|
Post by grieve[Q2C] on Apr 17, 2023 1:57:42 GMT -5
Also, was it v3.24 that was throwing all those errors, or was it R1Q2?
actually both of them, all 'basic' ports acted that way, like 3.21 builds, nocheat or 'quake compilation project r7'
|
|
|
Post by grieve[Q2C] on Apr 17, 2023 11:06:23 GMT -5
btw, I am eagerly awaiting the kmquake2 - version of this mappack. when will it be done ?
|
|
|
Post by knightmare on Apr 19, 2023 21:05:20 GMT -5
btw, I am eagerly awaiting the kmquake2 - version of this mappack. when will it be done ? I can't offer an ETA on that. There are some prerequisites that have to be completed first. If you really want to play the current build on KMQ2, you can download its source code here and compile it for KMQ2: github.com/glhrmfrts/q25_game
|
|
|
Post by grieve[Q2C] on Apr 20, 2023 1:57:20 GMT -5
will do, thanks.
|
|
|
Post by pelinalcrusader on Apr 20, 2023 16:14:26 GMT -5
Cant wait for this
|
|
|
Post by knightmare on Apr 21, 2023 21:13:19 GMT -5
Also, was it v3.24 that was throwing all those errors, or was it R1Q2? actually both of them, all 'basic' ports acted that way, like 3.21 builds, nocheat or 'quake compilation project r7'
It turns out that Greive's problem with all "basic' Q2 ports was being caused by R1GL. So for anyone who encounters any similar problem, make sure that your "vid_ref" cvar is set to "gl", not "r1gl".
|
|
|
Post by grieve[Q2C] on Apr 26, 2023 12:06:08 GMT -5
I can't offer an ETA on that. There are some prerequisites that have to be completed first. If you really want to play the current build on KMQ2, you can download its source code here and compile it for KMQ2: github.com/glhrmfrts/q25_gamemanaged to compile it with visual C++ 2008. the 32 - bit version of the game froze at one point, but the 64 - bit one does fine so far, no crash yet.
|
|