 Sure Why Not.
But how?
#2 posted by Kinn on 2018/07/03 12:12:08
TB supports Quack 2 I think now?
You'd still have to learn all the differences in how Q2 does stuff compared to Q1, so it's not a trivial change.
Also, I know nothing about Q2's lighting model, but I doubt you can get it looking as good as what we can in quake now with ericw's new stuff.
#3 posted by khreathor on 2018/07/03 12:31:31
Afaik there will be proper Q2 light support in next major EricW's tools update.
#4 posted by Kinn on 2018/07/03 13:56:29
Afaik there will be proper Q2 light support in next major EricW's tools update.
Now that's a spicy meat-a-balla!
#5 posted by negke on 2018/07/03 14:37:29
I always wanted to make at least one proper Q2 map, yeah. I wouldn't mind a jam-like event, at least to get started, but I don't think I would be up to it right now.
By the way, this may come in handy: http://maps.rcmd.org/tutorials/q2_mapping_today/
#6 posted by Ravey on 2018/07/03 14:53:46
It's probably because Quake 2 has more baggage than Quake.
Quake isn't as elegant as Doom in terms of level creation / scalability / lighting / pathfinding / readability of objects, and it's not very rich in terms of content... but it generally works.
Whereas I believe Quake 2 uses radiosity-based lighting (which is apparently harder to work with) and has broken AI and poorer gameplay overall IMO.
You don't slide while standing on slopes, which is nice... however, you still stumble (and levitate in Quake 2's case) on uneven surfaces. Very annoying.
#7 posted by jcr on 2018/07/03 15:28:44
Something to the tune of "quake2 upstart mapping project" is what I hear in my head. "Q2UMP"? Maybe we can start it as the new tools update by EricW come out.
 I'd Be Up For This
But my summer is pretty much "booked" with q1 projects.
I agree that once ericw's Quake2 support goes live would be a perfect opportunity to show it off with a simple jam. If we hold off for that I am in.
 Agreed On The Tools
#9 posted by ionous on 2018/07/03 23:49:33
I've interest in this, but would be pretty frustrated to put time into it and have shitty lighting being my only option. Best wait for the tools.
#10 posted by negke on 2018/07/04 00:39:00
Khreathor's post somewhat makes it sound like ericw is workíng on actual q2 compilers - is this true or just a misunderstanding?
If a Q2 Jam should ever happen, I think it would be nice if it wasn't just a bunch of individual maps but an actual episode (unit) where all the maps are linked together somehow to comply with the hub-like nature of Q2! Since it's more or less a single, consistent theme.
#11 posted by khreathor on 2018/07/04 02:28:20
There are changes added in May by m-x-d waiting for testing and approval: https://github.com/ericwa/ericw-tools/pull/216
There was whole conversation about this. Can't find quote now...
So it's very close to have new light/rad tools for Q2.
#12 posted by Pelinal on 2018/07/04 02:58:26
if this gets released, then a Q2UMP is a go.
also the hub idea is neat, hell is for heroes and the Citadel used this, and citadel uses Both mission packs and lazarus as resources.
https://www.quaddicted.com/forum/viewtopic.php?id=494
+ The newest version of Q2XP now has a ingame light editor
#13 posted by Qmaster on 2018/07/04 03:35:35
I keep wanting to say Q-Tump in my head when I see Q2UMP. Hope this don't "tump over".
 Q Trump
#14 posted by anonymous user on 2018/07/04 05:04:44
 Good Idea
#15 posted by lpowell on 2018/07/04 05:22:43
If this comes out it'll be the first custom Q2SP I ever play.
#16 posted by Pelinal on 2018/07/04 05:25:59
I think S.H.U.M.P would be better than Q2UMP
Stroggy Hub Upstart Mapping Project
 Unoficial Trio
#17 posted by Pelinal on 2018/07/04 05:31:23
i forgot to say that
Unofficial Trio of Mission packs is
-Zaero(Made by Team Evolve)
-Juggernaut(the full version is easy to find nowadays and it works flawlessly on modern ports)
-Unseen(though this one can be fully ignored since its a bad compilation of mods and even assets used illegally, also its incomplete)
 I Worked On Zaero
I did the sound design for the whole MP and tons of testing for the LDs. :)
 @Pelinal
#19 posted by Tribal on 2018/07/04 06:10:32
I think the best unofficial mission pack that i played back in the day was Oblivion.
