O'dium, Q2E ETA?
O'dium, Q2E ETA?
Hey o'dium, I'm planning on starting a project that's very similar to the demo scene thing you'll find at http://www.scene.org
The thing is, a few people at work got intruiged by these demos and, just for the fun of it, we started a sort of competition to create the coolest demo.
No one really has the abilities to create any high quality stuff, so it's just a humorous poke at the whole demo thing. But I wanted to take an alternative approach.
I had this idea of using Keygrip2 (http://www.planetquake.com/keygrip) to recam a Quake 2 demo. I wanted to create a visually interesting map. Not something you'd play in, but something with... well, I dunno, cool glowy things and stuff.
However, since Quake 2 is a fairly old engine, supports only 8 bit textures and let's not get started about the lack of any sort of shader support, I quickly jumped to the conclusion that using Q2E would be really, really cool. That is, the one with per-pixel lighting.
I have some good ideas on what to do with it. There might be something in it for you as well, as it could be interesting promotion for the capabilities of your engine. I'm hoping not to toot my own horn here too much, but I would like to explore the possibilities in extensive use of the per pixel lighting capabilities of the engine.
So to achieve all that, I have a few questions about the engine:
1) What is the ETA on the PPL enabled version of Q2E
2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
3) What BSP file format does it use? Which editor should I use to create maps?
4) Is there a shader manual of some sorts?
5) How customizable is the menu system? Most importantly the loading screen. I'm probably going to try and strip off all Quake 2 content and release the thing as a seperate executable with just the content for the demo, starting the whole thing by executing a cfg file. It would bypass any menu systems but would leave the loading screen unchanged.
6) What types of audio files does it play? Still limited to WAV or have you added MP3 or maybe OGG support?
Are there any technical problems you yourself would forsee in this idea?
Thanks for your help
The thing is, a few people at work got intruiged by these demos and, just for the fun of it, we started a sort of competition to create the coolest demo.
No one really has the abilities to create any high quality stuff, so it's just a humorous poke at the whole demo thing. But I wanted to take an alternative approach.
I had this idea of using Keygrip2 (http://www.planetquake.com/keygrip) to recam a Quake 2 demo. I wanted to create a visually interesting map. Not something you'd play in, but something with... well, I dunno, cool glowy things and stuff.
However, since Quake 2 is a fairly old engine, supports only 8 bit textures and let's not get started about the lack of any sort of shader support, I quickly jumped to the conclusion that using Q2E would be really, really cool. That is, the one with per-pixel lighting.
I have some good ideas on what to do with it. There might be something in it for you as well, as it could be interesting promotion for the capabilities of your engine. I'm hoping not to toot my own horn here too much, but I would like to explore the possibilities in extensive use of the per pixel lighting capabilities of the engine.
So to achieve all that, I have a few questions about the engine:
1) What is the ETA on the PPL enabled version of Q2E
2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
3) What BSP file format does it use? Which editor should I use to create maps?
4) Is there a shader manual of some sorts?
5) How customizable is the menu system? Most importantly the loading screen. I'm probably going to try and strip off all Quake 2 content and release the thing as a seperate executable with just the content for the demo, starting the whole thing by executing a cfg file. It would bypass any menu systems but would leave the loading screen unchanged.
6) What types of audio files does it play? Still limited to WAV or have you added MP3 or maybe OGG support?
Are there any technical problems you yourself would forsee in this idea?
Thanks for your help
Well since odium seems to be making a conscious effort to avoid idl I'll see if I can answer some of those q's:
1) What is the ETA on the PPL enabled version of Q2E
ETA on a public release? Don't know. You can download the 'closed' beta right now though, that supports ppl. Check their forums or the sourceforge page for an updated build. I believe someone or in part of the q2e community is making new textures to generally spiff up the mp maps. Right now, you'll get just ppl with all the old art assets. But, I believe there is a retexturing project for q2. I might have a nice pak with updated textures too, I'll link you to em if you want to have a look.
2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
I haven't tried playing around with demos in older builds of q2e, but it seems to always been said that demo support is sort of crippled in q2e. This probably has to do in part because of the netcode problems. Which is why they are planning an updated version of ctf for q2e. Other q2 multiplayer mods prolly won't be compatible. You might have a tough time getting demos working nicely, I dunno.
3) What BSP file format does it use? Which editor should I use to create maps?
I think they where going to try and support q3's bsp format, I dunno how far they got with that. But the new builds of gtkradiant should fully support q2 and q2e. Check their site to see if there are any q2e prefabs you might need to use with it.
4) Is there a shader manual of some sorts?
http://www.quake2evolved.com/rtrm.htm
That's all I could gather.
1) What is the ETA on the PPL enabled version of Q2E
ETA on a public release? Don't know. You can download the 'closed' beta right now though, that supports ppl. Check their forums or the sourceforge page for an updated build. I believe someone or in part of the q2e community is making new textures to generally spiff up the mp maps. Right now, you'll get just ppl with all the old art assets. But, I believe there is a retexturing project for q2. I might have a nice pak with updated textures too, I'll link you to em if you want to have a look.
2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
I haven't tried playing around with demos in older builds of q2e, but it seems to always been said that demo support is sort of crippled in q2e. This probably has to do in part because of the netcode problems. Which is why they are planning an updated version of ctf for q2e. Other q2 multiplayer mods prolly won't be compatible. You might have a tough time getting demos working nicely, I dunno.
3) What BSP file format does it use? Which editor should I use to create maps?
I think they where going to try and support q3's bsp format, I dunno how far they got with that. But the new builds of gtkradiant should fully support q2 and q2e. Check their site to see if there are any q2e prefabs you might need to use with it.
4) Is there a shader manual of some sorts?
http://www.quake2evolved.com/rtrm.htm
That's all I could gather.

