Thank you
It needs a lot of work, an engine update and files cleanup. It will still take some time.
Thanks for your interest but the whole mod will take a while.
No, the code extensions that Knightmare made (Zaero, Quake 1 enemies, model spawn, effects) are unfortunately not supported by the remaster.
No, there are no friendly NPCs.
The friendly bot AI often gets in the way and tends to disrupt the flow of the game.
Yes, this is made for KMQuake2.
Thanks. Soon you will be able to play this map yourself.
Thank you. Yes, some (professional) help would be great.
Knightmare does the complete programming of KMQuake2 and also of my addon.
Maybe at some point he will have the time to port the code.
Or there is someone else who wants to port KMQuake2 to KEX.
Not at the moment. It only runs on Classic Quake 2 with the KMQuake2 engine.
This requires adding the KMQuake2 extensions to the Quake 2 rerelease DLL.
Yes, the Quake 2 rerelease is really good. What do you think about the new campaign?
All enemies will be included.
Since I can't convert QuakeC to C, it won't contain entities from Abyss of Pandemonium.
Since the addon is based on KMQuake2 Engine I don't think Knightmare will make such changes to the code.
I don't like those turrets either. They will occur at most once, otherwise not.
Thank you. Yes, soon I will upload a video showcasing some levels and action.
All enemies and some textures and sounds are included.
Thank you for your opinion. Those are very good points.
Possibly there is a subtitle that fits more to the Quake world but also reflects the return to the classics.
Thanks. I'm trying to capture the look and feel of the late 90s and early 2000s FPS.
Thanks. I use the authentic models for quake pack:
Moddb.com
I recompiled it for Q2. The code is by knightmare (KMQuake2).
I hope they allow me to use it.
Thanks, mayby I will change the skybox later.
Thanks. I was inspired by HACX2 WIP screenshot as shown.
MikeM
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