This is a Quake II updated version that was created exclusively to Q2A Blood Culture community. A clan of friends which I'm the leader and creator, where we play just for fun together since 2000 with Quake II in LANs and in 2005 went to online life with Quake II Evolved. Quake II Evolved Blood Culture was created from the original source of Quake II Evolved created by Team Blur.
This project started in 2005 as just add-ons named as MegaPak, just adding high quality textures and skins, all with the Logo's Clan and the primary results were great. But we are playing online for the first time, and avoid cheating online was really impossible with Quake II Engine.
First you cannot know if a client was using a Q2 or Q2E, and second we can't know if someone was with smoke off and is seeing everything that the others can't, and other vars that make your way more easier. So was made the first AntiCheat that I tryed to resolved via script, that opened these vars to be query by the server, and also beeing setted all the time, so if a player are not using the AntiCheat we can't see anything, so he were kicked, and if he is using the vars are all the time setted, and will let us know if he wasn't using the AntiCheat. But all that was manually.
After more than a year of work, testings and 7 MegaPaks released, with pre-configured BOTs, more than 1700 maps, many bug fixes, new textures and skins to every model, weapon and object, new HUD and Inventory, AntiCheat always beeing updated and getting better, and the great BC Config feature, where all the configs become centralized to any type of game or MOD.
Well, I already had done everything I could to make our games better and fair, but still have things that I can't do it by scripting, and doing that AntiCheat check manually all the days was really getting me mad. With Q2E 0.40 abandoned by his creators I decided to study his engine and move on aside I'm not programming in C for almost 10 years, and that was my main problem, comeback to C programming.
So I asked for info in few forums, specially at Quake II Evolved about which softwares I'll need, the source, basic structure, etc... then I finally get the Q2E compiled and working, so it's time to start my real work.
I had few things in my mind that I really need to make:
Goals wrote: 1. Automatic AntiCheat via Code (no more scripting)
2. Dedicated Q2E Server
3. Only accept Q2E Blood Culture clients
4. Fix the Siamese Twins Bug
5. Fix all the other small Bugs
6. Extras (Sounds, Music...)
7. Optimized and Standalone (not more a Q2 update)
With that in mind I start the work, and wasn't that difficult in any of the items on that list, except about the Siamese Twins Bug, which I don't really even know the cause of this bug, and was my biggest quest in this project.
All the the items above were made with perfection among many things like:
. Load time of maps 70% faster than original
. Lower pings and less lags
. Most know MODs ported (RA2, KOTH, Eraser BOT, CTF, TDM, TP...)
. Over 1700 maps to your pleasure (Ground Zero & The Reckoning inclued!)
. Widescreen Resolutions (FULL HD Inclued)
. Allocated Memory improved to be able to use BOTs as NEVER done before
This year we celebrated our 10th Anniversary playing our beloved Quake 2 Evolved Blood Culture. Here some videos of that night.
Quake 2 as you never imagine! In FULL HD and lots of improvements!
Yeah! Now is available to the public the Quake II Evolved version created to the Blood Culture clan. Enjoy! :P
Did you play any Hajas MOD? or are you an admin of a server with one of Hajas MODs? if yes please join us and let's play together! :P
I talked with Jock Yitch about Frontlines this week. The Interview is available in 2 parts, in text and in audio at BASH webcast.
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Update your 2.0 version to 2.3 (all past patches inclued!) . Rebreather bug fixed . Connection Message var size increased avoiding lags . TDM with BOTs...
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