DirectQ II

Discuss programming topics for the various GPL'd game engine sources.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

DirectQ II

Post 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!
i should not be here
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: DirectQ II

Post by mh »

It actually uses raw input for mouse input so - in theory - there should be no acceleration at all.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: DirectQ II

Post by leileilol »

Strange, because sensitivity 9 felt very accelerated...
i should not be here
Spirit
Posts: 1065
Joined: Sat Nov 20, 2004 9:00 pm
Contact:

Re: DirectQ II

Post 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.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: DirectQ II

Post 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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: DirectQ II

Post by revelator »

Razer mouse perchance :) got one myself and it does indeed have some accelleration features.
Productivity is a state of mind.
JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Re: DirectQ II

Post by JasonX »

Where I can find the source of this engine?
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: DirectQ II

Post by mh »

I don't even have that source any more myself. :(
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

Re: DirectQ II

Post by JasonX »

What a sad day for Q2. :sad:
ericw
Posts: 92
Joined: Sat Jan 18, 2014 2:11 am

Re: DirectQ II

Post 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 :) )
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: DirectQ II

Post by mh »

Not a problem, link away - it was GPL, after all.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: DirectQ II

Post by revelator »

Guess the guy you linked to did not like it, its now dead lol.
Productivity is a state of mind.
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: DirectQ II

Post by mh »

Still live here, but because it's never any harm: http://www.quaketastic.com/files/tools/ ... -12-21.zip
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: DirectQ II

Post 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.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: DirectQ II

Post 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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
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