical to do and all that can be done is hard-code a list of resolutions, these ones are all important to widescreen users, and should all be supported:
1280x720, 1280x768, 1280x800, 1440x900, 1680x1050, 1920x1080, 1920x1200

Third, the FOV parameter doesn't appear to work. It should work.

Finally, it would be great if widescreen resolutions resulted in being able to see more on the left and right, instead of seeing less on the top and bottom. The only Quake 1 engine I know about that does this is Darkplaces. This might not be the best way to accomplish this, but I have what I think is a quick and dirty solution.

Basically, you'll need to have two FOV variables. I'll call them oldFOV and newFOV. oldFOV reflects the number that the FOV var is set to, and is the number returned whenever the player types 'FOV', and is the variable that gets set whenever the player sets the FOV or when the config file is read. newFOV is invisible to the user, but is the number that actually gets used when drawing the display.

What you do is, whenever the video engine restarts, or whenever the oldFOV changes, you'll need to do this:

newFOV = 2 * atan( ( (3*xres)/(4*yres) ) * tan(oldFOV/2) )

Note that if you use a standard resolution where the xres is 33% larger than the yres, such as 800x600, newFOV will be exactly the same as oldFOV.
Post #383
Posted Tuesday, September 18, 2007 4:38:53 AM
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The return of detail textures, please
Post #400
Posted Thursday, September 20, 2007 8:12:18 AM
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"light bloom" instead of the full-screen bloom, at least as an option. I think if glass, torches, lava, water, and maybe a few other light-emitting textures bloomed then it would run smoother and still look great. Qrack does this and it runs great & looks great, whereas UQE isn't as playable with bloom on and ghosting of images occurs.

"Lumas". There are some textures in the game that would just look sweet if there were lumas to enhance them. For instance, the buttons that light when you press them (they look too muddy now), the eyes of the enemies (too faint), and some items too.


Keep up the great work!
Post #403
Posted Thursday, September 27, 2007 8:56:35 AM


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