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  • Serious Lack of Quake II Source Ports

    There are like three that I know of and they all look like opengl quake II, which is WTFGROSS.

    I don't even need a full blown source port. I just want two things:

    1. Widescreen w/ FOV options
    2. Software mode, or something that looks just like it.

    There is an executable that allows for widescreen in software mode but it crashes when you go under water and is totally corrupted on AMD cards...

    Do any of you guys know of something that will run Quake II like this? I've got an itch that needs scratchin'...

    www.youtube.com/user/KillPixel

  • #2
    MH has been doing things in Quake 2 world,look at his blog. http://mhquake.blogspot.com/
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

    Comment


    • #3
      hopefully this'll be usefull for you:
      Quake2 patch to v3.20.exe

      its a patch for quake2, which patches it to version 3.20 which implents widescreen into quake

      dunno if it might be the same file you already had, if so nvm
      with this patch quake doesnt crash when you go underwater.

      although i myself dun use it, i use quake2 EGL for playing quake2, love the fancy effects and hi-res textures and hi-poly model replacements it supports
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

      Comment


      • #4
        Originally posted by Mindf!3ldzX View Post
        MH has been doing things in Quake 2 world,look at his blog. mhquake
        Yeah, I've played around with that some time ago, but ran into some issues and eventually lost patience...I should check it out again. Basically, a DirectQ for Quake II would be amazing.
        www.youtube.com/user/KillPixel

        Comment


        • #5
          Originally posted by splitterface View Post
          hopefully this'll be usefull for you:
          Quake2 patch to v3.20.exe

          its a patch for quake2, which patches it to version 3.20 which implents widescreen into quake

          dunno if it might be the same file you already had, if so nvm
          with this patch quake doesnt crash when you go underwater.

          although i myself dun use it, i use quake2 EGL for playing quake2, love the fancy effects and hi-res textures and hi-poly model replacements it supports
          The 3.20 patch goes up to 1600x1200 but doesn't support 1920x1080...which is the resolution I use Thanks though!
          www.youtube.com/user/KillPixel

          Comment


          • #6
            what exactly is it that you don't like about gl mode?

            if using FTE to play Q2, try these:
            r_lightmap_saturation 0
            gl_texturemode nn
            first kills off the ugly yellow lighting, second makes the walls all pixely.
            Some Game Thing

            Comment


            • #7
              Originally posted by Spike View Post
              what exactly is it that you don't like about gl mode?

              if using FTE to play Q2, try these:
              r_lightmap_saturation 0
              gl_texturemode nn
              first kills off the ugly yellow lighting, second makes the walls all pixely.
              I don't like the way it looks and love the way software mode looks.

              r_lightmap_saturation 0 and gl_texturemode nn do what you then I will forever be in debt to you.

              I can't wait to go home and try those out *sequels like a school girl*
              www.youtube.com/user/KillPixel

              Comment


              • #8
                Originally posted by KillPixel View Post
                I don't like the way it looks and love the way software mode looks.

                r_lightmap_saturation 0 and gl_texturemode nn do what you then I will forever be in debt to you.

                I can't wait to go home and try those out *sequels like a school girl*
                The beautiful thing about DirectQ, is it can be taylored to look like Software Quake or GLQuake, all through use of filtering/aliasing/etc , or lack there of for software look.

                With top fuel dragster horsepower, oh ya,,!
                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                Comment


                • #9
                  I've done some work on Quake II recently but it's just something I fool around with from time to time rather than being a serious project. Unfortunately any still active source port work seems very fragmented, with not much centralized communiation between projects, so it's quite difficult to get into anything serious. Specific example: there's no equivalent of the activity that goes on at Inside 3D, so unless you have a good awareness of what the main issues are that need fixing, what the main essential features are for a Quake II engine, and so on, things tend to end up trailing off and you lose interest after a certain period of time (normally I pick it up again about a year later and remember how much better a game it is than Quake).

