Author Topic: Why Q2Pro over R1Q2  (Read 18868 times)

Offline Butane

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Re: Why Q2Pro over R1Q2
« Reply #15 on: July 08, 2016, 04:28:28 PM »
Well, I finally gave the Yamagi port a fair chance and it is now my favourite client. I regret not checking it out sooner. Yamagi is to Quake 2 what Quakespasm is to Quake 1; very authentic vanilla look (especially the colors!) with a few modern touches added to it which in no way takes away from its legacy. The net code feels decent as well but I'm no expert on that and haven't played many hours of MP yet.

I highly recommend it to anyone wanting to play Quake 2 as it looked in 1997 but with in-game music support (.OGG format), widescreen/custom resolutions and HUD scaling.
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Offline Muerte

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Re: Why Q2Pro over R1Q2
« Reply #16 on: July 09, 2016, 07:10:40 AM »
I highly recommend it to anyone wanting to play Quake 2 as it looked in 1997 but with in-game music support (.OGG format), widescreen/custom resolutions and HUD scaling.
That was one ugly sound annoying game i never played  :P
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Offline |iR|Focalor

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Re: Why Q2Pro over R1Q2
« Reply #17 on: July 09, 2016, 09:14:24 AM »
I highly recommend it to anyone wanting to play Quake 2 as it looked in 1997 but with in-game music support (.OGG format), widescreen/custom resolutions and HUD scaling.
That was one ugly sound annoying game i never played  :P

Yeah, had I known then what I know now about pak files, I wouldn't have been playing bone stock Quake2 back then. Then again, back then people didn't really know the word "client", the stock Quake2 client was just called "Quake2". And the stock client didn't support PNG and JPG and GIF images, so unless you wanted to use the finite handful of colors on the Quake2 color palette and convert all your modded textures to shitty PCX or TGA, you couldn't really do much. And even if you DID bother fucking around with nothing but PCX and TGA's, it'd still turn out looking kinda shitty.

I personally use R1Q2. Never used Q2Pro before. People talking about how clients "feel" different sounds kinda stupid to me. If aiming with the mouse doesn't feel the same between clients, there's always settings you can tweak to make it so. Some have different features, more features, less features, whatever. Some have more flashy blood splatter or updated GL effects on weapon projectiles and trails and explosions, and those may slow game performance and ACTUALLY make the game feel different. But they all do the same shit, it's just a matter of preference. Only reason I use R1Q2 and not something else is simply because it was the first thing I used besides stock Quake2 3.21 and I'm too lazy to try anything else. If it ain't broke, why fix it.
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Offline Jay Dolan

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Re: Why Q2Pro over R1Q2
« Reply #18 on: July 10, 2016, 07:27:11 PM »
The way that different engines handle asynchronous framing (cl_async 1 on R1Q2, similar cvars on others) can change the way that the client "feels" in terms of latency, but in general, you're right. By capping your framerate and tweaking input vars (sensitivity, m_filter, ..), you can make any of the popular clients "feel" identical.

Side note, if anyone wants to try Q2Pro on OS X, please give this a whirl. It requires that you have pak0.pak and friends installed in ~/.quake2/baseq2.

http://quetoo.org/files/Q2Pro.dmg

Offline Muerte

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Re: Why Q2Pro over R1Q2
« Reply #19 on: July 11, 2016, 07:28:25 AM »
After r1q2 7904 version r_maxfps bug ( caped on 1000 max)
r1q2 8012 without value r_maxfps default is caped on 1000 but 1001 and more is unlimited r_maxfps. values lower then 1000 acting weird and 1000 caped on 8012 'give' glitches to my gfx (stuck long time on 7904 because couldn't 'fix' that glitches until find out its version limitation)

q2pro last version (only tested in local) looks like (compared against r1q2)  it 'have' lower gravity mostly (i guess) because better open gl driver implemented

while last AC supported version of q2pro 364 works almost same as r1q2
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Offline Jay Dolan

