Enhanced Quake2 version for DDay-Dev comunity, modified and built by QuDos. Based on vanilla 3.21 sources. Cool Features!
Motion blur and fog are my favorite
For Linux version and source code go here
Qudos.quakedev.com
Cool Features!
Motion blur and fog is my favorite
Main changes to the original quake2 distribution
-DDay Normandy standalone mod.
-OpenGL only, all related with software was removed
-Renamed quake2 and video refs to be dday-dev/dday-dev.exe and ref_ddgl.so/ref_ddgl.dll lnx/win respectively.
-Load by default ref_ddgl.so/ref_ddgl.dll lnx/win respectively.
-Writting to dday.cfg
-Added the full dday mod to the source tree.
-Compressed files support, will load zip files with .ddz extension
-Ogg Vorbis support, see the Ogg readme file for better explanation
-Retexture, Jpeg, Png support.
-Detailed textures.
-Global fog.
-Underwater fog.
-Water reflection.
-Water shader reflection/distortion.
-Under water caustics.
-Under water transparency.
-Under water movement.
-Water waves
-Sniper Scope
-Decals on shots.
-Motion Blur
-Some extra GL extensions.
-Lightmap Saturation.
-FPS counter
-Date, clock, timestamped messages, ingame map time, hightlight name players.
-Ping , net rate, chat hud.
-Enhanced box for netgraph
-Transparent and resizable console.
-Resizable pics on the fly.
-Sky distance
-Enhanced complete commands by pressing the TAB key.
-Console mouse scroll support, clock and date, customizable transparency and size.
-By pressing Alt+Enter switch fullscreen/windowed mode or viceversa.
-Removed DirectSound in flavour of Waveform Audio, courtesy of Ben Lane.
Commands
New Variables
ufff = test for your self
cl_drawfps; 0/1 (0)
cl_drawdate; 0/1 (0)
cl_drawclock; 0/1/2 12/24 Hr format (0)
cl_drawtimestamps; 0/1 (1)
cl_drawping; 0/1 (0)
cl_drawrate; 0/1 (0)
cl_drawchathud; 0/1 (1)
cl_drawmaptime; 0/1 (0)
cl_highlight; 0/1/2 (1)
cl_draw_x; 0-0.99 (0) X position for the above variables
cl_draw_y; 0-0.99 (0.8) Y position for the above variables
netgraph*; 0/1/2/3 (1) , press the key tab to see more options for netgraph like size,
position, scale, ...
crosshair*; Various options, key TAB plz
cl_hud*; color and alpha channel options for pics (numbers) on the hud, key TAB plz
con_trans; 0-1 (0.5) Console transparency
con_height; 0-1 (0.5) Console size
cl_underwater_trans; 0/1 (0)
cl_underwater_movement; 0/1 (1)
gl_overbrightbits; 0/1/2 (2)
gl_ext_mtexcombine; 0/1 (0)
gl_ext_texture_compression; 0/1 (0)
gl_motionblur; 0/1/2 (0) (where 1 is only underwater)
gl_motionblur_intensity; 0-1 (0.6)
gl_skydistance; ufff (3500)
gl_water_waves; 0-10 (0)
gl_water_caustics; 0/1 (0)
gl_detailtextures; 0-x.x (0) (a value > 10 is recommended, i.e 15.0)
gl_water_reflection; 0/1 (0)
gl_water_reflection_debug; 0/1 (0)
gl_water_reflection_max; ufff (2)
gl_water_reflection_shader; 0/1 (0)
gl_water_reflection_fragment_program; 0/1 (0) See the above information about this feature
before running it.
gl_reflection_water_surf; 0/1 (1)
gl_fogenable; 0/1 (0)
gl_fogstart; ufff (50)
gl_fogend; ufff (1500)
gl_fogdensity; ufff (0.001)
gl_fogred; 0-1 (0.4)
gl_foggreen; 0-1 (0.4)
gl_fogblue; 0-1 (0.4)
gl_fogunderwater; 0/1 (0)
gl_screenshot_jpeg; 0/1 (1)
gl_screenshot_jpeg_quality; 0-100 (95)
gl_decals; 0/1 (1)
gl_decals_time; ufff (30)
gl_decals; 0/1 (1)
gl_decals_time; ufff (30)
gl_lightmap_saturation; 0-1 (1) Value 0 will turn the game black and white
gl_lightmap_texture_saturation; 0-1 (1) Value 0 will turn the game black and white
ogg_*; Have a look to the Ogg readme file.
Enjoy
i dont see mutch diff
you got to enable everything with the commands. everything its (0/1) 0
just try gl_motionblur 2. its awsome. read the readme.txt for cmdlist and stuff
Sexy stuff guys.
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