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Quake II Evolved 0.66

Posted: Wed Aug 17, 2005 3:38 am
by Den
Okay, ive copied this from the q2e forum:
If you want to try this build, then go ahead...

Installation instructions:
- Make a secondary Quake 2 installation
- Copy Q2E 0.40 .pk2 files in this new installation
- Unzip them, batch-convert all JPG files to TGA, zip again (last step not actually required)
- Unzip the attached file to the installation directory

System requirements (estimated):
- Athlon XP 1500+ or Pentium 4 1.5 GHz
- 256 MB RAM
- GeForce 256 or Radeon 7X00

Recommended:
- Athlon XP 2500+ or Pentium 4 2.5 GHz
- GeForce FX or Radeon 9600

The faster your CPU and more fillrate from your card, the better...

Anyway, don't expect it to be fast if you happen to get a map with lights (either you make it yourself, or wait for odium to release something or someone else to re-light a map).


Feel free to post whatever you want regarding this build, but be warned that we will only really pay attention to bug reports about the renderer (NOT effects, just the renderer).

IMO you should not get this build unless you're a developer willing to help and contribute work (code, re-lit maps, re-models, re-textures, etc). But everyone insists, so here is a build compiled from the latest CVS sources...

q2e_0.65.zip

So dont bitch if it doesnt work well ;)

Posted: Wed Aug 17, 2005 7:26 am
by Clown
Is it just another client, or is this the special 'make Q2 look better than it is' client?

Posted: Wed Aug 17, 2005 7:48 am
by gegoj
It's the "make Q2 look like Doom3" mod/conversion/update/patch/tweak (meaning You need more than just evolved client to make it look right).
Oh, and I don't think it'll support action as a mod for Q2 (but You'll probably be able to run aq2 maps with it).

Posted: Wed Aug 17, 2005 7:54 am
by slacker
id say they have wasted the majority of their time, now that the quake3 source code is upon us. would have saved them possibly months of coding just getting the engine up to quake3 standard in the first place.

but oh well.. looks like they're around the doom3 level now so what does it matter :)

if someone is testing it out, put a screen shot up! i for one dont have the hardware to run this engine.

Posted: Wed Aug 17, 2005 8:03 am
by Den
id say they have wasted the majority of their time, now that the quake3 source code is upon us. would have saved them possibly months of coding just getting the engine up to quake3 standard in the first place.
Why would you say that? They love quake2, just like everyone here, thats the reason they changed de code.
Oh, and I don't think it'll support action as a mod for Q2 (but You'll probably be able to run aq2 maps with it).

It's the job of the mod creators to make their mods compatible with this client, not the other way around ;)

Posted: Wed Sep 07, 2005 11:30 am
by Den
New public beta v0.66
Changes:

- Renamed "shader" to "material" (scripts now go to materials/*.mtr)
- Fixed shadow flickering on certain video cards due to clipping errors
- Fixed light "center"
- Implemented z-pass shadows (nice speedup in most scenes)
- Removed support for index buffers (they will always be dynamic anyway)
- Moved decal management to the renderer (saves some copies)
- Implemented "decalInfo" material command
- Better code for finding world shadows, which also fixes problems with brush models (optimizations coming later)
- Removed joystick support
- Added a post-process material testing tool
- Perfect (I hope) scissor clipping for lights. This produces a much smaller scissor rectangle, thus saving more fillrate than previous versions, plus it fixes a couple of problems with certain specific lights
- Fixed RB_SetActiveRenderPath which was enabling unavailable paths
- Updated water.mtr so it actually draws something on cards without VFP support (or r_shaderPrograms disabled)
- Fixed culling issues with mirror views
- Forced RF_VIEWERMODEL shadow to z-fail since it was causing problems
- Better visibility determination for map models
- Slightly better light code
- Fixed ambient lighting
- Fixed "texGen normal"
- Fixed model normals fucking up in some places for some reason
- Added "noShadows" light parameter
- Fog density is now controled by material alpha
- Proper volumetric fog
- PVS culling was broken for fog, blend and ambient lights (will redo properly later, but fix disappearing surfaces for now)
- Added light styles
- Added cvar/cmd descriptions ala DooM 3
- Fixed light transformation matrix
- Added "materialParmX" light parameter
- Misc changes and fixes
- Some Quake 3 stuff
q2e 0.66

Posted: Thu Sep 08, 2005 2:47 am
by slacker
good to see they're ripping from the quake3 engine already..

Posted: Sun Sep 18, 2005 2:08 am
by BeAViS
i cant see writes... O_o O_o O_o O_o O_o

Posted: Sun Sep 18, 2005 2:31 am
by Janner
lol this client doesnt work at all for me... no menu (atleast black with white borders), even with a blank config... no textures, even in game action =\

Posted: Sun Sep 18, 2005 2:34 am
by BeAViS
Janner wrote:lol this client doesnt work at all for me... no menu (atleast black with white borders), even with a blank config... no textures, even in game action =\
same situation for me :shock:

Posted: Sun Sep 18, 2005 2:40 am
by Janner
phew, then its not my computer... maybe its just a weird client :P