macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Jun 30, 2015 22:51:21 GMT -5
hi again knightmare i think u had me mistaken about gettin kmquake2 to work with q2servers.com/vanilla quake doesnt work with it and i think the only ones that work are q2pro and r1q2 so maybe u could look at the code for q2pro and r1q2 and get kmquake2 to work with q2servers.com/
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Feb 8, 2017 3:57:47 GMT -5
hi macanah here
maybe knightmare if u want to add cell shading to kmquake2 just copy the code from quake2max
and also you could change your pak file support in kmquake2 cause atm only the sound and console background are changed with a custom pak file unless there is way to change that already that i havent found. example the frag score and weapon ammo counts when ingame.
ok bye from macanah
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Post by knightmare on Feb 8, 2017 18:29:55 GMT -5
Cell shading is something that I might play around with someday, but it's not a priority.
As for not being able to override KMQ2's assets with paks, you'll need to use pk3s, as KMQ2 loads pk3s after paks, and thus they override paks.
Here's KMQ2's load order: 1. pak0-pak99.pak 2. pak0-pak99.pk3 3. *.pak (excluding pak0-pak99.pak) 4. *.pk3 (excluding pak0-pak99.pk3)
You'll need to use an alphabetically named pk3 file to override files in kmquake2.pk3.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Apr 3, 2017 6:20:57 GMT -5
hey knightmare
what about surround sound in the next kmquake2 build, maybe eax or something like that ok bye from macanah.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Feb 27, 2018 4:00:28 GMT -5
hi knightmare maybe u could add a server browser to kmquake2 like the one q2pro uses. bye
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Mar 17, 2018 16:13:53 GMT -5
Hey knightmare, just wondered. Does your engine support quake 3 style patches for curves surfaces or is old school curving all the way still?
If not that's cool. Your engine does support md3 models so I thought you may have/be implanting curve patch support.
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Post by knightmare on Mar 17, 2018 18:56:40 GMT -5
Not currently. You'll have to do curves the old school way until I eventually get Q3 BSP support of some type added. More likely it'll be the JA format, as Q3's BSP format lacks support for switchable lights and lightstyles. Unfortunately, KMQ2 is presently taking a back seat to another, related project I've been working on.
However, I'll probably have an expanded Q2 BSP format ready before I have Q3 BSP support.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Apr 22, 2018 12:27:04 GMT -5
Hi I have been trying to get a sniper crosshair from action q2 mod to work with kmquake2, works fine with q2pro. I am using the crosshair file from the action mod and renamed it to ch11.pcx then converted it to ch11.tga and put it in the kmquake2.pk3 in the pics folder but no luck just comes up with a flashing square box in game. this is in the config i use -- alias +sniper "fov 31; sensitivity 8; crosshair 11; echo [scope on]" alias -sniper "fov 120; sensitivity 14; crosshair 6; echo [scope off]" ne help would be good example -- q2pro kmquake2
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Post by knightmare on Apr 24, 2018 14:04:27 GMT -5
Have you tried connecting to a dedicated Action Q2 server? KMQ2 doesn't load stock Q2 mods (without them being ported to KMQ2), so if the sniper crosshair is enabled by the mod, it won't show up in KMQ2 unless it's connected to a stock-compatible Q2 server running the mod.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Apr 24, 2018 22:11:20 GMT -5
THe sniper crosshair worked with q2pro on opentdm and other mods the sniper crosshair is just a crosshair file like ch11.pcx , so its not just mod specific for action q2. i attached the crosshair file -- Attachments:ch11.pcx (5.3 KB)
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Post by knightmare on Apr 26, 2018 18:34:36 GMT -5
Oh, that uses a direct replacement for the crosshair image instead of being coded as part of the statusbar layout the way the Lazarus mod does. That's a pretty dirty hack and won't work exactly the same in KMQ2 as it does in other engines, as I changed how the crosshair is drawn to support high resolution crosshairs that are scaled down.
The best you can do is play with the crosshair_scale cvar in your aliases. The max value is currently clamped to 5, so add
crosshair_scale 5;
in your +sniper alais, and
crosshair_scale 1;
(or whatever scale you normally use) in your -sniper alias. The next release of KMQ2 will have this limit increased to 15.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Apr 27, 2018 0:41:09 GMT -5
Ok thanks worked fine
In your next release of kmquake2 dont forget to fix that problem with the rocket arena mod with the menu system Currnetly cant read text in the menu where you need to select team and map to play on.
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Post by knightmare on Aug 18, 2018 18:50:11 GMT -5
Macanah, do you have the source code of the rocket arena version running on your server?
After hours of debugging, I figured out that the menu doesn't show because it's not being sent to the KMQuake2 client, while it is being sent to other clients (Q2Max, v3.24).
The menu is coded as part of the HUD layout (when it should be in a general layout via svc_layout), and raw dumps of that in KMQuake2 compared to other engines show that what the server sends to a KMQ2 client is different.
The only conclusion I can draw from this is that KMQuake2 is deliberitely blocked by rocket arena from receiving the correct status layout, and thus is denied the join game menu.
Vanilla Q2 and Q2Max statusbar layout dump:
xv 32 yv 8 picn inventory xv 202 yv 12 string2 "Menu" xv 0 yv 24 cstring2 "Message of the Day" xv 50 yv 40 string2 " ---------Co ntinue----------" yv 48 string2 " ×åìãïíå ôï áõ Òïãëåô Áòåîá ²" yv 56 string2 " " yv 64 string2 " öé óéô ðìáîåôíîè®±¶íâ®ãïí" yv 72 string2 " ôùðå íáðìéóô éî ãïîóïìå" yv 80 string2 " æïò öïôåáâìå íáðó" yv 88 string2 " " yv 96 string2 " Èáöå æõî º©" yb -50 endif if 9 xv 246 num 2 10 xv 296 pic 9 endif if 11 xv 148 pic 11 e ndif xr -50 yt 2 num 3 14 if 20 xv 0 yb -58 stat_string 20 endif
KMQuake2 statusbar layout dump:
xv 32 yv 8 picn inventory xv 202 yv 12 string2 "Menu" xv 0 yv 24 17 xv 140 yt 40 stat_string 18 endif if 23 xr -34 yt 32 num 2 21 xr -34 yt 62 num 2 22 xr -64 yt 40 stat_strin g 24 xr -64 yt 70 stat_string 25 endif yb -32 xv 50 pic 0 yb -24 xv 0 hnum if 2 xv 100 anum xv 150 pic 2 endif if 4 xv 2 00 rnum xv 250 pic 4 endif if 6 xv 296 pic 6 endif yb -50 i f 7 xv 0 pic 7 xv 26 yb -42 stat_string 8 yb -50 endif if 9 xv 246 num 2 10 xv 296 pic 9 endif if 11 xv 148 pic 11 e ndif xr -50 yt 2 num 3 14 if 20 xv 0 yb -58 stat_string 20 endif
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Aug 18, 2018 19:55:11 GMT -5
ya sorry i dont have the source code -- I had a little look on net to find it, no luck
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Post by knightmare on Aug 19, 2018 14:24:03 GMT -5
I got a tip from a friend about how R1Q2 had to make special exceptions for overflows in the statusbar configstring stuff, and added the same allowances. The RA2 menu now works!
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