This beta version works well for the author, but will not necessarily work well for you. There may be errors with a lack of RAM on win 10 (win 11 has an improved memory manager, there are no problems on it), this will be fixed with the transfer of the game to 64 bits.
- hdr render
- hdr glare
- hdr skys (use hdr file format)
- async frame rendering
- new filmic effects - chromatic aberration, lens deform, vigneting
- better thermal vision for ik glasses (rogue)
- full dynamic lighting for glass surfaces
- improved self shadowing for parallax
- player weapon collision
- two sided decals
- vertex lighting for alpha and water surfaces
- improved caustics
- massive media update
- refraction particles support (look railgun fire effect)
- lava heathaze effect
- new security shield effects
- dynamic screen resolution list (windows only)
- fast curl http downloading for multiplayer
- the strength of the controller vibration depends on the amount of health and armor (windows only)
- game controller charging icon (windows only)
- better linux support with amd cards
- better zaero support +relight
Be careful - to run you need a video card with full OpenGL 4.5 support and 4 gigabytes of video memory! To run on 2GB cards, set in console:
r_maxTextureSize 512
r_textureCompression 1
vid_restart
Do a clean install. I highly recommend not mixing with a previous version of q2xp or any other ports. It is not advisable to use long paths to the game or containing non-English characters.
Install:
- unpack archive in to you fresh quake2 3.20 folder
- if you have a creative audio card you can delete openal32.dll game folder
Nice! I'll give a try. Any chance to have alpha texture someday? I would like to put decals and texture with holes it in my map.
Merry. Christmas!
Peace
alpha textures?
sorry i was unlogged. Yes , alpha textures. Once in a while i ask you😂 . I want to make a modern sp campaign with your mod. My pref, so far. No pressure, im asking. ☮
do you want to add brushes with an alpha mask to the level? Mesh fences, barbed wire, I understood correctly?
Yes! And decals on floor with grungy textures to break the "tile" feel a bit. I was experimenting with Quake 4 alpha textures , and I found that with your engine the colors wich do the work is black. I surround the subject (fences, decals) with black in photoshop and it work. ( for vanilla Quake 2 it was the pink color which was color number 255 on the palet) . But unfortunately it appears in fullbrite mode on the map, which it can look ugly in less lit area. I tried with your own decals, ( like the bfg stain map decals) and its doing the same thing. The other thing is the decals appear very pale. (neither I use trans 33 or trans 66 or both) . To solve this I stacked a lot of decals at the same place. It can do the work , but of course it increase the polycount, but I "skip" texturised the other sides of the brush to help with that a bit. I like to experiment with your engine. My goal is to able to see a modern new Quake game. Quake 2 with your engine the Lazarus mod, is just perfect. You can almost do everything you want. Move brushes (like a box), sink it into liquid. The physics of quake 2 still amaze me.
i really planned to add brushes with alpha masked textures/
Cool man! Let me know ! And I let you know if I found bugs or issues while editing maps. 🦾
And thanks for the console text editing update 😅. I'm gonna save a lot of time in the future.
tnx
of course it doesnt work on amd cards once again how about get a f*cking amd card for once? Amd cards have superior image quality anyway look it up.
AMD works great, under Linux too. Do you know why? There was an interested person who spent his time helping with debugging for radeons on Windows and Linux. He also connected programmers working on the sdl and mesa radeon driver. And the problem was solved. This was done by one person. And how many whiners there were with the standard phrase "come on, buy a radeon, make it for us, we want it!" You as demons are legion. Just give-I want, and zero help.
Thank you!
Огромное спасибо! Замечательно работает.
In this update, was added the ability to disable the rise of the barrel of the machine gun with each shot? What console command should I use?
nope
I had to add the following lines to my xpconfig.cfg file to make this build work:
set hunk_bsp "70"
set hunk_md2 "4"
set hunk_md3 "20"
try this too
set hunk_bsp "60"
set hunk_md2 "5"
set hunk_md3 "14"
1. Is it possible to rebind ALL keys (Weapon Keys, Function F1-F12 keys) from options menu?
2. Seems Q2XP changes keyboard layout to English, even if you use non-US layout, is this a bug/System locale/(non)Unicode issue? It also uses US layout in-game for console for example.
