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DirectQ II

Posted: Sun Dec 30, 2012 9:21 pm
by leileilol
Just tried that Quake2 engine from mh.

Image
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!

Re: DirectQ II

Posted: Tue Jan 08, 2013 10:21 am
by mh
It actually uses raw input for mouse input so - in theory - there should be no acceleration at all.

Re: DirectQ II

Posted: Sat Jan 12, 2013 10:17 pm
by leileilol
Strange, because sensitivity 9 felt very accelerated...

Re: DirectQ II

Posted: Sat Jan 12, 2013 10:58 pm
by Spirit
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.

Re: DirectQ II

Posted: Sun Jan 13, 2013 2:23 am
by mh
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.

Re: DirectQ II

Posted: Sun Jan 13, 2013 6:56 am
by revelator
Razer mouse perchance :) got one myself and it does indeed have some accelleration features.

Re: DirectQ II

Posted: Mon Oct 08, 2018 4:42 pm
by JasonX
Where I can find the source of this engine?

Re: DirectQ II

Posted: Tue Oct 09, 2018 8:19 am
by mh
I don't even have that source any more myself. :(

Re: DirectQ II

Posted: Tue Oct 09, 2018 2:41 pm
by JasonX
What a sad day for Q2. :sad:

Re: DirectQ II

Posted: Sun Oct 14, 2018 11:22 pm
by ericw
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 :) )

Re: DirectQ II

Posted: Mon Oct 15, 2018 12:55 pm
by mh
Not a problem, link away - it was GPL, after all.

Re: DirectQ II

Posted: Tue Oct 16, 2018 3:55 pm
by revelator
Guess the guy you linked to did not like it, its now dead lol.

Re: DirectQ II

Posted: Wed Oct 17, 2018 8:19 am
by mh
Still live here, but because it's never any harm: http://www.quaketastic.com/files/tools/ ... -12-21.zip

Re: DirectQ II

Posted: Wed Oct 17, 2018 10:58 am
by frag.machine
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.

Re: DirectQ II

Posted: Wed Oct 17, 2018 12:43 pm
by mh
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.