It came with the CDGAMER magazine, with his own music (12 tracks), 26 huge maps and 7 awesome new enemies... but it didn't have a proper end level :P
I just searched it on google and i found out that the game now has a real ending \o/
You can download it here:
http://www.legendsworld.net/shooter/game/6642
#20 posted by metlslime on 2018/07/04 18:52:52
there is also the unofficial unofficial pack "Oblivion"
#21 posted by metlslime on 2018/07/04 18:54:50
oh shit, Tribal already said Oblivion :)
#22 posted by muk on 2018/07/05 07:18:41
+1 for going at this with erics tools provided they become available.
wouldnt mind poking at a different bestiary.
are there Q2 releases that include map sources?
#23 posted by metlslime on 2018/07/05 07:38:25
All my Q2DM maps have sources released
#24 posted by Tribal on 2018/07/05 08:34:58
 #24
#25 posted by Kinn on 2018/07/05 11:27:10
Larks-a-lummy guvna! That looks like one of those perishin' realtime lighting engines and no mistake. Stone the crows, you ain't not never won't catch me with one of those blinkin' things, not 'arf!
#26 posted by Baker on 2018/07/05 13:12:53
Barnes -- the author of Q2XP -- hangs around InsideQC occasionally. Great guy. And smart as hell.
 @Tribal
#27 posted by Pelinal on 2018/07/05 16:21:32
quake 2 Xp is great, even if the Xpacs has no texture pack support at most, the results are still impressive, it feels like the X360 quake 2 port that came with Q4 years ago.
https://imgur.com/a/kHCnfc3
Though Yamagi is also impressive too since you can deactivate the texture filtering for monsters while keeping the OGL goodies, also its smooth.
 Stop
#28 posted by texture pig on 2018/07/05 17:43:10
Why can't you plebs just be happy with vanilla quake? It's as bad as dressing an old man up in high heels and a mini skirt. Have some respect!
#29 posted by Pelinal on 2018/07/05 21:50:47
if someone here wants speak about this update on tasty forums, feel free to do it, they would love this idea.
in fac,t they have 2 good SP Units uploaded there.
Slight Mechanical Deconstruction
http://forum.tastyspleen.net/quake/index.php?topic=21574.0
Citadel 3.0
http://forum.tastyspleen.net/quake/index.php?topic=22763.0
 Quake2xp 1.26.8 Final Release
#31 posted by Pelinal on 2018/07/08 07:06:54
 Thanks For The Hint
#32 posted by Esrael on 2018/07/08 11:21:59
I just tried it and it looks really nice. It also tweaked the nightmare difficulty to have respawning monsters like in Doom. That's interesting. At first I wasn't sure if I liked it, but it brought a twist to the gameplay that I want to try out, especially since Quake II can get kind of easy once you get all the high-tier equipment. That addition will probably keep me constantly on the move.
And of course, there's always Yamagi Quake if you want a vanilla nightmare difficulty mode.
 @Esrael
#33 posted by Pelinal on 2018/07/09 00:15:13
Yeah im going to think twice about doing Ground Zero on Nightmare.
in fact, this would be kinda interesting for a few maps, like strogg space stations with teleport hubs.
also it appears that Turic's Kmq2 weapons works on yamagi, but the texture is fubar because its another format
 Paul Steed's Commentaries About Quake 2 Models
#34 posted by anonymous user on 2018/07/12 03:57:11
i'll leave this here if someone is interested when the time comes for the Q2 Mapping stuff
paul made this post back when he was doing Q3A
http://www.loonygames.com/content/1.6/totb/index3.php
#35 posted by Tribal on 2018/07/12 23:10:56
About Q2XP, i think the monster respawn in Nightmare difficulty can be disabled with the console command: g_monsterRespawn 0
it worked in the last version of the engine, so maybe it will work with this new version ;)
#36 posted by Tribal on 2018/07/14 18:23:21
Found this info on twitter:
Yamagi Quake II 7.21 has been released today!
