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10/14/13 KMQuake2 0.20 and RtCW SP Unofficial Patch 4K updates I've put out another minor KMQ2 update (I've stopped calling them hotfixes now) that's a bit different from previous ones. 4K resolution support tops the list, and Pieter Verhoeven has contributed new, high-res HUD numbers along with his excellent high-res menu graphics that have already had screenshots posted. Also included is a set of higher-res HUD icons I made. Here's a list of update 6's changes:
If that wasn't enough, the RtCW SP Unofficial Patch has also been updated with 4K resolution support. Here's its list of v1.42c's changes:
As always, these updated versions are in the downloads section. 5/31/13 Unofficial Quake2 Patch v3.24 released! After a lengthy private beta, the v3.24 unofficial Quake2 patch is now out. Refresh rate control and a custom resolution mode have been added to the video menu in the final build. Note that the source for the fixed missionpack DLLs is in a separate archive due to incompatible licenses. I've also made some minor updates to the RtCW SP Unofficial v1.42b Patch:
Finally, KMQ2 v0.20 has recieved some minor updates with hotfix 5:
All this is in the downloads section. 12/27/12 KMQuake2 0.20 hotfix 4 Since I recently discovered a fix for the long-standing bug of missing audio in the intermission cutscenes, I've decided to slip it into again yet another hotfix for v0.20. This hotfix also includes some optimizations to world rendering in multitexture mode that improve performance in maps with higher than normal r_speeds. The hotfix is in the downloads section, along with an updated zip of the whole engine and the hotfix's updated source code. 12/16/12 Status update and Unofficial Quake2 Patch v3.24 patch now in testing Some recent development headaches with KMQuake2 have led to a lack of updates. Power management problems with some recent nVidia drivers were causing what appeared to be application crashes and hangs, and led to a short suspension of work. Those problems are now past, and I have resumed progress on KMQ2. Recent changes include:
Among other things, volumetric fog and Quake3-format player models are now planned for the next release. Due to frequent requests for Ogg Vorbis support to be added to the v3.23 patch, I have been working on a v3.24 unofficial patch that adds that very requrested feature and has several more fixes:
This patch is currently in the private beta phase. Email me to get in. Be sure to replace the separator in the email address with a '@'. The editing page has also been updated with information on how QuArK users can set the new surface flags that KMQ2 uses. A file for QuArK that enables the new surface flags has been added to the downloads section. 4/15/12 Back up, and more progress! You may have noticed that the more recently updated version of this site hosted at QuakeDev disappeared last summer. Many thanks to Mark Shan, as I once again have upload access to the original KMQ2 site! A significant amount of progress has been made as well, as several optimizations to the have been added to the current development build. Load times have been significantly reduced, and framerate improved somewhat. PNG image loading has been added, and both parts of a level's savegame data are now compressed, making savegames over 90% smaller. Further optimizations are currently in progress. A port of CoopOrDie has also been added in the downloads section, this will allow KMQuake2 to connect to CoopOrDie's Worldserver. Also many thanks to Pieter Verhoeven, who has created an excellent set of high-res images for the menus. Here's a shot of the main menu with Pieter's new dogtag graphics: The project would still benefit from improved graphics for the help computer, inventory, HUD numbers, CTF HUD, and new background graphics for the menus and load screen. Anyone who's interested in helping would be welcome to drop me a line. I've also added a complete archive of all files from the Lazarus mod in the downloads section as a resource to aid map creation. It has example maps, map source, textures, sounds, player models for misc_actor, and documentation. 