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R1Q2's hidden renderer
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Topic: R1Q2's hidden renderer (Read 3273 times)
sirgalahadwizard
Newbie
Posts: 11
The BFG is there to be used...
Rated:
R1Q2's hidden renderer
«
on:
February 09, 2012, 11:33:45 PM »
Okay so I stumbled across this in somebody's forums... somewhere... and I absolutely -Loved- it.
But it seems that not too many people around here even know about it, and nobody I talk to in the game seems to want to try it or something.
So im just putting it here, im tired of trying to explain it in the game.
In R1Q2 (or maybe R1GL, just to be sure) there is a command that enables a different kind of rendering routine. Ive noticed that the normal GL looks kinda greyish when you turn up the brightness, even when you use Intensity. But this rendering routine keeps the colors crisp and well defined, in fact it looks alot darker under normal settings.
The command is: gl_texture_lighting_mode (set it to 1)
If you want to change the brightness settings you have to use the commands:
gl_contrast
gl_saturation
vid_gamma (lower is brighter, oddly enough)
Be sure to do a vid_restart after setting those, btw.
If you like it you might want to put it in your normal R1Q2 config or under an exec cfg command.
I took a few screenshots to show what it looks like (my settings are contrast 1, saturation 1, and vid_gamma 0.5)
The final screenshot is me using gl_contrast 1.5, gl_saturation 1.5, and vid_gamma 0.35
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[BTF] Reflex
Loquaciously Multiloquent Member
Posts: 5324
!
Rated:
Re: R1Q2's hidden renderer
«
Reply #1 on:
February 10, 2012, 11:46:18 AM »
It's been mentioned,
from quadz talking about his setup.
http://tastyspleen.net/quake/forums/index.php?topic=12164.msg179740#msg179740
and here in xtyfe's setup.
http://tastyspleen.net/quake/forums/index.php?topic=12742.msg131423#msg131423
I myself use 0, I dunno if it would make a diff with colored lights turned off. I'll give it a go.
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Sometimes I think it’s a sin when I feel like I’m winnin’ when I’m losin’ again
Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: R1Q2's hidden renderer
«
Reply #2 on:
February 11, 2012, 06:59:14 PM »
That's actually my code that R1CH lifted from Quake2World without so much as a 'thanks' or a mention in the source comments.
Actually the link on his website for the R1Q2 source code is 403, while the links for his binaries work. That violates the GPL.
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|iR|Focalor
Irrepressibly Profuse Member
Posts: 15767
Help Destroy America: VOTE DEMOCRAT
Rated:
Re: R1Q2's hidden renderer
«
Reply #3 on:
February 11, 2012, 08:53:15 PM »
By all means, be a fuckin' hero and sue him.
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: R1Q2's hidden renderer
«
Reply #4 on:
February 12, 2012, 06:20:47 AM »
I never saw his changelog (I don't run R1Q2 -- I'm never on Windows, and it doesn't work very well elsewhere). I just found it funny that I offered that code to him, explained why it was better, and then a few posts later he updated his texture pak thread with simply: "This code is now available in R1Q2..." No "Thanks, Jay!" or anything like that. Like he was above saying thanks to me. It just seemed awkward / almost rude. And I never said that he lifted the code without my acknowledgement
Focalor, I wouldn't expect you to understand, but put it this way: without the GPL, R1Q2 wouldn't even exist.
«
Last Edit: February 12, 2012, 06:30:42 AM by Jay Dolan
»
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: R1Q2's hidden renderer
«
Reply #5 on:
February 12, 2012, 06:25:51 AM »
Btw, to the OP, you should really install a high-color / high-res texture pak to get the most out of Q2. Paletted textures look like ass no matter how you filter them
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Gouki
Sr. Member
Posts: 250
No Friends, Hated By All
Rated:
Re: R1Q2's hidden renderer
«
Reply #6 on:
February 12, 2012, 10:46:50 AM »
I didn't like the strong orange colour so gl_coloredlightmaps is good for getting rid of it
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