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Post by mortal66 on Jan 7, 2019 13:20:17 GMT -5
Great, great port. Just like Q2Max but better and doesn't crash. Was just wondering if this port was still being worked on. Any chance of seeing some celshading?
Cheers,
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Post by knightmare on Jan 8, 2019 11:48:39 GMT -5
Yes, KMQ2 is still being worked on. I have another update in the works that has numerous bug fixes, as well as Eyefinity / surround support. It should be out in the next couple of months.
Any new visual features won't be in that update, but will have to wait until the next major version.
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Post by CarlosS4444 on Jan 13, 2020 10:59:22 GMT -5
Hi, I've been playing with KMQuake 2 for some time now, checking out mission packs that it supported and enjoyed it! I have a question regarding future of KMQ2; since I saw very nice weapon models made for Berserker and Q2XP engines by Turic from here: www.moddb.com/mods/quake2-remodel , I've started using them, but some of them have problems on KMQ2, and they are much more reflective in the screenshots that I saw, generally look different then they are in KMQ2. I have learnt than it was because they were made with other lighting in mind, namely per-pixel-lightning and shadowing. So the question would be: were there any plans to incorporate per-pixel-lightning and shadowing into KMQuake 2 at some point in the future? Cheers and thanks for a very fine engine!
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Post by knightmare on Jan 13, 2020 11:36:24 GMT -5
I won't ever be doing per-pixel lighting. Every approach for Q2 I've seen requires hand-crafted lighting files for each map. I want ALL maps to look equally good in KMQ2.
However, there should be a full Quake3 shader implementation in a major release in the near future.
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Post by CarlosS4444 on Jan 13, 2020 11:54:06 GMT -5
Ah, understood what you mean. Good to hear about the future of KMQ2 too! Will be cool to see the new look
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Post by CarlosS4444 on Aug 17, 2020 13:07:28 GMT -5
I was wondering about this Q3 shader implementation... Is there any screenshot comparison somewhere or is the only way to see the difference before release of new KMQuake2 is just comparing screenshots from Q2 to screenshots from Q3? Just curious, as I don't know how different those shaders are.
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Post by knightmare on Aug 17, 2020 17:05:47 GMT -5
Take a look at Quake2Evolved 0.40a, it has a Q3-like shader system, though it's a rather old implementation. I already have a model scripting system that supports a handful of effects from that, but a real deal Q3 shader system is much more powerful.
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Post by CarlosS4444 on Aug 18, 2020 15:37:09 GMT -5
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Post by knightmare on Aug 19, 2020 2:10:18 GMT -5
WRONG VERSION of Q2E in that video. Look at the console in that video at 3:10. That's Q2E 1.0 alpha with per-pixel lighting (which I already said I won't do). What I'm referring to is Quake2Evloved v0.40(a). Its Q3-like shader system only adds effects to models and textures that have shaders that specify new effects. So there won't be an overall new look. BTW, nightly preview builds of the upcoming update are available here: bitbucket.org/Knightmare66/kmquake2_stable/downloads/
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Post by Crusader on Oct 12, 2020 23:26:18 GMT -5
0.40 never worked here, oly the older versions Also, do you have plans to add Anti Aliasing into KMQ's next nightly build? this has to be the only feature missing yet compared to Yamagi imgur.com/a/xcUlDOW
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Post by knightmare on Oct 13, 2020 11:14:57 GMT -5
Did you try the 0.40a on my site? That fixes the buffer overflow crash.
Antialiasing is one of the things currently on my todo list.
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Post by Crusader on Oct 17, 2020 22:14:05 GMT -5
tried it, and its good to see it working. the versions that i had were from gamebanana and moddb, since i've found recently a full fledged pack with all of Q2E's stuff from the original releases,including the textures and models though the only issue is the mouselook being funky.
Now, back on KMQ updates topic, do you also have plans to add something akin to "bones" support or IQM, and if not Animation Interpolation for it? something that i noticed recently while looking at Q2 1st person models by messing with the FOV and Gun_x/y/z, is that they suffer the same issus as Q1 weapons like the nailguns and Laser weapon, where the projectiles has animation issues. Plus, would be interesting to see a weapon or monster replacement mod for Q2 with the vanilla meshes fully modeled and with no vertex animation warping.
also, Yamagi was updated today and they added a Mods tab for it, there are plans to add it too? sometimes stuff like SingleQuakeLauncher 2 doesnt recognize some old mods like Stroggs gone mad or Islands of Space, unelss you add a dummy pak file to make it work.
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Post by knightmare on Oct 17, 2020 23:09:42 GMT -5
Some form of skeltetal animated model support (maybe multiple formats) is on my long-term todo list.
I have experimented with a mods menu in the private dev branch, but it won't be in the next update because it depends on the dev branch's new menu system. KMQ2 has the additional issue of not being able to load standard Q2 gamex86.dll files.
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