Yeah I found version 0.66 but found that if I run it I get missing textures everywhere and all the maps are completely black. I guess I'm missing some pak file with resources but I couldn't find anything like that.dzjepp wrote:Well since odium seems to be making a conscious effort to avoid idl I'll see if I can answer some of those q's:
1) What is the ETA on the PPL enabled version of Q2E
ETA on a public release? Don't know. You can download the 'closed' beta right now though, that supports ppl. Check their forums or the sourceforge page for an updated build. I believe someone or in part of the q2e community is making new textures to generally spiff up the mp maps. Right now, you'll get just ppl with all the old art assets. But, I believe there is a retexturing project for q2. I might have a nice pak with updated textures too, I'll link you to em if you want to have a look.
That could really screw things updzjepp wrote: 2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
I haven't tried playing around with demos in older builds of q2e, but it seems to always been said that demo support is sort of crippled in q2e. This probably has to do in part because of the netcode problems. Which is why they are planning an updated version of ctf for q2e. Other q2 multiplayer mods prolly won't be compatible. You might have a tough time getting demos working nicely, I dunno.
Thanks for your response dzjepp :icon14:
Re: O'dium, Q2E ETA?
Looks like I lost my old account. Anyway...
As dzjepp said, there's a public beta, which is only recommended for developers willing to contribute work, or for the curious.
ATM, is not optimized, but it should be pretty stable (except for the common ATI problems).
Any editor that works with Q2 should work with Q2E too.
The current build also includes an integrated light editor for adding/editing light sources in-game.
There is OGG support for background tracks tho (but only background tracks for now). They replace the original CD audio tracks, but you can play any by using the "music" console command.

For a proper release? No idea.Eraser wrote:1) What is the ETA on the PPL enabled version of Q2E
As dzjepp said, there's a public beta, which is only recommended for developers willing to contribute work, or for the curious.
ATM, is not optimized, but it should be pretty stable (except for the common ATI problems).
The current build still supports .dm2 demos.Eraser wrote: 2) Will this version still support the .dm2 file format? That's all I can feed into keygrip2
We're still using Q2 BSP.Eraser wrote: 3) What BSP file format does it use? Which editor should I use to create maps?
Any editor that works with Q2 should work with Q2E too.
The current build also includes an integrated light editor for adding/editing light sources in-game.
Nope, but most of this applies to Q2E: http://www.iddevnet.com/doom3/materials.phpEraser wrote: 4) Is there a shader manual of some sorts?
The current build still lacks a scriptable GUI system, so if you need more than new images you'll need to modify some code. It should be very easy, as long as you have some programming knowledge.Eraser wrote: 5) How customizable is the menu system? Most importantly the loading screen. I'm probably going to try and strip off all Quake 2 content and release the thing as a seperate executable with just the content for the demo, starting the whole thing by executing a cfg file. It would bypass any menu systems but would leave the loading screen unchanged.
Sound effects are still limited to WAV.Eraser wrote: 6) What types of audio files does it play? Still limited to WAV or have you added MP3 or maybe OGG support?
There is OGG support for background tracks tho (but only background tracks for now). They replace the original CD audio tracks, but you can play any by using the "music" console command.
I haven't posted on a forum other than mine for quite some time now. Maybe it's the lack of time
Eraser: you think my posts are too techie? Oh well, I tried my best
What gets to my nerves are all those posts about the lack of lighting, when we explicitly stated the release is only meant for developers.
Anyway, is raw still in charge here or what? I'd like to get my old account back. Who should I mail?

Eraser: you think my posts are too techie? Oh well, I tried my best

What gets to my nerves are all those posts about the lack of lighting, when we explicitly stated the release is only meant for developers.
Anyway, is raw still in charge here or what? I'd like to get my old account back. Who should I mail?