Is this an abandoned project

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Adam Amir

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Feb 9, 2021, 10:02:38 PM2/9/21
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Yea is this finished er wut?
I am trying to fix this, just trying to figure out if it is still a thing people are developing to this day.
Thx!
Adam

Joel Webber

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Feb 10, 2021, 1:06:22 PM2/10/21
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Yeah, I think it's fair to describe it as abandoned. Every once in a while I get a wild hair and build it again to see if it still works. And it kind of does -- some texture stuff has bit-rotted and gets a little funky, and the network code is somewhere between flaky and broken, depending upon the phase of the moon. Unfortunately we wrote all this code back when WebGL and Websockets were still experimental and in a state of flux, so reality has shifted underneath both the code and the API wrappers. It would probably be a significant undertaking to get it all going and "good" again.

That said, if anyone wants to resurrect it, port it to Typescript, or anything like that, I'm happy to dig in and answer questions. I still think it would be really cool to be able to share a deathmatch URL and have people to just be able to dive in without installing anything. And GL, websockets, low-latency audio, fullscreen, mouse-lock, webrtc, and other APIs are in a *much* better state than they were back in 2012, so that's a lot more achievable now.

Stefan Haustein

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Feb 10, 2021, 3:49:18 PM2/10/21
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The playN and libgdx ports should be a bit more up to date. Unfortunately, it isn't a great fit for either. Web support was added to libgdx pretty much as an afterthought, and playn doesn't want to be a 3d engine. IIRC, the libgdx port requires library patches that are contained in the project but not ported back. Not sure if the playn port still compiles with modern playn. The cleanest thing to do might be to port back any progress from the lingdx port to the playn port...  


This seems to still work when changing http to https: http://quake2playn.appspot.com/



Adam Amir

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Feb 10, 2021, 11:06:31 PM2/10/21
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Thx guys!!! 
So I actually made a working ish port of the game. The source code from github was a little broken, so I went and fixed it on my own. If y'all wanna see the fixed version, plz lmk. Idk if github will let me upload the fixed port b/c some files might be over 25mb. 

Trying to run this thing is a headache. I had to download and fix the source code from github (we talking about the playn source code not the other one) and I had to update the download.js file, get the playnquake nocache .js file from quake2playnappspot website, then the e5...html page for the whole operation to work. Those two files were missing from the repo. The game wouldn't run offline, so I uploaded it to my azure website and it still wouldn't run. I then downloaded the .exe demo file and stored it on the website. I mapped the location of the exe file on my website to the og location where the original link was. It then worked. So offline usage doesn't work. You need to upload it to a website fr some reason. Keep in mind I'm 15 and don't know how most of this works. 

Idk what the point of this was. OH WAIT, yea, so I found other .exe files online that launched with winzip just like the demo. When I would go to play the game, it would finish the decompression, then say error loading pak0. How would I fix that. I just want to run the full version of the game. 

Stefan Haustein

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Feb 12, 2021, 2:49:59 PM2/12/21
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Congratulations! Does it still work with an up-to-date version of PlayN? Not sure where to start with making other versions (than the shareware version) work. It might be that there is a hardcoded list of files that are "loaded" before the game tries to start to avoid async problems.... I guess it's just too long ago I touched this to provide anything usefull -- Dmitrii Tikhomirov seems to have worked on the code base more recently, perhaps he has some ideas... His port is here: https://github.com/treblereel/quake2-j2cl-port

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