Post by knightmare on Nov 25, 2012 18:13:59 GMT -5
Are there any numbered (pakx.pak, 0-99) files in baseq2 that contain .cin files? Also, try cleaning up your baseq2 folder and running it from a clean mod folder. There's also the possibility of file sytem errors.
My attempts to implement my ref_gl fixes in ref_soft resulted in crashes in the assembly parts of the code, which I'm not able to debug. So ref_soft will be left as-is, aside from the change to the default of cvar sw_mode and the BSP security stuff.
I also sorta fixed the Xatrix hyperblaster guards' hyperblaster bolts having the right impact color. There's a blue blaster impact effect in the client, but it's coded wrong (causes a parse error) in Q2's source (and in most engine mods, too). I fixed this in v3.23, but I don't want to make this Xatrix DLL dependent on that. So I used the ETF rifle impact effect instead. It's only sligtly less blue.
BTW, several of the Xatrix additions were badly coded like this.
Last Edit: Dec 7, 2012 2:35:44 GMT -5 by knightmare
Post by Wixen1 [Q2C] on Dec 17, 2012 16:49:50 GMT -5
I think it is cool KM is doing this enormues effort to make our old quake 2 better to map, he should have been appreciated for this, a long time ago. Well, better late than sorry, cheers KM, for a great job well done, happy to see mappers coming back for more.. Keep on truckin.. -W1
Post by knightmare on Jan 31, 2013 23:17:13 GMT -5
I just updated the test build to add an option to disable non-power-of-2 mipmapped textures, because some drivers screw them up. This problem generally manifests itself as skins turning partially black at medium and long distances away from the player.
Test build 4 is now ready. I just added refresh rate control and the custom video mode (-1, custom width and height still need to be set from the console) to the video menu. Mouse acceleration disabling has been added to the options menu.
Download link is in the first post.
Unless I get any bug reports, this version will be the public release.
Last Edit: Mar 14, 2013 0:30:31 GMT -5 by knightmare