DirectQ II
DirectQ II
Just tried that Quake2 engine from mh.
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!
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
Re: DirectQ II
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
We knew the words, we knew the score, we knew what we were fighting for
Re: DirectQ II
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
Re: DirectQ II
Mmmm, that's why I said "in theory".leileilol wrote:Strange, because sensitivity 9 felt very accelerated...
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
We knew the words, we knew the score, we knew what we were fighting for
Re: DirectQ II
Razer mouse perchance got one myself and it does indeed have some accelleration features.
Productivity is a state of mind.
Re: DirectQ II
Where I can find the source of this engine?
Re: DirectQ II
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
We knew the words, we knew the score, we knew what we were fighting for
Re: DirectQ II
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 )
http://hendricks266.duke4.net/stuff/Dir ... -11-29.zip
(MH: hope you don't mind me linking this )
Re: DirectQ II
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
We knew the words, we knew the score, we knew what we were fighting for
Re: DirectQ II
Guess the guy you linked to did not like it, its now dead lol.
Productivity is a state of mind.
Re: DirectQ II
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
We knew the words, we knew the score, we knew what we were fighting for
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- Posts: 2126
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Re: DirectQ II
Are you sure ? Just clicked the link and downloaded normally here.revelator wrote:Guess the guy you linked to did not like it, its now dead lol.
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)
Re: DirectQ II
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.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.
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
We knew the words, we knew the score, we knew what we were fighting for