Some notable changes:
* It can now load .ogg music tracks in the naming scheme GOG uses
* Weapons are rendered with their own FOV (r_gunfov)
* Some of the glitches in the software renderer have been fixed
https://www.yamagi.org/quake2/
 Q2PRO
#37 posted by Kiiro Karnage on 2018/07/17 01:30:03
Also you can download updated builds of Q2PRO from here...
http://skuller.net/q2pro/nightly/
 Sonic Mayhem Unit Updated
#38 posted by Pelinal on 2018/07/19 01:58:57
 The Main Problem With A Custom Q2 Engines
#39 posted by spy on 2018/07/20 13:06:49
every custom engine uses its own *.dll data
why?
 Would Love It
#40 posted by Butane on 2018/07/24 03:57:26
if this MAP JAM actually happened!
Btw, Yamagi appears to be the source port of choice for SP and still has an active development.
 Wrong Its Kmquake2 !
#41 posted by anonymous user on 2018/07/24 15:12:43
www.markshan.com/knightmare/
 Sure It Is...
#42 posted by Butane on 2018/07/25 02:01:27
Kmquake2 last update: 4/30/15
Yamagi: 7/14/18
Yamagi is to Quake II what Quakespasm is to Quake 1.
http://yamagi.org/quake2/
 Kmquake2 Is Dead And Knightmare Is Gone
#43 posted by Pelinal on 2018/07/25 02:53:53
in fact he kept teasing before he disappeared about custom huds for KMQ2 like Quake 4 and the straight up port of doom 3 one used by the late Quake 2 Evolved(another good port who died fast for "reasons").
as for ports, Only Yamagi, Q2Pro and Q2XP are up to date, though the later 2 supports md3 and more, and yamagi hates custom stuff, in fact i tried to use it with GOGQ2 and it didn't recognized the music, also it kept crashing on software.
GOG has their "music" directory next to "baseq2" instead of inside it (along with some other quirks with the missionpack tracks). That's not Yamagi's fault per se, although its latest release has in fact been changed to recognize and adapt when it is dealing with a GOG install.
Dunno about the software renderer probs.
#45 posted by Pelinal on 2018/07/25 04:06:22
here it kept crashing when i tried to play fullscreen, wile VQ2 ran fine, it think its my pc who hates YQ2.
#46 posted by joshthenesnerd on 2018/07/27 17:20:27
i'm actually looking to put a team together for this sort of thing. send me a message on twitter if you are interesting in this pelinal (or anyone else for that matter). twitter is @joshthenesnerd1
#47 posted by ww on 2018/07/27 23:51:11
Well I guess that's it guys. Joshthenesnerd is gona take it from here.
 @joshthenerd
#48 posted by Pelinal on 2018/07/28 02:40:31
i simply gave the idea, i suck at organizing things, and my free time kills me for it :\
but as i said, a QUMP Hub for Q2 would be neat, i love Q1 but i love the fast pump of Quake2SP
also everyone here is waiting for EricW tools update, since it will feature Q2 Lightning stuff, which will be easier to make more maps.
 Quake 2 Weapons HD- Grenade Release
#49 posted by Pelinal on 2018/08/05 14:55:47
Turic released his hand Grenade model
https://www.moddb.com/mods/quake2-remodel/addons
also Yamagi doesn't support Md3, only KMQ2, Q2Pro and Q2XP
but it supports high quality TGA textures
#50 posted by Tribal on 2018/08/05 19:03:58
Thanks =D
 Sonic Mayhem Is Released With .map-sourcefiles
#51 posted by Quakeulf on 2018/08/06 14:21:49
muk:
I know I am not welcome here, but I just wanted to say that if you want to see how I did my maps for Sonic Mayhem it has all the .map-files in there to be explored in your level editor of choice:
http://quakeulf.suxos.org/3d/maps/SonicMayhemQ2.zip
 @Quakeulf
Aw, dude.
The release thread for your episode is full of compliments and some polite/useful critique.
This board is mainly about Q1. but a few Q2-related threads like this one are pottering along just fine. There's always a few goofballs who will grouch about any game that is not Q1, in their own ritualized performative way, but that's just background noise.
Don't post here if it gives you bad vibes, but the self-martyrdom thing? nah.
#53 posted by anonymous user on 2018/08/26 06:11:48
#54 posted by Pelinal on 2018/09/04 16:55:43
Since Quakewulf inst here
her released a updated and finished version of his HUB
https://www.moddb.com/downloads/sonicmayhemq2
also since i've been occupied with other stuff, how is the progress with EricW's compiler update?
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