Why don't you all get together and make a new mod for Quake II. With new maps and story line. Maybe even add some of the weapons from wod which is what I played or from other mods. Even put some of the monsters in from them also. With the talent on this site I bet you all could come up with something great!
I might could give some story line input C.R.Y.P.T, BUT!! I'm nowhere near the caliber of you guys. I dabbled in mapping and at one time thought I was getting pretty good at it, TILL!!!! I downloaded some your maps. You all must have took a lot more time up with it than I did. I never really got the hang of what a skip brush or a I believe it was a clip brush was or when ,how or why to use them.(don't remember if that's what they were called so don't hold it against me). It's been along time since I've even opened an editor. I do have QII on my computer and fire it up from time to time though. And as I said with your guys talent you should be able to set the QII world back on fire with a new mod.
Last Edit: Jun 6, 2015 19:21:54 GMT -5 by Berzerker
I have a question. Is their someone here who could upgrade the engine and graphics. Now if you all are for leaving it alone and retro, I'm good with that too. And as everyone starts posting on the subject don't forget to add your suggestions to the story line and what weapons or monsters you would like to have in it.
Got a few question to ask! I've downloaded 3.24 which I think is the last update to the Q2 engine. haven't installed it yet. Is it worth installing or can I get by with 3.20 which is what I'm running. Can you place Q3 textures in Q2. and as for jump pads can you go through one push point into another while in mid air.
Want to do a jump pad map! Been on my mind since I first learned how to map.
Last Edit: Jun 18, 2015 15:37:31 GMT -5 by Berzerker
This has already been done by multiple projects over the last 10+ years. What do you think the existing enhanced engines need to add?
Previous post in case you didn't see it knightmare ---> Berzerker, before we get ahead of ourselves, we think it would be best to see how many are going to step up to the plate before we start asking questions and throwing around ideas ect ect imo. Lets just see what happens first in the team spirit department
Shall we count you as another participant knightmare?
Unfortunately, the time I have for coding/editing these days is mostly taken up by work on the Daikatana 1.3 patch. I really can't take on a third major project now, but I am open to suggestions for new features for KMQuake2. This is assuming that Berzerker cant't find something that satisfies his wants with any of the already released engine projects such as EGL, R1Q2, Quake2XP, Quake2Evolved, Quake2Max, etc...
Got a few question to ask! I've downloaded 3.24 which I think is the last update to the Q2 engine. haven't installed it yet. Is it worth installing or can I get by with 3.20 which is what I'm running.
v3.24 is definitely worth it. Despite being totally vanilla, it adds performance tweaks and bug fixes, and lets you have music in-game without the Q2 CD. It's also designed to be 100% compatible with existing mods. The software renderer (virtually unmodified from stock) does have some issues with widescreen video modes (particularly 1366x768), but I've been working on fixes for those and should have an updated build out soon.
Remember that v3.20 (the last official update from id Software) is a build from late 1998, so it's over 16 years old now.
Quake3 textures (TGA or JPEG format) need to be converted to the 8-bit .wal format to be used with vanilla Q2 (including v3.24). They may also need to be resized, as the max size for a .wal is 512x256 (or 256x512), Q3 textures are usually scaled smaller to the world than Q2, and reducing the texture scale on large surfaces in Q2 maps is bad for performance (it causes more surface splits). Enhanced engines will usually support TGA and JPEG textures, but may require a .wal version as a size reference.
Post by knightmare on Jun 19, 2015 20:40:24 GMT -5
I haven't actually been able to test the fix for this problem, as it requires connecting to a KMQ2 server over a router, not a LAN. There was never an issue connecting to vanilla Q2 servers.
An identical connection issue arose with Daikatana 1.3 when we upped the max packet size for single player (just like in KMQ2), only to have problems connecting to servers over the internet. The fix for this works perfectly in DK 1.3, so I have to assume it works for KMQ2 as well. It would be helpful if somebody could actually test this, but exact cause of the problem and the fix have already been nailed down.