macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Jul 22, 2014 3:52:58 GMT -5
hi again
knightmare is there ne chance of a cel shading option in the next kmquake2 build?
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Aug 20, 2014 0:54:36 GMT -5
hi macanah here knightmare would you be able to set the default protocol for kmquake2 in the next build to the normal protocol which i think is 35 by default it would make it easier to make configs with the writeconfig command instead of having to put in this line set cl_servertrick 1
ok thats all bye from macanah
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Post by knightmare on Aug 31, 2014 21:20:16 GMT -5
You didn't tell me whether any other Q2 engines or the v3.24 patch have the same problem running on Windows 8.1 without Vista compatibility.
I won't be adding cell shading. Setting KMQ2 to default to vanilla Q2 protocol would likely cause problems in single-player mode, which is KMQ2's primary purpose.
Can anyone set up a server with HTTP downloading that is missing maps from the HTTP server so I can test my UDP fallback fix? If I can't test it, I'll just have to remove it, as it's an ugly hack that might not work or could cause bugs.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Sept 1, 2014 3:52:40 GMT -5
hi km im pretty sure that if the user hasnt got a http enabled client that it will just use udp even if the server has a http downloading enabled server
ok i have a server to test on
ip-port 60.242.253.213:27910
i removed the map macdmbloodv2 from my http server so when u join my server vote for the map macdmbloodv2 unless it is already loaded
please post here when u r finshed
from macanah
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Sept 3, 2014 6:27:16 GMT -5
hi knightmare welli have returned the map back to my http server maybe u didnt read my post if u want me to help you test your client just let me know ok bye from macanah
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Post by knightmare on Sept 5, 2014 15:54:53 GMT -5
Sorry, I've been really busy lately. Can you try removing a map from your HTTP server again?
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Sept 8, 2014 2:00:01 GMT -5
ok i removed macdmbloodv2
post here when u r done
from macanah
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Post by knightmare on Sept 8, 2014 8:50:51 GMT -5
Got it working new. Thanks, Macanah!
BTW, do any other Q2 engines give you problems running on Windows 8.1?
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Sept 8, 2014 10:03:19 GMT -5
hi knightmare ive only tried egl q2pro r1q2 and quake2xp and they all run fine
ok bye from macanah
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Post by knightmare on Sept 8, 2014 20:59:48 GMT -5
Could you also try my v3.24 patch, Quake2Evolved v0.40 and Quake2Max?
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Sept 8, 2014 22:31:59 GMT -5
ok q2evolved works but all graphic glitches ahh cant try ur 3.24 bcause it would stuff up all my files q2max just crashes not matter what win version i have
ok bye from macanah
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Post by knightmare on Sept 9, 2014 16:24:29 GMT -5
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Post by knightmare on Oct 27, 2014 2:40:49 GMT -5
hi knightmare could you add the location feature to your next build of kmquake2 r1q2 example = bind v "say_team I AM at $$loc_here" bind b "say_team ENEMY at $$loc_here" q2pro example = bind v "say_team i am at $loc_here" bind b "say_team ENEMY at $loc_here" they both are a little bit differnt with the bindings with r1q2 $$loc_here and q2pro like this $loc_here plus you could add the ability with kmquake2 to write its own location files with a command im not sure what the commands are to write a location file in q2pro and r1q2 the file extension for a location file is .loc the link below is for a loccation file pack called Bartons-loc.zip,, it has location files for lots of maps here is a link -- www.freewill-mnh.com/index.php?dir=q2%20skins%2C%20textures%2C%20pak%20files%2C%20location%20files%2Cand%20other%20files/ the zip file is called BArton-locs.zip ok bye from macanah I tried integrating that loc code in to KMQ2- turns out it's badly written and dependent on code specific to R1Q2. Q2Pro's implementation looks better, but it's even more dependent on its own specialized code. So I won't be adding it to KMQ2, unless I ever feel like rewriting it. Sorry.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Nov 8, 2014 1:16:42 GMT -5
hi km i tried ur new quake2max build and it worked fine bye from macanah
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Nov 10, 2014 3:49:07 GMT -5
hi km i tried ur build u gave me on messages it all worked fine but with q2servers it said couldnt load pics colormap.pcx
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