                  Mostly nowadays I use it as a vehicle for experimental work - the recent stuff I did was an almost pure GL3.3 port, for example. I think I even released the code, so far as I took it - I certainly circulated it around a few people anyway. If I ever pick up my ideas for real-time lighting again that's probably where I'll do them too (although I expect that real-time lighting without reflected light won't look too good).
                  IT LIVES! http://directq.blogspot.com/

                  Comment


                  • #10
                    hmm strange. ill look, i think i mightve uploaded a wrong patch then. cuz the one i used before i discovered egl quake did support 1920x1080

                    i think the patch i used was 3.23, try searching google for that patch
                    .
                    are you curious about what all there is out there in terms of HD content for quake?
                    > then make sure to check out my 'definitive' HD replacement content thread! <
                    everything that is out there for quake and both mission-packs, compiled into one massive thread

                    Comment


                    • #11
                      Here you go, person who has taste! Yamagi.org

                      I guess "gl_texturemode gl_nearest_mipmap_linear" will be enough to make it software-ish.
                      Quake 1 Singleplayer Maps and Mods

                      Comment


                      • #12
                        Originally posted by Spirit View Post
                        Here you go, person who has taste! Yamagi.org

                        I guess "gl_texturemode gl_nearest_mipmap_linear" will be enough to make it software-ish.
                        dang. I thought this would be perfect, the "over 1000 bug fixes" is awesome. Maybe I'm doing something wrong, but I don't think this actually displays true 1080p. The image is warped, "low res" (even though it's set at 1080p) and the fov is wonky. I'll mess with it some more.
                        www.youtube.com/user/KillPixel

                        Comment


                        • #13
                          Originally posted by MH View Post
                          I've done some work on Quake II recently but it's just something I fool around with from time to time rather than being a serious project. Unfortunately any still active source port work seems very fragmented, with not much centralized communiation between projects, so it's quite difficult to get into anything serious. Specific example: there's no equivalent of the activity that goes on at Inside 3D, so unless you have a good awareness of what the main issues are that need fixing, what the main essential features are for a Quake II engine, and so on, things tend to end up trailing off and you lose interest after a certain period of time (normally I pick it up again about a year later and remember how much better a game it is than Quake).

                          Mostly nowadays I use it as a vehicle for experimental work - the recent stuff I did was an almost pure GL3.3 port, for example. I think I even released the code, so far as I took it - I certainly circulated it around a few people anyway. If I ever pick up my ideas for real-time lighting again that's probably where I'll do them too (although I expect that real-time lighting without reflected light won't look too good).
                          Ok, so the problems I was having with DirectQII was because of the AMD card I was running at the time. It appeared to be very bright and washed out and couldn't be helped. Now it looks fine.

                          I'm assuming there is no cvar to change the texture filtering to appear software-ish? It's already set at linear_nearest. There probably isn't a cvar to turn off the dynamic lighting either?

                          It also feels like it's capped at 60 or 70 fps. The resolution and fov work like a charm though.

                          Your sensibilities in terms of what a source port should offer and achieve are first rate IMO. Even if DirectQII were to become just a little more than it is now it would be great.

                          I'm going to go see if I have any luck with FTE now...
                          www.youtube.com/user/KillPixel

                          Comment


                          • #14
                            Originally posted by KillPixel View Post
                            dang. I thought this would be perfect, the "over 1000 bug fixes" is awesome. Maybe I'm doing something wrong, but I don't think this actually displays true 1080p. The image is warped, "low res" (even though it's set at 1080p) and the fov is wonky. I'll mess with it some more.
                            Do read the README and if you are sure it is a bug, file an issue at https://github.com/yquake2/yquake2/issues with a detailed description of your setup (hard- and software) and a screenshot.
                            Quake 1 Singleplayer Maps and Mods

                            Comment


                            • #15
                              well i use kmquakeII, and the Now Dead Quake II Evolved

                              Kmquake II supports ogg vorbis music + widescreen

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