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Question about using Rogue game.dll for BaseQ2 #1104
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DLLs from expansion packs are not supposed to replace each other or the one from the base game (baseq2), they just support the proper expansion. So, if an enemy that doesn't appear in the expansion (or base) is present in a map, the behaviour of the game is completely undefined, and basically depends on luck. This is the behaviour of original Quake 2 and most source ports I know (KMQuake2 unified Xatrix and Rogue, but I doubt that DLL supports the base game). There was no support for "cross-expansions". As you say, there's no code for monsters not present in the expansion, so it's not a bug. I believe you are confused because the rerelease/remaster has all expansions unified into one. It's convenient, but it means work has been done to support all expansion packs at the same time, work that should have to be replicated in this source port. |
No, Quake2 wiki mentioned this trick years ago with the original release. But they do it by starting Ground Zero and then typing "map base1" to play the main campaign. I don't get their crash @ Big Gun, but they don't mention any issues with the Iron Maiden. I assume doing it their way would have the same problem with Iron Maiden, because it still doesn't load game.dll from the base game? |
For this case issues related to different name of iron maiden model, bitch2 vs bitch. Solution could be add required model or add hacks for replace model on fly like in https://github.com/yquake2/yquake2remaster/blob/master/src/client/refresh/files/models.c#L3065 |
Note: if a game library does not have some monster, game will mention it in logs as error with entity and such monster will not appear in any form in the game. |
@0lvin, you're right. Without touching the source code, can this be worked around, such as using map entities instead? |
You could simply load rogue normally and then execute |
Closing this one as I don't think anything more can be done here. |
If you drop Rogue game.dll into baseq2 folder, you get enhanced AI in the original game.
This works fine until the first Iron Maiden enemy, which is rendered as a small brown triangle. I assume it's because the Rogue version has no code for this monster.
Is this a bug that can be corrected, or is it something that's not supported?
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