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Post by knightmare on Feb 19, 2014 23:21:26 GMT -5
1) You should think about adding Triple Buffering , if it is possible of course , for players who use vsync it will be very convenient as for me too, and again if it will cause some performance boost , it should be added then 2) Second significant thing is in adding hard+ skill level (skill 3) at game difficulty menu, because it can be selected only in console and nowhere else , that's kinda unfair, it won't make gameplay worse if you think. And remember ,NOBODY will be bitching at you , because you did not make any bad things with pure consistency of q2 . You just added some additions which do not affect any aspects of gameplay and the game in total. Purely will remain the same , even with these ones . Just do it man. Triple buffering is something I might experiment with in KMQuake2, but unless it's completely without downsides it will never make it into the v3.24 patch. The people who bitch at me about keeping v3.24 vanilla are far more annoying than you. One of them even called Engoo (a classic Quake software engine) a piece of crap because it's not exactly like the original DOS version of Quake. And KMQ2 already has a Hard+ game option. If you really wanted it in v3.24, you could add it yourself in the client menu code, it's very trivial to add.
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Post by supertank on Feb 20, 2014 3:06:39 GMT -5
Thats the proper answer , I wanted to get . Thanks .
I need step by step instructions how to add hard+ in game difficulty menu v3.24 then.
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Post by knightmare on Feb 20, 2014 11:08:45 GMT -5
Unzip the source, open up client/menu.c, and search for "hard" Find the things for the hard skill option, and just clone them for Hard+. Then select Release build and build Quake2.
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Post by supertank on Feb 20, 2014 12:30:18 GMT -5
Where is the "release build" ? What do you mean ? . I have done changes in menu.c You should look at it , check your email .
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Post by stevie on Jan 7, 2015 19:06:48 GMT -5
I really hope you can help me. I want to download this patch, but don't know how! I clicked on it, and extracted the file, but my game did not change at all. I wonder if you can advise me where I need to unzip it to. I use steam to play quake, but I could not find a steam folder anywhere to extract this patch to. It defaulted to "Inspiron". Any ideas? At the moment, I cannot load any previously saved games in Ground Zero or Reckoning. Thanks so much!
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Post by knightmare on Jan 8, 2015 17:17:04 GMT -5
I don't have the Steam version of Q2 or any other vintage id Software game, so I don't know exactly where Q2 would be installed. The most likely place is under C:\Program Files\Steam\SteamApps\Common (if you installed Steam in the default location), but that's not 100% certain.
Once you've found it, you should copy all the Quake2 files to a location with a shorter path like C:\Quake2 and extract the patch there, as that's the way Q2 was meant to be installed. Longer paths can cause compatibility problems with Q2 itself and some mods.
Previous savegames won't work with this patch, BTW, as it replaces the gamex86.dll files (that write the saves) used by Q2 and its official mission packs.
The official releases of Reckoning and Ground Zero have broken savegame functionality under Win2K and later, due to a bad memory address check. This patch does fix that.
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fsa
Grunt
Posts: 1
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Post by fsa on Feb 9, 2015 15:07:05 GMT -5
Hi Knightmare!
I have been using the 3.24 patch and I like it. This is the best! Would it be possible to add hiding HUD by cvar in future releases? Like "cg_draw2d" in Quake 3.
It's very difficult to create the full screenshots.
Thanks!!!
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Post by knightmare on Feb 9, 2015 17:38:02 GMT -5
Sure, I can do that. I've got a newer build nearly ready to go, I can add that in.
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Post by uzi9mmauto on Aug 17, 2015 7:51:11 GMT -5
hmmmm. Got me thinking. I just may think about this for the upcoming Wehrmacht 2015 Edition i'm working on when your done. When do you think it will possibly be done and will it be 3.25? I may go all out on this Edition. I may even add a Remote Control for hosting and more. I'm a bit "rusty" so this will not be "done" until October at the latest. I WISH I could make maps cause I have some IDEAS! Oh Well on that-too bad though.
Unless someone wants to take on my ideas and go from there would be great.
Well that's it for now.
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Post by knightmare on Aug 18, 2015 18:40:13 GMT -5
Other people have released Q2 projects as v3.25 and v3.26, so I'll probably call it something else.
I've also decided on some additional changes I want to make (some from the new Q2 DOS port), so it will take longer to release than I previously said.
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Post by uzi9mmauto on Aug 18, 2015 20:26:37 GMT -5
Other people have released Q2 projects as v3.25 and v3.26, so I'll probably call it v3.27. OH? I never even knew that and I'm a "buff" for Q2. I learned something I wasn't aware of. Where can I read up on these?
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Post by path0gen on Dec 11, 2016 13:14:05 GMT -5
Hello, I'm not sure if it was reported, but i'll post it here just in case. With the unofficial patch you can skip the sewers part of the Outer Base unit if you just jump across the gap without lowering the bridge from the other side: imgur.com/a/Nb8hXThat's impossible in vanilla or previous versions of the unofficial patch.
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Post by knightmare on Dec 11, 2016 13:45:40 GMT -5
That bug was already fixed. Are you sure you have the currently released build from the KMQ2 site?
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Post by path0gen on Dec 11, 2016 15:37:01 GMT -5
...Oh. So there were more than one v3.24 Thanks, that solves the issue indeed. By the way, does that patch implement async rendering? Because I can see 2 maxfps cvars (cl_maxfps and gl_maxfps), but can't find any mentions of it in the changelog. Also hud/menu scale feature would be greatly appreciated, in case any new updates are planned.
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Post by knightmare on Dec 11, 2016 19:46:10 GMT -5
No async rendering in this patch. Maybe in a future one.
The gl_maxfps is probably from a config file you have in your game/mod dir- everything from those gets loaded up as a cvar, even if it isn't in the game code.
HUD/menu scaling would require breaking the API between Quake2.exe and the ref_gl and ref_soft modules. That's a major no-no in a project like this that has to be compatible with everything (there are drop-in DLLs that can be used as alternatives with stuff like reflective water and software rendering with colored light).
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