Author Topic: New client: CleanQ2  (Read 13314 times)

Offline Barton

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Re: New client: CleanQ2
« Reply #30 on: June 17, 2010, 07:31:45 PM »
I added a cvar for picmipping items or not (gl_picmip_items). Woohoo progress!

I always wished there was simple items in Q2, but this is good enough.
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #31 on: June 17, 2010, 10:16:57 PM »
I added a cvar for picmipping items or not (gl_picmip_items). Woohoo progress!

I always wished there was simple items in Q2, but this is good enough.

for simple items you would need sprite support :/ ive already talked to people about it, not quite as easy as it sounds really...
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Offline peewee_RotA

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Re: New client: CleanQ2
« Reply #32 on: June 18, 2010, 03:13:28 AM »
I added a cvar for picmipping items or not (gl_picmip_items). Woohoo progress!

I always wished there was simple items in Q2, but this is good enough.

for simple items you would need sprite support :/ ive already talked to people about it, not quite as easy as it sounds really...

Quake 2 already supports sprites
 :exqueezeme:


Improved sprite support would be awesome. The sp2 format has some limitations and confuses people enough to rarely take advantage of it. I'm completely unaware of any better solutions though.
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Offline VaeVictis

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Re: New client: CleanQ2
« Reply #33 on: June 18, 2010, 01:09:17 PM »
I added a cvar for picmipping items or not (gl_picmip_items). Woohoo progress!

I always wished there was simple items in Q2, but this is good enough.

for simple items you would need sprite support :/ ive already talked to people about it, not quite as easy as it sounds really...

Quake 2 already supports sprites
 :exqueezeme:


Improved sprite support would be awesome. The sp2 format has some limitations and confuses people enough to rarely take advantage of it. I'm completely unaware of any better solutions though.


it has sprite support for animations such as the bfg yes... but not for over riding rendering models :/
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Offline SquareHimself

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Re: New client: CleanQ2
« Reply #34 on: June 21, 2010, 07:10:38 AM »
Thank you for your suggestions so far guys, and keep 'em coming. Been kinda slow lately, but we're listening!
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Offline SquiSHeR

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Re: New client: CleanQ2
« Reply #35 on: June 21, 2010, 01:00:19 PM »
Most important for me would be a Mac OS X binary. Everything else is secondary. Support for damage skins would be nice though. And maybe an integrated gladiator bot for having some server cvar like "min_players".
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Offline Jay Dolan

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Re: New client: CleanQ2
« Reply #36 on: June 21, 2010, 06:34:37 PM »
Have you guys considered forward-porting baseq2 and protocol 34 onto Quake2World?  You would get:

-Improved and extended .bsp format for larger and more complex levels
-GLSL shader support with pre-processor
-Per-pixel lighting (dot3 bump + parallax)
-Hardware based dynamic lighting (32 lights per scene, 8 light sources per primitive)
-400% performance improvement on modern GPUs -- r_speeds of up to 30,000 world polys on a GeForce 8xxx @ 120fps
-Multithreading
-.md3 and .obj model support
-Renderer plugin framework for e.g. 'toon-shading, sketch, etc..
-Materials system for Q3A style texture animations, terrain blending, etc..
-Vastly improved portability (Win XP, Win 7, OSX, Linux, BSD) with Autoconf + Automake build
-.ogg Music system
-Weather effects (rain, snow, fog)

I could go on and on.  If you're starting another Quake2 project, Quake2World is clearly the very best choice in game engines to do it with.  Port your clean C++ game.so over to Q2W!  You would basically want to fork Quake2World and start hacking up the network protocol stuff in order to get p34 working.  Lots of the effects / events in baseq2 have been dropped or modified along the way, but realistically, you're looking at maybe 2 months of nights and weekends to have a Quake2-compatible engine that would put everything else to shame in terms of functionality, stability, and performance.
« Last Edit: June 21, 2010, 06:39:35 PM by Jay Dolan »
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Offline [BnC]MissingNo.

