Quake2xp 1.26.8 Final Release
#31 posted by Pelinal on 2018/07/08 07:06:54
Thanks For The Hint
#32 posted by Esrael on 2018/07/08 11:21:59
I just tried it and it looks really nice. It also tweaked the nightmare difficulty to have respawning monsters like in Doom. That's interesting. At first I wasn't sure if I liked it, but it brought a twist to the gameplay that I want to try out, especially since Quake II can get kind of easy once you get all the high-tier equipment. That addition will probably keep me constantly on the move.
And of course, there's always Yamagi Quake if you want a vanilla nightmare difficulty mode.
@Esrael
#33 posted by Pelinal on 2018/07/09 00:15:13
Yeah im going to think twice about doing Ground Zero on Nightmare.
in fact, this would be kinda interesting for a few maps, like strogg space stations with teleport hubs.
also it appears that Turic's Kmq2 weapons works on yamagi, but the texture is fubar because its another format
Paul Steed's Commentaries About Quake 2 Models
#34 posted by anonymous user on 2018/07/12 03:57:11
i'll leave this here if someone is interested when the time comes for the Q2 Mapping stuff
paul made this post back when he was doing Q3A
http://www.loonygames.com/content/1.6/totb/index3.php
#35 posted by Tribal on 2018/07/12 23:10:56
About Q2XP, i think the monster respawn in Nightmare difficulty can be disabled with the console command: g_monsterRespawn 0
it worked in the last version of the engine, so maybe it will work with this new version ;)
#36 posted by Tribal on 2018/07/14 18:23:21
Found this info on twitter:
Yamagi Quake II 7.21 has been released today!
Some notable changes:
* It can now load .ogg music tracks in the naming scheme GOG uses
* Weapons are rendered with their own FOV (r_gunfov)
* Some of the glitches in the software renderer have been fixed
https://www.yamagi.org/quake2/
Q2PRO
#37 posted by Kiiro Karnage on 2018/07/17 01:30:03
Also you can download updated builds of Q2PRO from here...
http://skuller.net/q2pro/nightly/
Sonic Mayhem Unit Updated
#38 posted by Pelinal on 2018/07/19 01:58:57
The Main Problem With A Custom Q2 Engines
#39 posted by spy on 2018/07/20 13:06:49
every custom engine uses its own *.dll data
why?
Would Love It
#40 posted by Butane on 2018/07/24 03:57:26
if this MAP JAM actually happened!
Btw, Yamagi appears to be the source port of choice for SP and still has an active development.
Wrong Its Kmquake2 !
#41 posted by anonymous user on 2018/07/24 15:12:43
www.markshan.com/knightmare/
Sure It Is...
#42 posted by Butane on 2018/07/25 02:01:27
Kmquake2 last update: 4/30/15
Yamagi: 7/14/18
Yamagi is to Quake II what Quakespasm is to Quake 1.
http://yamagi.org/quake2/
Kmquake2 Is Dead And Knightmare Is Gone
#43 posted by Pelinal on 2018/07/25 02:53:53
in fact he kept teasing before he disappeared about custom huds for KMQ2 like Quake 4 and the straight up port of doom 3 one used by the late Quake 2 Evolved(another good port who died fast for "reasons").
as for ports, Only Yamagi, Q2Pro and Q2XP are up to date, though the later 2 supports md3 and more, and yamagi hates custom stuff, in fact i tried to use it with GOGQ2 and it didn't recognized the music, also it kept crashing on software.
#44 posted by Joel B on 2018/07/25 03:31:22
GOG has their "music" directory next to "baseq2" instead of inside it (along with some other quirks with the missionpack tracks). That's not Yamagi's fault per se, although its latest release has in fact been changed to recognize and adapt when it is dealing with a GOG install.
Dunno about the software renderer probs.
#45 posted by Pelinal on 2018/07/25 04:06:22
here it kept crashing when i tried to play fullscreen, wile VQ2 ran fine, it think its my pc who hates YQ2.
#46 posted by joshthenesnerd on 2018/07/27 17:20:27
i'm actually looking to put a team together for this sort of thing. send me a message on twitter if you are interesting in this pelinal (or anyone else for that matter). twitter is @joshthenesnerd1
#47 posted by ww on 2018/07/27 23:51:11
Well I guess that's it guys. Joshthenesnerd is gona take it from here.
@joshthenerd
#48 posted by Pelinal on 2018/07/28 02:40:31
i simply gave the idea, i suck at organizing things, and my free time kills me for it :\
but as i said, a QUMP Hub for Q2 would be neat, i love Q1 but i love the fast pump of Quake2SP
also everyone here is waiting for EricW tools update, since it will feature Q2 Lightning stuff, which will be easier to make more maps.
Quake 2 Weapons HD- Grenade Release
#49 posted by Pelinal on 2018/08/05 14:55:47
Turic released his hand Grenade model
https://www.moddb.com/mods/quake2-remodel/addons
also Yamagi doesn't support Md3, only KMQ2, Q2Pro and Q2XP
but it supports high quality TGA textures
#50 posted by Tribal on 2018/08/05 19:03:58
Thanks =D
Sonic Mayhem Is Released With .map-sourcefiles
#51 posted by Quakeulf on 2018/08/06 14:21:49
muk:
I know I am not welcome here, but I just wanted to say that if you want to see how I did my maps for Sonic Mayhem it has all the .map-files in there to be explored in your level editor of choice:
http://quakeulf.suxos.org/3d/maps/SonicMayhemQ2.zip
@Quakeulf
#52 posted by Joel B on 2018/08/06 19:58:57
Aw, dude.
The release thread for your episode is full of compliments and some polite/useful critique.
This board is mainly about Q1. but a few Q2-related threads like this one are pottering along just fine. There's always a few goofballs who will grouch about any game that is not Q1, in their own ritualized performative way, but that's just background noise.
Don't post here if it gives you bad vibes, but the self-martyrdom thing? nah.
#53 posted by anonymous user on 2018/08/26 06:11:48
#54 posted by Pelinal on 2018/09/04 16:55:43
Since Quakewulf inst here
her released a updated and finished version of his HUB
https://www.moddb.com/downloads/sonicmayhemq2
also since i've been occupied with other stuff, how is the progress with EricW's compiler update?
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