Author Topic: New client: CleanQ2  (Read 13284 times)

Offline yahoo

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Re: New client: CleanQ2
« Reply #15 on: June 09, 2010, 12:57:18 AM »
Well, since Cleancode is going to take over the world... don't limit your imagination on what you'd like to see. Keep the ideas coming!

Sounds scarry.. :P

Reminds me of War of the Worlds.


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Offline Paril

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Re: New client: CleanQ2
« Reply #16 on: June 09, 2010, 02:18:08 AM »
Okay, I'll answer all of your questions since the start of the thread, descending.

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OH ANOTHER THING! perhaps have a more complex key binding options menu Smiley so you can go through and bind each weapon and maybe a few chat bind options where you type out what you want it to say and what key to say it, thatd be kewl, and then have a button at the top or bottom of that menu to write config kinda like how ezquake does it Smiley could write it to a cleanq2.cfg and then have it exec that just before auto exec in the client startup

Genius. I will work on providing a new binding menu. I hate the Quake 2 UI, but hopefully what I have in mind will be do-able.

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i had trouble geting aprq2 on my quake2. besdies i want a prgram that will fix the shitty bugs on my server :-) if you can provide that then great. other than that i don't really use any advanced features. the only thing i ever used was wav timers for items. i never used a custom pak for the graphics engine. i haven't seen any i really liked so far, of the few i seen. soemthing that makes my quake look like the doom engine maybe?

R1Q2 is a far more stable and usable server binary, regardless of how far we take this engine it will always be the norm for servers.
As Jehar mentioned in his first post, it's too late in the game for a Doom-like engine for Quake 2, but we already have one: Berserker@Quake2.

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Why use APRQ2? Wouldn't r1q2 be more inline with what cleancode is about?

R1Q2 is a very simplistic engine, and actually AprQ2 is much more streamlined from what I've seen. Neither engine is "cleaner", so to speak, in the terms of what CleanCode is for the game DLL.

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also, i would like to see the option for particle effects as good as quake2evolveds particle effects Tongue not egl... screw egl particle effects >_<  lol would have to include lighting thought, but just updating graphics to that level period would be awesome Smiley just make sure if you do it is optional so its not killing players who need their fps

something kewl in q2pro is the ability to record demos inside a demo

something that would be AWESOME for a quake2 engine, is a built in server browser Smiley like how ezquake comes with a great one for quakeworld, that sorta thing, and then you could just use your recorded addresses as sort of a favorites list

oh and another amazing thing would be picmip without picmipping entities Smiley like how jehars modded client did for the tastycast for awhile, could maybe have a cvar to enable or disable it?

maybe have a built in cvar for forced model male and female like q2pro does, the force model cvar for r1q2 and aprq2 only forces to grunt i believe :/ bad for tdm... also maybe a built in feature for brightskins? that way people dont have to scream OMFG BRIGHTSKINS MOD! HAXOR!

i know one cpma player was complaining about q2 cvars when i gave him link to the kicker, he didnt want direct mouse input he wanted raw... i dont really know wtf the difference is but its something to consider

Won't happen right away, rendering is the last on our list.

Good idea, I'll look into that.

Server browser would be cool, it's quite possible too.

We will get that from Jehar's server.

I will look at forced male/female models for teamplay. Brightskinning implemented in the engine is not a bad idea, however the problem remains how does the engine distinguish one color from another - there would have to be external client input to tell the engine which model should be blue, which should be red, etc.

AprQ2 has raw, you can turn off DirectInput with in_direct I believe (something like that)

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What exactly is hud scripting? The ability to change where ammo and health and current weapon icons appear?

The ability to totally customize the HUD - but I'm not talking the simple "this goes there". We will be using the Lua scripting language to provide full scripting capabilities to HUDs. Yes, that means you can have things flash, blink, move, scale, whatever you need for your HUDs. You could also remove things you don't need (but it would be a physical impossibility to add things that the system doesn't know about).
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #17 on: June 09, 2010, 03:13:38 AM »
I will look at forced male/female models for teamplay. Brightskinning implemented in the engine is not a bad idea, however the problem remains how does the engine distinguish one color from another - there would have to be external client input to tell the engine which model should be blue, which should be red, etc.

