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Post by 4Bidden on Jun 16, 2022 5:00:15 GMT -5
Hi, I have tested your client and it feels like modern version of egl which is what i am looking for. Decals, caustic even bloom! But the most important there is http, async, better protocol with antiglue. I am missing few options probably not that hard to add, but obviously its all up to you. So:
1. R_modulate_entities so i can make players and weapons more bright without touching whole game brightness
2. Cl_gun 2 and 3 to still see weapon model in hand while handness is centred for better projectile accuracy, like in q2pro
3. Possibility to make railgun projectile more thin, i mean both beam and spiral, so the shot doesnt obscure that much screen view
I think thats all and these changes would make this client perfect enchanced multiplayer option!
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Post by knightmare on Jun 16, 2022 12:59:18 GMT -5
I'm glad that you find KMQ2 to be an excellent client. It was begun as a singleplayer-focused client with increased engine limits, but I have added some multiplayer features over the years.
1. This entity brightness thing is actually a bug that double-scales entity lighting by the brightness factor. It doesn't exist in Q2's original software renderer. I personally consider exploiting this bug to be cheating.
That said, I may have added a cvar that re-enables this bug in a recent test build of 0.20u8, but due to the cheat-y nature of this, I won't publicly announce/name it. I suggest you peruse KMQ2's built-in cvar dictionary (dumpcvars) if you want to find it.
2. I can certainly look at adding a client-side gun offset cvar like Q2Pro does.
3. I already have adding a simple particle effects mode on my todo list. This would work within KMQ2's existing particle system, so it won't mean a return of Q2's original sizeless hard dots.
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Post by 4Bidden on Jun 16, 2022 14:17:41 GMT -5
Thanks for quick reply. 1. With new cvar r_modulate_entities i meant seperate brightness just for entities like in q2pro gl_modulate_entities. This option is important for multiplayer since other clients have it and it would be disadvantage for kmq2 users in dark locations on the map. Not sure if we are on the same thing here but I hope you understand me 2. I am very happy now 3. Sounds good, i dont care about old particle for railgun as long as we can setup size of beam and spiral Thanks again for making this awesome client! I have website with q2 stuff so will add yours with paks ready for multiplayer in hopefully few days. If you want to check out: quake2download.pl/
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Post by 4Bidden on Jun 18, 2022 13:17:47 GMT -5
Since im working to make my kmquake2 setup right, i found out that new explosion effect have bigger scale than grenades explosions. I have downscaled it by editing .tga files, not sure if intended or mistake. I have managed to make railgun spiral better, by editing .tga files but at the end i decided to remove beam inside, so there is only spiral and it looks better for me that way. Some r_ commands dont change anything on the screen like for example r_intensity. Minor stuff: - Background image for MENU and CONSOLE have black bars on the side even if i stick fullsize picture, dont know if intended. - Looks like .PNG files dont work for players skins, had to convert them to .jpg as it went full rainbowish instead of my colors - sk_blaster_color changes color of particle but not skin color even tho i made sure .pak is loading last. So far so good
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Post by 4Bidden on Jun 18, 2022 15:14:31 GMT -5
sadly i thought protocol 57 is used on multi but its 34 so glue is there :// any fix for that so i can use protocol 57 in multi?
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Post by knightmare on Jun 18, 2022 17:53:35 GMT -5
A couple things: 1. Some r_* cvars require a vid_restart to take effect. r_intensity is one of these. Also, r_intensity washes out textures. You're better off changing r_rgbscale from 2 to 4 first if you want brighter textures. 2. The menu drawing is coded to not stretch the background image, as that really annoyed some people. It draws it as pillarboxed instead. If somebody were to make me a suitable widescreen replacement, I would have to change the drawing code for it. Ditto for the console background, as Q2's conback images always look odd when stretched out for widescreen. You can enable the "new console background" in the interface menu if you want to have no visible pillarboxing on the console, as that image is mostly black. 3. The PNG loader is not universal and doesn't support all sub-types. If you have issues with PNG textures/skins not loading correctly, first try saving them as 24 or 32-bit. Then if that fails, use a different program to save your images. Vintage editors like Paint Shop Pro work best. Also, JPEG is a lossy format. You're better off using TGA. 4. sk_blaster_color does change the skin, but you have to change weapons first. Ditto for sk_railgun_skin. They're meant to be set in the default.cfg or autoexec.cfg for a mod, and are not optimized to be changed on the fly. sadly i thought protocol 57 is used on multi but its 34 so glue is there :// any fix for that so i can use protocol 57 in multi? Protocol 57 is exclusive to this KMQ2 test version. It's also still WIP, so don't bother with setting up an internet server or recording demos yet. It also won't work with protocol 56 used by previous KMQ2 releases. Further, KMQ2's client code now simultaneously pings both its native protocol and protocol 34. It also auto-detects the protocol version supported by the server on connect, so don't bother with this setting. I will likely remove it soon. Also, what do you mean by antiglue/glue? I've never heard this term used with relation to any Quake game before.