7/14/11 A port and a patch! There may have been no updates the past 9 months, but that doesn't mean that there's nothing going on. I've been working on a port of KMQuake 2 to another platform. What platform, you asK? Well, take a look below: That's right, a Mac port! It's taken quite a few months of work, given that I don't even own a Mac, but have to go to someplace with a computer lab where I can use one. KMQuake II for Mac OS X is based on Fruitz of Dojo's excellent Quake2 port. Even though such a Q2 port already existed, it still took a great deal of work to modify the Mac OS-specific code to match all the changes I've made in KMQ2, and to get the rest of KMQ2's code to compile for the Mac. The port is at feature parity with the current Windows development build, as the Official misson packs, Zaero and 3ZB2 bot have all been ported. You can expect OS X binaries with the next release. Now for the patch. It's not another hotfix for KMQ2, or another vanilla Q2 patch (not yet, at least). With the release last year of the Return to Castle Wolfenstein source code, I've been put together an unofficial patch for RtCW single player. It fixes the OpenGL-related startup crash, adds native widescreen support (without stretching of the menus and HUD), anisotropic filtering, hardware brightness control (no need to restart), and support for mouse buttons 4 and 5. The RtCW SP v1.42 Patch is in the downloads section, along with its source code. Also, I'm looking for someone interested in creating new HUD graphics. What I'd like made are higher-res, 24-bit remakes of the help computer, inventory, and HUD numbers. These graphics could be used with other Quake2 engines, as well. If you're interested in helping out, contact me. 12/10/10 3ZB2 port, progress update, and help wanted A port of the 3rd Zigrock Bot II (3ZB2) has been added to the downloads section. Special thanks to Octavian Briceag for an included enhancement. I've finished creating all the graphics for the Quake4 HUD (including CTF) and have also made further changes to the menus. Sliders now show the current value of the variable being manipulated, and the code required to implement a menu has been significantly decreased, getting ever closer to a scripted system. Here's a shot of the finished Quake4 HUD: On another note, I'm looking for someone interested in creating new graphics for the menus and loading screen. What I'd like made are higher-res, 24-bit remakes of the dogtag images used for the main menu, menu banners, and the loading plaque. Better backgrounds for the main menu and default loadscreen (in both 4:3 and 16:10 aspects) are also desired. These graphics could be used with other Quake2 engines, as well. If you are interested in helping with this, contact me. 7/11/10 Progress update I've continued working on KMQ2's menus, improving the controls and further moving toward implementing a scripted system. A scripted HUD system based on the one in Quake2Evolved has been added, allowing a large degree of customization. The next thing to be added will be a Quake3-style shader system, which will complement the scripted HUD system. I'm also currently exploring adding a legacy game interface, which would allow KMQ2 to load regular Quake2 game DLLs, and adding client protocol compatibility for R1Q2. Here some shots of the improved menu controls and two scripted HUDs (a Dooom3-style one originally made for Quake2Evolved, the other a Quake4 one made by me) supported by the scripting system: 1/11/10 Hotfix 3 I realized that a potential crash with particle effects which I fixed in the development build of 0.21 was not fixed in the hotfixes I've released so far. So i've put out yet another hotfix that plugs this vulnerability. The hotfix also corrects a rendering error with shadow volumes on certain models. The hotfix is once again in the downloads section, along with an updated zip of the whole engine and the hotfix's updated source code. 11/15/09 Unofficial Quake2 Patch v3.23 I've received some requests for a leaner version of KMQuake2 (less particle-intensive) to allow Quake2 to run in widescreen mode on systems with integrated Intel graphics. Because this would be a large undertaking for relatively little gain, I've instead decided to create a patch for vanilla Quake2 that adds widescreen support and fixes other problems, including the nVidia 191.x driver crash. The patch has over 40 fixes and tweaks in the client, menus, console, and OpenGL renderer, many of which are already in KMQuake2. What it doesn't do is add any new features, as not even a framerate counter is to be found, keeping purists happy. The patch replaces quake2.exe, ref_gl.dll, and the baseq2 and ctf game DLLs. The full list of fixes can be found in 3.23_Changes.txt, in the docs folder inside the patch's archive. The patch is posted in the downloads section, along with its source code. If you find any problems with this, or have suggestions for additions in a later patch, tell me. 11/02/09 Hotfix redux I've recently found out that KMQ2 breaks in very wide aspect modes (greater than 16:8), such as in mult-monitor surround setups. I've put out another hotfix that fixes this with a new FOV adjustment algorithm. The problem with the first 3 crosshairs being misaligned is also fixed. The fix is once again in the downloads section, along with an updated zip of the whole engine and the hotfix's updated source code. 10/14/09 Oops! Hotfix, take2 It looks like I didn't fix enough places in the source where it was vulnerable to the crash. I've posted a new version of the hotfix, and the updated source code. If you downloaded them previously, please do so again. 