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DirectQ II

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DirectQ II

Postby leileilol » Sun Dec 30, 2012 9:21 pm

Just tried that Quake2 engine from mh.

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gl_monolightmap 1 + gl_texturemode NEAREST_MIPMAP_NEAREST = <3


yeah I know RL has you at 100% now, but i'm just dropping a thread of encouragement. Because, it's NOW the only Q2 port I play!


The only thing I could ask for is mouse acceleration fixed (i.e. -noforcemparms) and the loading bug fixed (when you load, it still processes the game, so saving in front of a projectile is...... a bit bad)
It even properly works with the dummied out disruptor in the Ground Zero expansion!

Happy new year!
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Re: DirectQ II

Postby mh » Tue Jan 08, 2013 10:21 am

It actually uses raw input for mouse input so - in theory - there should be no acceleration at all.
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Re: DirectQ II

Postby leileilol » Sat Jan 12, 2013 10:17 pm

Strange, because sensitivity 9 felt very accelerated...
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Re: DirectQ II

Postby Spirit » Sat Jan 12, 2013 10:58 pm

My acceleration check is aiming at some distinct feature in-game, put my thumb pressing next to the mouse on the table, slowly move the mouse to the right for a few centimeters, then quickly move it back, stopping at the thumb. If it overshoots -> accelerated mouse.
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Re: DirectQ II

Postby mh » Sun Jan 13, 2013 2:23 am

leileilol wrote:Strange, because sensitivity 9 felt very accelerated...


Mmmm, that's why I said "in theory". :)

Personally I've noticed some mouse drivers that apply acceleration even to raw input - the driver presumably must be running it's own acceleration formula before it passes the mouse movement on to the OS. If so, that's quite an evil thing for a mouse driver to do, but oh well.
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Re: DirectQ II

Postby revelator » Sun Jan 13, 2013 6:56 am

Razer mouse perchance :) got one myself and it does indeed have some accelleration features.
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Re: DirectQ II

Postby JasonX » Mon Oct 08, 2018 4:42 pm

Where I can find the source of this engine?
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Re: DirectQ II

Postby mh » Tue Oct 09, 2018 8:19 am

I don't even have that source any more myself. :(
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Re: DirectQ II

Postby JasonX » Tue Oct 09, 2018 2:41 pm

What a sad day for Q2. :sad:
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Re: DirectQ II

Postby ericw » Sun Oct 14, 2018 11:22 pm

I found a copy of DirectQII 2012-11-29 including source:
http://hendricks266.duke4.net/stuff/Dir ... -11-29.zip

(MH: hope you don't mind me linking this :) )
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Re: DirectQ II

Postby mh » Mon Oct 15, 2018 12:55 pm

Not a problem, link away - it was GPL, after all.
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Re: DirectQ II

Postby revelator » Tue Oct 16, 2018 3:55 pm

Guess the guy you linked to did not like it, its now dead lol.
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Re: DirectQ II

Postby mh » Wed Oct 17, 2018 8:19 am

Still live here, but because it's never any harm: http://www.quaketastic.com/files/tools/ ... -12-21.zip
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Re: DirectQ II

Postby frag.machine » Wed Oct 17, 2018 10:58 am

revelator wrote:Guess the guy you linked to did not like it, its now dead lol.

Are you sure ? Just clicked the link and downloaded normally here.
Anyway we should consider to create a public GitHub repository and replicate all this stuff there, just for historical reasons. I myself lost my engine sources and only managed to recover the last release.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: DirectQ II

Postby mh » Wed Oct 17, 2018 12:43 pm

frag.machine wrote:Anyway we should consider to create a public GitHub repository and replicate all this stuff there, just for historical reasons. I myself lost my engine sources and only managed to recover the last release.

That's a bloody good idea. While it's certainly the case that stuff I wrote years ago is not necessarily something Id like to actively support ever again, having it available is not something I'd object to.
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