Quake II Evolved Update

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o'dium
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Quake II Evolved Update

Post by o'dium »

Quake II Evolved has changed homes. We are now located at http://www.quake2evolved.com , a website that’s a tad easier to remember in a rush. Our forums are located at http://www.quake2evolved.com/blurforum .

Q2E is undergoing some HUGE changes ATM, and so everything you know about the project will be turned upside down. These are the kind of changes that some people are too afraid to make, and only a couple of mod teams have done it to Quake 1. I can't say any more than that.

However, I have some WIP pictures for you. These ONLY show off our latest water, nothing more, so ignore everything else. Our water now uses fragment programs to distort a real time reflection and it also has diffraction on the surface below. Take a peak:

Image

Image

When the new *stuff* happens, you will all know about it. Until then, just keep checking the forums for the latest news. Thanks guys.
dzjepp
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Post by dzjepp »

OMG ITS GOING TO BE LIKE TENEABRE!!!1 :drool:


Just kiddin of course. :)

Just curious, Q2E dosen't fuck the Q2 netcode up does it? Cuz the only time I tried it online I had some pretty big lag issues. :paranoid:
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Eraser
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Post by Eraser »

Nice. The effect is really subtle. Often I feel water refractions are too excessive.
o'dium
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Post by o'dium »

Sorry lads Q2E will have its own netcode soon. Its the only way we can have rag d.... Erm... Moving Rockets :paranoid:
Mogul
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Post by Mogul »

Does that mean that it will break compatability with vq2 demo playback?
Geebs
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Post by Geebs »

I particularly like the way the gun clips through the player's hand.
o'dium
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Post by o'dium »

Gotta love the way its a beta weapon hand that I made, even though I'm not a modeler. Also gotta love the fact I said "just" the water.

Things never change. Like you.
Geebs
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Post by Geebs »

Yeah, but your mod has been in progress for years now, so you've had plenty of time to do something about it :smirk:

p.s. yes the water does look quite nice, although I'd be more interested in seeing it in motion
VoxProminence
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Post by VoxProminence »

yes, it is a very subtle effect odium, thanks for keeping it simple.
o'dium
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Post by o'dium »

It working using GL_DST_ALPHA GL_ONE, a blend mode which displays brighter pixels more than darker ones. This is, in a way, just how life would do it also.

Which means you can see faint reflections of things, but skies and weapon effects show up more.
Zimbo
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Post by Zimbo »

not very impressive tbh
Zimbabwe
o'dium
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Post by o'dium »

Zimbo wrote:not very impressive tbh
Thanks, alt.

Maybe maybe for the Per Pixel lighting version we are working on, before you bash the best looking Quake 2 source port out there? Image

BTW, alts suck. Just proves how much of a **** you are.
Fjoggs
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Post by Fjoggs »

It's not an alt, his old accounts name is even in the sig.
Geebs
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Post by Geebs »

o'dium wrote:Maybe maybe for the Per Pixel lighting version we are working on
What's the point of having per pixel lighting if it's all brown?
o'dium
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Post by o'dium »

Geebs wrote:
o'dium wrote:Maybe maybe for the Per Pixel lighting version we are working on
What's the point of having per pixel lighting if it's all brown?
Per Pixel lighting has NOTHING to do with the texture colour dumb ass.

BTW Quake 2 is not all brown. Is Doom 3 all grey? What about colour lights, that Q2 has and Q3 doesn't use?

Load up the "ware" levels, and you tell me those wouldn't look cool?

What about the rest of the stuff we are gonna try adding? HDR? Physics? dont tell me those wont work because its brown too? Maybe even MD5 models, higher poly stuff, higher res textures? New netcode?

God damn that brown stuff!
Last edited by o'dium on Tue Mar 01, 2005 3:45 pm, edited 1 time in total.
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Eraser
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Post by Eraser »

Geebs wrote:
o'dium wrote:Maybe maybe for the Per Pixel lighting version we are working on
What's the point of having per pixel lighting if it's all brown?
Quake 2 is all in greenish-grey hey.
Quake 1 was the brown one ;)

But with PPL you can have light and dark brown shadows and maybe a wee bit of beige here and there.
TheRealZimbabwe
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Post by TheRealZimbabwe »

Fjoggs wrote:It's not an alt, his old accounts name is even in the sig.
Hey I just wanted to clarify. I'M the Zimbabwe that used to roam here, I forgot my password for my old account, and now I'm pissed off that someone is using my name and nick for trolling these forums... if someone should do trolling under my nick, it should be me.

I've already sent a PM to raw asking him to ban that asshole..

Sorry for the off-topic post, I'll return to the shadows now...
VoxProminence
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Post by VoxProminence »

lols @ zim, good luck with that.

and o'dium, calm the fuck down, if someone ever says the slightest negative thing, even if hes just kiddin around, you instantly jump down thier throat. no need for it man.
Grudge
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Post by Grudge »

No matter how much hi-res textures, pixel shaders, physics objects and hi-poly models you put in there, it's not gonna change the fact that the levels consist of big, blocky boxes. Or are you modifying the level geometry too?
o'dium
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Post by o'dium »

Grudge wrote:No matter how much hi-res textures, pixel shaders, physics objects and hi-poly models you put in there, it's not gonna change the fact that the levels consist of big, blocky boxes. Or are you modifying the level geometry too?
HL2 consists of the exact same levels. Big, boxey levels.

Its not an engine ot show off Quake 2, its an engine to show off what we can do. Levels wont be touched in that regard.

Our full on, from scratch single player game, overdose, will not have "box levels" :p
U4EA
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Post by U4EA »

Will it be released before Duke Nukem Forever?
Grudge
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Post by Grudge »

o'dium wrote: Our full on, from scratch single player game, overdose, will not have "box levels" :p
Ok, suddenly this whole project starts to make more sense. Good luck with the game.
glossy
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Post by glossy »

U4EA wrote:Will it be released before Duke Nukem Forever?
:icon26: :icon26:
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