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Heavy Metal F.A.K.K. 2 / American McGee's Alice reverse engineered

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realice

engine todo:

  • support FAKK2 BSP version 12 maps
  • support Alice BSP version 42 maps
  • (huge) add tiki model support, some part of it could be probably taken from OpenMOHAA
  • (tedious) remove vm syscalls, as fakk2 directly calls the DLL functions like Quake2 or Half-Life
  • (huge) integrate fakk2-sdk libraries (they are not under GPL btw but probably nobody cares anymore as Ritual imploded)
  • get rid of legacy unix/win32/macos code, port to SDL3

renderer todo:

  • support FAKK2 BSP version 12 maps, in progress
  • support Alice BSP version 42 maps, in progress
  • implement missing shader options (see shader_manual_new.doc from fakk2-sdk)
  • implement multitexturing path (if mtex in shaders)
  • implement actual drawing of these shader options (in progress)

UI todo:

  • because renderer now misses stuff like setcolor/drawstretch, ALL 2D rendering is broken
    • port UI lib from openmohaa?

How to run: What I basically do at this point is copy selected files from FAKK2 or Alice game data into Q3A folder, this way I don't have to implement all stuff at once by relying on Q3A assets temporarily.

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