maybe just over riding the base skins you would get from the force model command? that way in team games like jail break the red and blue skins arent touched, but in stuff like tdm the male and female will be forced to a brightskin color... im not really sure how it would all work out myself :P just a thought, because brightskins being built into the game with q3osp/cpma/quakelive it really hasnt seen any bitching what so ever, where q2 some people bitch that its a mod to the client and unfair :/
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Offline [BTF] Reflex

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Re: New client: CleanQ2
« Reply #18 on: June 09, 2010, 05:04:59 AM »
I thought jehar just had a pak with solid colored walls, nothing special as far as client/server commands.
 I have a q1 pak that looks almost identical to what jehars vids look like.
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #19 on: June 09, 2010, 01:20:02 PM »
I thought jehar just had a pak with solid colored walls, nothing special as far as client/server commands.
 I have a q1 pak that looks almost identical to what jehars vids look like.

nope, picmip, he modified his aprq2 client to picmip everything but entities just like quakelive/cpma does picmip

as far as quakeworld goes, he used a cvar to basically just turn textures off xD i dont understand it! but its kewl, its just built right into the nquake/ezquake client

AND ANOTHER THING FOR PARIL! q2pro has the ability to set s_ambient 2, this separates env and entity ambient sounds, so you dont hear stuipd shit like wind and such but you do hear rail hum :) that is a MUST!
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Offline [BTF] Reflex

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Re: New client: CleanQ2
« Reply #20 on: June 09, 2010, 01:22:27 PM »
Turned every ambient sound to silence.  It's golden.
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #21 on: June 09, 2010, 01:29:16 PM »
Turned every ambient sound to silence.  It's golden.

i play with s_ambient 0 these days as well, but coming from cpma and quakelive i would prefer to be able to hear rail hum :(
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #22 on: June 09, 2010, 09:22:16 PM »
ANOTHER THING!

the ability to disable that damn fall view shake xD it doesnt effect where your going to shoot, so having the ability to disable it would be nice :) i always end up correcting for it and it makes me miss :( fail...
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Offline SquareHimself

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Re: New client: CleanQ2
« Reply #23 on: June 10, 2010, 03:54:06 AM »
I added a cvar for picmipping items or not (gl_picmip_items). Woohoo progress!
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Offline [BTF] Reflex

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Re: New client: CleanQ2
« Reply #24 on: June 10, 2010, 05:07:36 AM »
Turned every ambient sound to silence.  It's golden.

i play with s_ambient 0 these days as well, but coming from cpma and quakelive i would prefer to be able to hear rail hum :(

   Just edit all the ambients sounds,  take the volume to zero.  Can't take credit,  I was given a pak back in 04 that already had most of them edited.   I keep forgetting to turn sound d/l off so I get new ones here and there that need tweaking.   I never even heard of s_ambient 0 till a few months ago.
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Offline The Happy Friar

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Re: New client: CleanQ2
« Reply #25 on: June 10, 2010, 09:35:27 AM »
sounds like you guys are saying "we want it just like Q3A but Q2!"

You're taking out all the stuff that makes it different!  :D
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #26 on: June 10, 2010, 01:57:07 PM »
sounds like you guys are saying "we want it just like Q3A but Q2!"

You're taking out all the stuff that makes it different!  :D

most of the stuff im suggesting is in the ezquake quakeworld client or in q2pro ;) i would use q2pro if it had http downloading :( unfortunately it does not... piece of shit >_<
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Offline WizardExt

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Re: New client: CleanQ2
« Reply #27 on: June 10, 2010, 03:43:19 PM »
I think a lot of work can be put into demos. Play, Pause, Rewind, Fast forward, Slow motion. Maybe the ability to add markers to a demo to faster find a highlight. :heart:

I love the trigger system in AprQ2. I use this feature for a lot of things when playing AQ2.

Offline VaeVictis

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Re: New client: CleanQ2
« Reply #28 on: June 10, 2010, 06:31:32 PM »
I think a lot of work can be put into demos. Play, Pause, Rewind, Fast forward, Slow motion. Maybe the ability to add markers to a demo to faster find a highlight. :heart:

I love the trigger system in AprQ2. I use this feature for a lot of things when playing AQ2.

good point, having the ability to further screw around with the timescale command would be great :P that is an easy way to screw stuff around ya know? timescale 0 for pause, negative timescale for rewind, higher timescale for fastforward, fraction timescale like .5 for slowmo :) i know cpma does that, and it was great when going through demos for highlights
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #29 on: June 17, 2010, 06:38:43 PM »
HUGE ADDITION NEEDED

Ability to make the clock count up XD
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