3. Keybinds don't persist after quitting and opening Q2XP, why?
4. Is music supported for Xpacs?
5. Mouse in menus possible? Longer console in-game possible?
6. Good job!
1 - possible, but I never thought that anyone needed it. It's not hard to add
2 - the game does not support Unicode, and only works with English. I have some developments to support other languages. For example, i can make a menu, messages in the game in German or Russian right now.
3 - add you bindings to autoexec.cfg
4 - I don't know what it is and I don't think I'll be interested
5 - for windows yes
1 - if you can spare some time, please add menus for those keys, like Q2RTX has for example (every key bindable, even F1-F12, which doesn't work in Q2XP, if you unbind F1 from Computer you can't bind it again).
2 - my OS Language, System Locale and non-Unicode is all English, but my keyboard layout isn't, so every time I run Q2XP it adds an US keyboard layout in Windows and switches to it... I don't need a different language for Q2XP, just the layout fix.
3 - Is this intentional? I mean if I'm running Q2XP, it should use it's bindings, or maybe allow to overwrite autoexec from a menu?
4 - I meant, if I have all the original music for Q2, Xatrix, Rogue, can Q2XP play it properly?
5 - I don't have mouse in menus (even tried your old Steam Launcher). How do I get a bigger console while in a map?
1 - it's not hard to add.
2 - Yes, I can remove the forcing of the English layout. Forgot to turn off some debug code
3 - I do not really understand what settings you do not save. In any case, they can be added to autoexec.cfg, and they will be applied every time the game is launched.
4 - from cd or from ogg tracks
5 - I said that I can add mouse support to the Windows menu, but I didn’t say that it already exists.
com_fullConsole 1
Thanks for replying, hoping for that "bind everything menu".
As for things not saving, it's just that I make my keybinds, and next time I run Q2XP they're lost, dunno why.
Music - from OGG, do levels play their respective tracks in Xpacs?
Regarding menu mouse, it's low priority, but nice quality of life.
Forcing US layout is bad indeed.
Thanks for com_fullConsole 1, I wanted to see my previous commands but the console was a bit short, tho fullscreen console is a bit much :D
Keep up the good work!
Sorry to bother you again, but is it possible not to use red explosive barrels and use old Strogg barell models if Q2XP has a high textures for those too?
Also, music seems to cut sometimes, or starts playing again in the middle of current track?
1 - delete hi poly barell from models/objects/barell
2 - On some audio cards OGG music may not be played correctly.
1 - is there a hi-poly Q2XP vanilla barrel maybe?
2 - this is the only port I've that has OGG playback issues for some reason, just letting you know about it.
1- take from 1.26.9
2- i know
Man I love active devs with fast responses :D
I've another issue - sound volume (I've tried turning everything off and on, nearest and max sinc...).
Go to Lost Station - those moving platforms/lifts sound so quiet even if you're standing on them.
Otherwise, I can barely hear when most enemies expressions and their weapons firing, it's like they are 2x further than they actually are.
Basically, if it's not in my face, it's too far away/too quiet.
your audio card?
AMD/RealTek ALC897, even disabled Win 10 Signal Enhancements so Realtek Console wouldn't applly any postprocessing.
Streamable.com - notice that the first door that opens only goes to right channel, and then the lift comes and you can barely hear it, notice how loud blaster shots are and how quiet the gondola is. Enemies vary, usually they're a bit louder than that lift but still too quiet.
HRTF also seems to apply too much mid frequencies, a lot of weapons in my hand lose the "boom" out of them.
PS: 1.26.9 barrels have no shadows and seem to be unaffected by light sources, and flashlight, just fyi.
screenshots. And log file
compared with the original - no lost sounds
Streamable.com - Q2 vanilla, louder enemy voices (expected due to lack of true positional audio), loud lift/gondola.
Streamable.com - Q2XP, quieter enemy voices, Guards at the beginning are quieter due to distance, but a bit too quiet, same with Enforcers that are right around the corner and boxes later. Enforcers at the end of video right behind the boxes shouldn't be so quiet considering they're practically in front of me. Gondola/lift is barely audible.