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Re: Why Q2Pro over R1Q2
« Reply #20 on: July 11, 2016, 08:03:01 AM »
All conventional Quake engines are implicitly limited to 1000fps, because the resolution for frame duration is in milliseconds. That is, until 1ms has elapsed, the main loop will not dispatch another frame:

https://github.com/jdolan/quetoo/blob/master/src/main/main.c#L285

As for eeking slightly higher jumps out of Q2Pro than R1Q2, that would have to do with your packet (outgoing command) rate, not your video framerate. Packet rates of 125hz have been mathematically verified to yield the most favorable player movement (i.e. rounding errors). This will be the same in any engine, because it's a function of the server. So as long as your system is able to maintain 125fps in a given Quake2 engine, all of the same movements are possible.

I feel like we're beating a dead horse, here.. but I'd like to keep the discussion based in observable data rather than anecdotes and subjective impressions. If you have a great game in Q2Pro or AprQ2, that doesn't mean the client helped you win. The quality of your connection to the server at that particular moment could have a very real affect on your perception of the quality of the experience. I think that's a much stronger factor than the client you happen to be running.

Offline claire

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Re: Why Q2Pro over R1Q2
« Reply #21 on: July 13, 2016, 05:47:29 AM »
[...] Side note, if anyone wants to try Q2Pro on OS X, please give this a whirl. It requires that you have pak0.pak and friends installed in ~/.quake2/baseq2.

http://quetoo.org/files/Q2Pro.dmg

Kapolsky will be very happy, he's been using the stock 3.21 client...
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Offline zhprz

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Re: Why Q2Pro over R1Q2
« Reply #22 on: October 02, 2020, 01:34:36 PM »
Quote from: Jay Dolan
Quote from: Muerte

Hi, could you explain why r1's and q2pro's reaction to pressing jump under the water differs? how can one set up quick swimming in r1?
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Offline quadz

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Re: Why Q2Pro over R1Q2
« Reply #23 on: October 02, 2020, 01:52:57 PM »
Hi, could you explain why r1's and q2pro's reaction to pressing jump under the water differs? how can one set up quick swimming in r1?

Q2Pro server manual: https://skuller.net/q2pro/nightly/server.html



Q2Pro servers should set sv_waterjump_hack 0 unless the server operator wishes Q2Pro clients to have an advantage moving up in water.

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Offline Punk_FAS

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Re: Why Q2Pro over R1Q2
« Reply #24 on: October 02, 2020, 02:33:41 PM »
Q2Pro servers should set sv_waterjump_hack 0 unless the server operator wishes Q2Pro clients to have an advantage moving up in water.

What is the setting on the TS servers?
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Offline quadz

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Re: Why Q2Pro over R1Q2
« Reply #25 on: October 02, 2020, 02:51:33 PM »
What is the setting on the TS servers?

The setting on the TS servers is:

Unknown command "sv_waterjump_hack"



(If we used q2pro server, it would be zero.)
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Offline zhprz

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Re: Why Q2Pro over R1Q2
« Reply #26 on: October 14, 2020, 08:31:11 PM »
just have checked: swimming is better with q2pro  on ts dm (23.227.170.222:27916)
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Offline Admin

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Re: Why Q2Pro over R1Q2
« Reply #27 on: October 14, 2020, 08:55:42 PM »
just have checked: swimming is better with q2pro  on ts dm (23.227.170.222:27916)

That server (ts::dm) runs r1q2ded. Could you record demos and post them here? (I hope q2pro isn't being obnoxious in the manner of a speed cheat.)

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Offline zhprz

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Re: Why Q2Pro over R1Q2
« Reply #28 on: September 07, 2023, 10:23:23 AM »
Quote
That server (ts::dm) runs r1q2ded. Could you record demos and post them here? (I hope q2pro isn't being obnoxious in the manner of a speed cheat.)
it's more likely r1 to be obnoxious in the manner of a slow bug... i dont have q2pro client set up so can't provide demos (
« Last Edit: October 15, 2023, 03:43:19 PM by zhprz »
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