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Post by 4Bidden on Jun 19, 2022 4:26:20 GMT -5
So in multiplayer people jump most of the time while moving around map, thats why its so imporatant for us to move freely. With old quake2 protocol 34, there is a glue state where after lets say 3 strafe jumps or even one circle jump u press jump again and instead of jumping it stick you to the floor and u loose all speed. In early years on jumpmod guys made antiglue feature server side, I will give you that part of a code maybe it will help a bit:
if ((pm.s.pm_flags & PMF_TIME_LAND) && (pm.s.pm_time==25 || pm.s.pm_time==18)) { //antiglue is always off now unless turned on if (ent->client->resp.antiglue) { //antiglue is enabled or we are on easy team if (gset_vars->antiglue || ent->client->resp.ctf_team==CTF_TEAM1) //if (!(gset_vars->antiglue==0 && ent->client->resp.ctf_team!=CTF_TEAM1)) { pm.s.pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_TELEPORT); pm.s.pm_time = 0; //apply a penalty if available if (gset_vars->antiglue_penalty) { //penalty delay if (ent->client->resp.item_timer_penalty_delay<level.framenum) { if (!level_items.stored_item_times_count) { ent->client->resp.item_timer += 5; ent->client->resp.item_timer_penalty += 50; } else { ent->client->resp.item_timer += (gset_vars->antiglue_penalty/10); ent->client->resp.item_timer_penalty += gset_vars->antiglue_penalty; } ent->client->resp.item_timer_penalty_delay = level.framenum + 5; } } } } ent->client->resp.glued++; }
After we got r1q2 client with its protocol 35 that have antiglue inside it so no longer need server side. Q2pro also have it in its protocol 36 and since most of the multiplayer servers use q2pro server, it allows both 35 and 36 protocols to be used. Maybe the answer is in q2pro source code so u can add its protocol 36 to kmq2, but i dont know so i leave it to you.
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Post by knightmare on Jun 19, 2022 18:43:46 GMT -5
I won't any more network protocols to KMQ2's client, the parsing there is already messy enough from juggling 2 protocols. I can look at adding this feature to KMQ2's native protocol, but that will only work when connected to KMQ2 servers.
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Post by Guggenheim on Jul 3, 2022 17:13:08 GMT -5
Hi Knightmare! I also would suggest an instagib mode for DM (maybe add new gametype or just new DMflag?). Or is it already possible with current engine features?
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Post by knightmare on Jul 4, 2022 2:14:56 GMT -5
That would be a gameplay mode implemented in one of the game DLLs. Should be pretty easy to do with just changing game code, although I'm not familiar with other mods' implementations.
I suggest you try experimenting with it yourself first, as I've got my hands full with engine features and tools right now.
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Post by Guggenheim on Jul 5, 2022 20:38:14 GMT -5
That would be a gameplay mode implemented in one of the game DLLs. Should be pretty easy to do with just changing game code, although I'm not familiar with other mods' implementations. I suggest you try experimenting with it yourself first, as I've got my hands full with engine features and tools right now. I do. I've installed VS2008, but for some reason there's building .lib file, not .dll. What do you do to compile source code to DLL? Or probably I've gut a wrong version?
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Post by knightmare on Jul 5, 2022 21:23:17 GMT -5
Check the project settings under linker, it should be gamex86.dll for win32 (which you rename to kmq2gamex86.dll) and kmq2gamex64.dll for x64. Also note that it puts the .dll in the source code folder, not under release or debug.
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Post by Guggenheim on Jul 6, 2022 11:51:16 GMT -5
Check the project settings under linker, it should be gamex86.dll for win32 (which you rename to kmq2gamex86.dll) and kmq2gamex64.dll for x64. Also note that it puts the .dll in the source code folder, not under release or debug. Which file I should open? DSP, DSW or SLN?
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Post by knightmare on Jul 6, 2022 12:39:48 GMT -5
The missionpack.sln file. The missionpack.dsp/.dsw are for VC6. I hope you didn't open the .dsp/.dsw under VS2008, as that will convert them to .vcproj/.sln, and I already have perfectly configured ones.
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Post by Guggenheim on Jul 6, 2022 15:46:11 GMT -5
The .sln. .dsw/.dsp are for VC6. I hope you didn't open the .dsp/.dsw under VS2008, as that will convert them to .vcproj/.sln, and I already have perfectly configured ones.
Oh, that's the reason I guess. So how should I open project in VS 2008?
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