10/13/09 Hotfix time! It has come to my attention that nVidia's latest 191.x drivers crash nearly all Quake2 engines by having an OpenGL extension string that's longer than Quake2's text ouput buffer. I've whipped up a hotfix to address this crash. I also threw in fixes for a few other minor issues that will be in 0.21:
The fix is in the downloads section, along with the updated source code. Of course, if you encounter any other issues, let me know. Also, thanks to Kirk Barnes for finding the source of this crash. 9/26/09 It's been a long time... Having been over 18 months since the last update, I'm posting this to let everyone know that although I haven't been able to do a great deal of work on KMQ2, I haven't stopped working on it either. While there isn't yet a new version ready for release, I have made a nontrivial amount of changes. The in-progress build is now called 0.21, instead of another 0.20 beta. Here are some of the changes so far:
One other thing I'm working on is a major revamp of the menu system. The control system has been significantly reworked, with the goal being to move toward a scripted system. Here's a peek at the video menu showing some new control types: 3/14/08 0.20 Public Beta 3 Released!! It's finally ready. I've decided to make this beta open to the public to speed up the finding of bugs/issues. Lightmap softening didn't make it in to this release, nor are there Linux binaries, but several tweaks and bug fixes did:
Go and get now in the downloads section. And if you find any bugs/issues, be sure to contact me. 11/14/07 Still Alive... I haven't had that much time to work on KMQ2 over the last two months. However, I have managed to improve widescreen support for all of us, except the ones who have 4:3 screens. Here are some improvements I've made for 0.20 Beta 3:
One last graphical improvement I've been attempting is lightmap softening. I've kept running into glitches with this, but I'll keep on trying until I run out of cake. I've been looking for better menu background and loadscreen art. If you'd like to contribute some, the backgrounds should be in a decent format. Maybe 320x240 .lbm. That was a joke. Ha ha. Fat chance. They should have versions in both 4:3 and 16:9 aspect ratios, and both versions should be resized to 1024x1024.
Finally, I've started remaking the included levelshots in matched sets of 4:3 and 16:9 images. When all this is done, I should be out of beta and releasing on time. 9/2/07 Update on 0.20 Beta 3
After looking at all the changes required to support R1Q2's protocol in the client, I've decided it won't be in 0.20 beta 3. It may make it into 0.21, though. 8/25/07 0.20 Beta 3 in progress I've decided to add a few more features before the public release:
A GTKRadiant 1.50 game profile for KMQ2 is also in progress. This will add KMQ2's new surface flags to the surface inspector, as well as add in-editor support for tga/jpg textures and md3 models. However, I have hit a small snag with the presence of retextures showing up in the editor and not being resized like they are ingame. 6/25/07 0.20 Beta 2 ready!
Email me to get in. Be sure to replace the separator in the email address with a '@'. 6/9/07 Well, it took a lot more than a week... I've been rather busy the last few months, so the new beta got delayed. I did, however, end up doing a lot more than just a few tweaks. It should be ready real soon, unless I decide to add something else. New features since the last beta include:
3/3/07 0.20 Beta 2 almost here! There are just a few minor tweaks remaining before beta 2 of 0.20 is ready for testing. This build has several more optimizations and bugfixes than are in beta 1. I should have it ready within a week. 1/3/07 0.20 Beta 1 ready! Email me to get in. Be sure to replace the separator in the email address with a '@'. What are you waiting for? Go! Go now! 12/30/06 0.20 Nearing beta release! There are just a few more critical bugs remaining to be removed before I can release a beta of 0.20. New features since v0.19 include:
9/12/05 Released just in time for QExpo 2005! New features since v0.16 include:
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