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Re: New client: CleanQ2
« Reply #37 on: June 21, 2010, 07:39:49 PM »
integrated music : )

seen a lot of clients with this feature for other games, such as doom and soldat and such, dont know how much use they actually get though...

id assume most people prefer using something like wmp or itunes, but if this feature was to be added i can guess it wouldnt be too hard :) all they would have to do is perhaps look up the source on how those games integrate the player, or perhaps just whip something up by themselves... if that is put in there make sure you add cvars for it so you can control volume of the music seperated from the game volume, and also maybe the ability to bind keys for stuff like next song and such

iTunes, definitely. :D At least song control.
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Offline Barton

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Re: New client: CleanQ2
« Reply #38 on: July 13, 2010, 08:02:30 PM »
If there was some way to turn off the screen shaking when you fall or get hit that would be really great. I'm assuming that this is impossible without breaking the game's engine?
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Offline peewee_RotA

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Re: New client: CleanQ2
« Reply #39 on: July 14, 2010, 03:16:35 AM »
If there was some way to turn off the screen shaking when you fall or get hit that would be really great. I'm assuming that this is impossible without breaking the game's engine?

Kick angles (machingun in SP, normal firing, taking damage) is handled in the server code. You'll see that Rogue and Xatrix take huge advantage of this with the anti-matter bomb and rotating the camera when dead.
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Offline Jman-CRU

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Re: New client: CleanQ2
« Reply #40 on: July 14, 2010, 06:58:57 AM »
Personally, I'd love to see tons of features from egl built into aprq2 (like egl without the fancy graphics - or egl with an option to set the level of eye candy from standard aprq2 looks up to egl like fanciness). Just some thoughts:

- Being able to toggle between 3rd and 1st person view in game as well as in spectator mode and while watching demos would be handy.
- an option to switch on or off weapon trails (rail trail, rl smoke etc.) in vid menu, customize the color and graphics of rail trail, rocket smoke, laser- and plasma projectiles and trails would be pretty cool.
- an option in vid menu for separately setting the texture quality of map environment stuff, player skins and weapon related stuff (animations, fancy weapon fx) would be awesome - I love to have low texture quality for all map related objects (walls, crates, doors, floor...) and high quality for skins and weapon animations. But this is just an idea.
- But most important: Mouse menu. aprq2, r1q2 and egl mouse options combined. Like the possibility to choose between aprq2 style mouse movement, r1q2 style mouse movement, direct input on/off, accelfix on/off (no acceleration/normal acceleration), OS values acceleration and additional mouse smoothing (egl). All this combined for optimal fine tuning of mouse movement would be freaking awesome, for whenever I'm playing with one of these clients, I miss options from the other two. But I have no idea if that's possible...
- Keys: I'd prefer the r1q2 keyboard layout for better spelling...
- Names: An option of toggling player names on/off in game would be cool.

So much for my two cents. Good luck with your project!  ;D
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Offline Chocobo Joe

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Re: New client: CleanQ2
« Reply #41 on: July 14, 2010, 07:36:26 AM »
Can you add a stats screen in single player like in Quake 1 that shows how many enemies you killed and how many secrets you found out of the ones available. A map timer that shows how long it took you to complete a map in the nearest thousandth of a second would be nice (basically I want something to replace the old q2timer mod).
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Offline peewee_RotA

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Re: New client: CleanQ2
« Reply #42 on: July 14, 2010, 07:56:20 AM »
Can you add a stats screen in single player like in Quake 1 that shows how many enemies you killed and how many secrets you found out of the ones available. A map timer that shows how long it took you to complete a map in the nearest thousandth of a second would be nice (basically I want something to replace the old q2timer mod).

The number of kills in single player and coop is tracked using secret entites and counting the enemies as they spawn. This information is kept server side and displayed on the f1/help screen.

It would probably be easy for the client to capture that information and display it in another place, but it is already displayed.


The timer could probably be accomplished client side, but I don't know how difficult. Since the pause/intermission events are sent to the server, then it could be done server side as well.
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