No HRTF, no Reverberation, Resampler Nearest.
I can hear all the sounds normally. perhaps the implementation of the soft openal is very different for the worse from the implementation of the creative. Although I have now compared it with soft openal, the sound is normal, I can hear everyone well.
You hear that gondola/lift in Q2XP as loud as in vanilla Q2?
PS: I can't choose anything else than "Default" or "OpenAL SOFT on Realtek", no other options if that matters.
it's a bit quieter, but that's understandable since you're trying to compare a flat direct sound to a 3d openal. I hear everything both in the creative openal mode and in the soft one. And to compare it with the old sound, to put it mildly, is stupid.
I used old Q2 just for a quick comparison, that gondola shouldn't sound that quiet in OpenAL no matter what since the sound is coming directly from it, no?
I don't have Creative OpenAL (unless you mean outside of the game to use Headphone virtualization or such), only Default or OpenAL Soft tho.
Sound in Q2 can give away enemy positions or things (secrets) opening/closing, so quiet is a no no.
HRTF just makes it worse by applying acoustic filter, for example Super Shotgun losses a lot of it's oomph even tho it's literary in my hands (I tested the rest with HRTF off).
im use creative ae-5 and creative openal driver. I hear the train brake and its rumble as it changes direction. Everything is as in the original, adjusted for 3D sound. Do not forget that almost all stroggs in the original, except for heavy ones, did not have footstep sounds, which had to be repaired.
"adjusted for 3D sound" that's the point - most of the things are spatially 3D located, but a bit "far" away than they really are, and some doors/lifts like that gondola sound as if they're very far for no reason.
Maybe "shorten" the audio distance of things compared to player, or a fallback to original audio engine?
you can't imagine how crooked the sound sources are located there)
I turned the sound of the gondola a little louder, although it seems normal to me.
PS
can you imagine the amount of work to bring back the old sound? There are no fakirs who make such changes at the blink of their fingers.
No probs, it's just a civil discussion about what can or should be improved.
As I said, that gondola is just one example, and enemies are a bit too quiet for my taste.
Hope you didn't forget what we talked about above too :)
are the enemies quiet?) Dude, I'm telling you - in the original, steps are heard only from heavy stroggos like tanks and gladiators. Infantry, soldiers, gunners - move without sound
I mean enemy voices/reactions/breathing are just a tad too quiet for me to automatically orient myself to their sounds. I didn't even hear footsteps :D
Built-in sound cards are still ****, you need to take discrete cards - and there will be no problems.Creative and Asus rule!!!
Is something off with Tank:
Imgur.com
yep - wrong specular
contact me on discord i will give corrected textures
Np, can wait until all of this gets rolled in a full release.
Parallax Mapping also looks wrong on those big computers with map screens, it projects the map in front of it making everything unreadable (also, texture and text has some noise to it too), maybe disable it for that particular texture? Imgur.com
PS: some lifts bring you up, but if you wanna get down you have to take fall damage, lifts won't come back up if you stand close to the edge, forgot if this was vanilla experience...
I see - not the correct retexture. redo.
you can remove the alpha channel from this texture
And the lift behavior? I remembr tho murky if lifts should come back up for you so you don't have to fall down?
PS: Final doors in Warehouse just before exit closes and won't reopen, was that too in vanilla? Missed a secret, wanted to backtrack.
elevators in q2 always worked through the ***. Warehouse? All work as original.
Dammit, I wanted to blame it on you :)
Quick question - would extracting your pkx files make loading faster, and if yes, in which order to extract them? Also, what does "Compressed textures" option do?
reading speed when unpacking archives does not increase much. texture compression - compresses textures in video memory on loading. This gives faster rendering, but lowers loading speed and degrades texture quality.
Letting you know that Receiving Center has quite a lot of mobs in white gray, probably bump maps or similar.
And the secret level there crashes.
EDIT: apparently if Center loads "wrong" (mob textures) the secret level crashes. Had to restart Q2 and load Center, things fixed themselves.
Any ETA on the next patch maybe?
ok, im check it