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Post by grieve[Q2C] on Dec 13, 2022 9:35:51 GMT -5
found it .... it was in the cfg - file, where a screen resolution that I don't have was set. looks good ! fresh air for the Q2 SP mission .... makes it like, a new gaming experience.
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Post by grieve[Q2C] on Dec 12, 2022 10:51:14 GMT -5
Single player Q2 is fine, but all other stuff is pitch black also the hud doesnt like other custom huds
yep. this is all I get ..... :
GLW_StartOpenGL: could not load OpenGL subsystem
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Post by grieve[Q2C] on Dec 12, 2022 5:06:30 GMT -5
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Post by grieve[Q2C] on Dec 11, 2022 15:03:22 GMT -5
it was in the archive, alright .... thougt it's only the textures in there.
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Post by grieve[Q2C] on Dec 11, 2022 3:05:12 GMT -5
there it is: where can I find Quake II Evolved v1.0 ?
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Post by grieve[Q2C] on Dec 10, 2022 12:08:31 GMT -5
unfortunately no ....
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Post by grieve[Q2C] on Dec 8, 2022 13:15:32 GMT -5
will keep an eye.
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HUD
Dec 7, 2022 8:11:09 GMT -5
Post by grieve[Q2C] on Dec 7, 2022 8:11:09 GMT -5
as easy as that .... tanks.
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HUD
Dec 7, 2022 5:12:00 GMT -5
Post by grieve[Q2C] on Dec 7, 2022 5:12:00 GMT -5
a short question - how do I disable the HUD in kmquake2 ?
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Post by grieve[Q2C] on Nov 29, 2022 4:54:32 GMT -5
quite busy you have been .... respect.
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Post by grieve[Q2C] on Nov 27, 2022 3:29:03 GMT -5
encountered this: when I sunk player_starts into the floor, dark spots appeared on the floor over them, that is - they caused shadows. they disappeared when I disabeled all entity shadows. I used KMQ2 0.20u8 x86 Win32 RELEASE Mar 26 2022
funny bug ....
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Post by grieve[Q2C] on Oct 9, 2022 2:50:42 GMT -5
Besides, shouldn't you be using the NO_DROPTOFLOOR spawnflag (8) if you want floating items? EDIT: I made trigger_gravity only affect players in Rogue maps or when cvar sv_trigger_gravity_player is set to 1. This will be in the next test build. wasn't aware of this flag, thanks. does this work on every engine/port/mod ?
this question is purely rhetorical, of course, since the map only runs on kmquake2 anyway.
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Post by grieve[Q2C] on Oct 8, 2022 8:27:01 GMT -5
wanted to mention the trigger_gravity entity, it behaves different than in vanilla Q2, where it does not affect the player. in kmquake2 it does, this shows when I try to make weapons or items float in the air with trigger_entities, then I get stuck in the air when I jump up to get them. wouldn't it better to make trigger_gravity behave like in original Q2 ?
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Post by grieve[Q2C] on Sept 16, 2022 12:59:14 GMT -5
oho .... this might be bad news. how far can I stretch this limit, before ahrgrad quits with *too many patches* ?
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Post by grieve[Q2C] on Sept 16, 2022 8:15:00 GMT -5
well, that should do. these are the current map - stats: 24 models 1152 3234 brushes 38808 22463 brushsides 89852 6986 planes 139720 7958 texinfo 604808 228 entdata 18945 12552 vertexes 150624 6084 nodes 170352 10019 faces 200380 6109 leafs 171052 11449 leaffaces 22898 8599 leafbrushes 17198 46852 surfedges 187408 23727 edges 94908 lightdata 2441700 visdata 516603
are there other values near the limit ?
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