Sorry if it's been asked.. but AQ2client?

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Proto
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Sorry if it's been asked.. but AQ2client?

Post by Proto »

Okay, right..
I'm using BeefQuake v.4 (not the newest, which should be v.5, but I don't liek it :p )

Anyway, in BQ, when you hit someone, you really see that you hit him.. A kinda mayor clue to this is all the blood in BQ ..

http://www.ktv.no/~jra-ktv/blood.jpg

This makes it easyer to see if someone is bleeding, bandaging or if someone across the other side of the map gets shot, and in which direction and so on..

I really like this blood feature.. :)

And it's not just the blood, the bullets when they hit the walls makes lots of smoke, kind round and big, instead of the normal small weird thing, muzzleflashes and lighteffects all around are much greater in my oppinion.. :)



Anyway, it seems everyone is using APQR or something :p A new cool Q2client with lots of features, including cell-shading :) and skydistance I guess.. ?

Anyway, I tried it once, and the blood looked as if it was thin, red squares from software-Q1 ..

Does anyone know if it would be possible to change this? To make it look more like.. well.. blood ... thicker, rounder, darker red, more of it?
God damn, the guys get sprayed with m4s or sniped in their head, and all they get is a small nosebleeding thingy.. ?

Basicly, I like BQv.4 , but it doesn't have the skydistance feature..
I also think APQR or whatever could be a nice client, it's just that it feels a bit like normal vanilla Q2, but with a few extra features.. but the graphix are the same.. if you understand what i mean... :p


The best would be if someone could make a new version of BQ, with the cellshading effects and skydistance .. I would be very! happy for that.. _very!_.. :)


Anyway, any help would be greatly appriciated :)

*cuddle* :santa:
Plummet is my middle name..
Proto
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Post by Proto »

Basicly..

Code: Select all

-----------------------------------------------------

	       B E E F   Q U A K E

Modified Quake2 executable & OpenGL reference driver

-----------------------------------------------------


-------	BeefQuake OpenGL Driver Features: -----------
-----------------------------------------------------

* Improved entity shadow code ('gl_shadows 2' at the console).
	- Stencil buffered shadows
	- Lowered shadows closer to ground
	- Shadows not so dark
	- Shadows dont rotate in wierd ways
* Defaults to trilinear filtering
* Attempts to run in 32bit colour
* Loads true colour targa files in the case that they exist with the same filename as any other image being loaded. If they dont exist, the old image is loaded.

	-- New to release2 --

* Based on Q2 3.21 source
* RScript - Texture rendering scripts
	- Ability to use .cin cinematic files as textures
	- See rsdoc.txt for more information
* Vertex arrays in use in some areas of the renderer
* Continuous frame export (dumps a screenshot every frame to /<gamename>/animdump)
	- 'cl_animdump 1' at the console
* GeForce3 enhanced water-warp (reverts to old waterwarp if texture shaders are not supported)
* Texture Compression ('gl_ext_texture_compression 1' at the console, disabled by default)
* Replaced missing texture image
* JPEG image file support
	- Uses libjpeg library, source for which is available from http://www.ijg.org
	- Screenshots in JPEG format
		- 'gl_screenshot_jpeg' cvar to toggle (on by default)
		- 'gl_screenshot_jpeg_quality' cvar to set quality, 100 being best quality, 1 being worst.

	-- New to release3 --

* Filename changed by request
	- ref_bqgl.dll
* Fixed entity shell rendering (such as the quad damage shell)
* New particles replacing old point/triangle particles
	- Textured with a targa
	- Batch rendered in a vertex array
* Tweaked rscripts code to behave more how it was planned
* Motion blur effect
	- Requires a GeForce series card
	- 'gl_motionblur 1' at the console
* Planar shadows above the view origin arent drawn
* Smoother dynamic light falloff
* Stainmaps applied to lightmaps
	- 'gl_stainmaps 1' at the console
	- Enabled by default

	-- New to release4 --

* Uses a hardware gammaramp where available
* Removed 256x256 texture size limitation
	- Maximum texture size is the hardwares maximum
* Uses GL_SGIS_generate_mipmap extension for hardware mipmap generation (where available)

* Stainmapping doesnt affect entity lighting
* Renderer understands SURF_NODRAW surface flag

	-- New to release5 --

* Ability to export demos directly to an AVI file
* Fixed a bug where certain skin names could drop clients from a server
* Model shells (ie the 'quad glow', etc) are now scriptable via RScript
* PNG image file support
* NV_texture_shader water can be modified further via a fragment shader (NV_register_combiners)
	- Cg shader provided, compiles to DX8 Pixel Shaders, and can from there be converted to nVidia Register Combiners code
* Generic (non map specific) RScript scripts can be kept in PAK files, and loaded directly.
* Directional model lighting and shadowing


