Post by knightmare on Jan 30, 2019 19:06:48 GMT -5
Q: I'm playing The Reckoning or Ground Zero mission pack and the new monsters/items/entities are missing. What's wrong?
A: You need to download the mission pack support files and put them in the xatrix and/or rogue folders.
Q: Why are most of the mods I try to run missing all their features?
A: Mods need to be ported to KMQuake2 to work. You can do this yourself with the mod porting instructions in this file, or private message me a link to the mod's source code and I'll port it for you when I have time. Mods must have their complete source code available for this to be done (no precompiled .lib files).
Q: I'm trying to join a multiplayer game and am getting "wrong version" messages, or the server returned a different version number. How can I join?
A: You need to enable legacy protocol compatibility. If using a server browser, configure it to launch KMQuake2 with the command line option
or if joining a LAN game or using the address book, set the protocol compatibility to version 34 in the Join Server menu.
Q: I'm trying to adjust a cvar that starts with "gl_". Why is it not recognized?
A: Almost all "gl_" prefix cvars were renamed to start with "r_". The only exceptions are gl_allow_software, gl_driver, and gl_clear.
(0.20u8) Q: Where can I get a list of cvars in KMQuake2 and their descriptions?
A: Type the command "dumpcvars" in the console and hit enter. KMQuake2 will write a dictionary of cvars to a file named cvarlist.txt in the current savegame dir.
(0.20u8) Q: Where are KMQ2's savegames, .cfg files, and screenshots written to? They aren't under the Quake2/baseq2 folder or the mod folder I'm running under like in previous versions.
A: Savegames, config files, screenshots, demos, and everything written by KMQ2 now goes in a KMQuake2 folder in your user profile's Saved Games folder if you're running Windows Vista or later. Under Win2000/XP/2003, it uses the My Documents/My Games folder. This eliminates the need in some cases to run the game with administrator rights.
Some mods will still write files to the mod's folder under Quake2's install folder, and may still need to be run with administrator rights.
Q: Will the Eraser bot be supported on KMQuake2?
A: Thanks to Paril's reverse engineering of the Eraser bot's closed-source routing system, a port of the Eraser ULTRA mod by Anthony Jacques will soon be available for KMQuake2.
Q: How can I support the development of KMQuake2?
A: The contribution of high-quality art assets is always more than welcome. In addition, the project could benefit from some custom sound effects for certain added game features. Finally, reverse engineering services to aid the porting of certain closed-source mods would also be of great use.
A: You need to download the mission pack support files and put them in the xatrix and/or rogue folders.
Q: Why are most of the mods I try to run missing all their features?
A: Mods need to be ported to KMQuake2 to work. You can do this yourself with the mod porting instructions in this file, or private message me a link to the mod's source code and I'll port it for you when I have time. Mods must have their complete source code available for this to be done (no precompiled .lib files).
Q: I'm trying to join a multiplayer game and am getting "wrong version" messages, or the server returned a different version number. How can I join?
A: You need to enable legacy protocol compatibility. If using a server browser, configure it to launch KMQuake2 with the command line option
+set cl_servertrick 1
or if joining a LAN game or using the address book, set the protocol compatibility to version 34 in the Join Server menu.
Q: I'm trying to adjust a cvar that starts with "gl_". Why is it not recognized?
A: Almost all "gl_" prefix cvars were renamed to start with "r_". The only exceptions are gl_allow_software, gl_driver, and gl_clear.
(0.20u8) Q: Where can I get a list of cvars in KMQuake2 and their descriptions?
A: Type the command "dumpcvars" in the console and hit enter. KMQuake2 will write a dictionary of cvars to a file named cvarlist.txt in the current savegame dir.
(0.20u8) Q: Where are KMQ2's savegames, .cfg files, and screenshots written to? They aren't under the Quake2/baseq2 folder or the mod folder I'm running under like in previous versions.
A: Savegames, config files, screenshots, demos, and everything written by KMQ2 now goes in a KMQuake2 folder in your user profile's Saved Games folder if you're running Windows Vista or later. Under Win2000/XP/2003, it uses the My Documents/My Games folder. This eliminates the need in some cases to run the game with administrator rights.
Some mods will still write files to the mod's folder under Quake2's install folder, and may still need to be run with administrator rights.
Q: Will the Eraser bot be supported on KMQuake2?
A: Thanks to Paril's reverse engineering of the Eraser bot's closed-source routing system, a port of the Eraser ULTRA mod by Anthony Jacques will soon be available for KMQuake2.
Q: How can I support the development of KMQuake2?
A: The contribution of high-quality art assets is always more than welcome. In addition, the project could benefit from some custom sound effects for certain added game features. Finally, reverse engineering services to aid the porting of certain closed-source mods would also be of great use.