quake2xp 1.26.2 update

Discuss programming topics for the various GPL'd game engine sources.
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Barnes
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quake2xp 1.26.2 update

Post by Barnes »

*Linux support
*Change EAX2 to EFX
*Ogg Vorbis soundtracks support
*Random play music files
*Change parallax occlusion mapping to relief mapping
*FXAA antialiasting
*Chromatic aberration for alpha surfaces
*Update lighting for hud models
*Add tbn cache for bsp
*Box blur filter for shadows
*Shader effect for level loading screen
*Update console background
*Env mapping for alias models
*Read player models from paks
*Film Grain postprocess (use r_filmGrain cvar)


media paks here
win32 build here
linux build here
qbism
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Re: quake2xp 1.26.2 update

Post by qbism »

I'm planning to try this as soon as the media files download. Sourceforge is slow and dropping connection on the texture replacement pack.
Barnes
Posts: 232
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow
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Re: quake2xp 1.26.2 update

Post by Barnes »

qbism wrote:I'm planning to try this as soon as the media files download. Sourceforge is slow and dropping connection on the texture replacement pack.
Strange, i have fast connection to sf.net :shock:
qbism
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Re: quake2xp 1.26.2 update

Post by qbism »

I've got everything now and trying it out! Looks complete so far on a clean Q2 install. Audio quality is great, especially underwater effect.
qbism
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Re: quake2xp 1.26.2 update

Post by qbism »

First impressions-
Overall shading and relief mapping give depth without overdoing the gloss. Everything including monster retexture is well blended in the scene.

Bumps and valleys in the mapping are lit as if individual faces, such as the edge of tiles being dynamically lit.

Subtle environment mapping on shiny parts of monsters, like visors.

Blurred shadow effect fits well with the scene, but the old static/dynamic shadow options are outdated. Shadows still jump suddenly from one light source direction to the next.

The chromatic aberration and radial blur are a good fit for the rendering style of this engine.

Rendering FPS is good, comparable to DP with the Quake Epsilon pack and similar features turned on/off. (Compared w/ DP because of similar blurred shadows and relief mapping.)

Doesn't run on Intel graphics. it would be nice to gracefully detect and disable non-supported features similar to DP so that the many unfortunate souls with cheap laptops can play.

Audio quality is greatly improved compared to original Q2. The spatial effects are noticeable even with headphones, especially underwater.

Some of the decals added to the map flicker on-and-off slightly. Noticed while walking on slanted fallen beam headed into the elevator lobby on base1.

Overall a great release for Q2 players and those curious about what's happening with Q2 engines.
Barnes
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Re: quake2xp 1.26.2 update

Post by Barnes »

Shadows still jump suddenly from one light source direction to the next.
Yes, there is. I have not the shadow of a binding "as necessary" to lighting.
Compared w/ DP because of similar blurred shadows and relief mapping
About relief mapping - DP use textureGrad im use textureLod
some screen shots
dp textureGrad
Image

q2xp textureLod
Image

relief mapping with out any optimization (texture2d)
Image
qbism
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Re: quake2xp 1.26.2 update

Post by qbism »

It took me a while to figure out that the only noticable difference between the renderings was the fps! It shows quality is identical but much faster.

Only spending a few minutes playing with cvars, it's hard for me to tell what settings are equivalent between q2xp and dp.
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