-------	BeefQuake Executable Features: --------------
-----------------------------------------------------

* Framerate display ('cl_drawfps 1' at the console)
* 'Cancel' option in video options changed to 'Apply Changes'
	- Pressing escape cancels changes
* Fixed a nasty crash when a key bound to open a menu was pressed when already in the menu

	-- New to release3 --

* Filename changed by request
	- BeefQuake.exe
* Removed driver settings from Video menu
* Uses bqconfig.cfg instead of config.cfg
* Sends information on stainmaps to the renderer

	-- New to release4 --

* Updates gamma without restarting video driver (where supported)
* 'Join Game' menu has all 9 address book entries (Q2 had 9 cvars but only showed 8)
* Greatly improved console command completion
* Supports 8 player co-op games (previous limit was 4 players)
* Increased efficiency for drawing certain pics on screen
* Removed pak file naming convention
* Client uses random port to protect against 'q2msgs' attacks

* 'cl_minfps' cvar for fps control of 'cl_animdump'
* Hardware gamma is an option in the video menu
	- Disabled by default
* Pak files are sorted alphabetically before being referenced in the search path
* New console commands for managing cvars:
	- 'cvar_inc <cvar> <value>'
		- Increase a cvar by the specified value (can be negative)
	- 'cvar_toggle <cvar>'
		- Toggle a cvars value between 0 and 1

	-- New to release5 --

* AVI export interface with renderer library.
	- 'aviexport <framerate> <demo name> <avi name>'
		- exports the demo to an avi at the given framerate
	- Other cvars available, type 'avi' at the console and press TAB to get a full listing
* Mouse wheel can scroll up & down the console
* Console variables, commands, and alias's are no longer case sensitive


-------	Known Bugs: ---------------------------------
-----------------------------------------------------

* Flies around corpses arent visible (bug in textured particles code)


-------	Thanks to: ----------------------------------
-----------------------------------------------------

	* id Software
	* Heffo for his many great additions to the engine.
	* Guy Paddock for his post on QuakeSrc.org about the dynamic light falloff
	* Lord Havoc for the stainmap code in Dark Places
	* Discoloda for porting Lord Havocs stainmap code to the Q2 engine
	* Rscript updates thanks to Vic
	* PsychoSpaz for the directional model shading code
	* L0cky for his BQ techdemo mod
	* Everyone who frequents #openquake on irc.telefragged.com
	* Everyone who has supported any of my projects over the years


-------	Contact: ------------------------------------
-----------------------------------------------------
	IRC:		#openquake on irc.telefragged.com
	Email:		biteme@telefragged.com
	Web:		http://mrg.telefragged.com/beefquake
Plummet is my middle name..
VaLiNoR
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Post by VaLiNoR »

I don't know, but for me the sensitivity when I use apr q2 get's fucked up.. Dont know why.. But it's not as good to play with as Nocheat :P
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Proto
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Post by Proto »

try m_xpfix 1


Anyway, I'm sooo gonne learn some Q2 coding.. :p :)


http://www.quakesrc.org/tutorials/old/31


http://www.quakesrc.org/tutorials/old/106

raWr! prepare BQ ! :rambo:

EDIT: Okay, so I read the FAQ thingy.. And I figured, coding really isn't my thing..

Feel free to help me out? :D *Cuddle*
:santa:
Plummet is my middle name..
Sabotage
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Re: Sorry if it's been asked.. but AQ2client?

Post by Sabotage »

Proto wrote:Anyway, it seems everyone is using APQR or something :p A new cool Q2client with lots of features, including cell-shading and skydistance I guess.. ?

Anyway, I tried it once, and the blood looked as if it was thin, red squares from software-Q1 ..

Does anyone know if it would be possible to change this? To make it look more like.. well.. blood ... thicker, rounder, darker red, more of it?
God damn, the guys get sprayed with m4s or sniped in their head, and all they get is a small nosebleeding thingy.. ?
This have been done, the blood have been maked darker but i dunno if they use it in the client or if just someone have it.
AprQ that is :santa:
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Proto
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Post by Proto »

Ah, okay :) Thanks..

Then over to the next question; anyone who has what he said, post it!

Edit: that's not really a question, is it? anyway..
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fuct
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Post by fuct »

set gl_particle "1"


?
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Post by IBA »

OMG who needs beefquake to change his blood?
rofl
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BeAViS
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Post by BeAViS »

i dont have blood and its better :D
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Post by SaLsA »

parental control ftw! :m00:
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Proto
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Post by Proto »

IBA wrote:OMG who needs beefquake to change his blood?
rofl
because i drink it?
Plummet is my middle name..
Proto
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Post by Proto »

fuct wrote:set gl_particle "1"

Close enough :) Thanks allot! :D

:santa:
Plummet is my middle name..
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