mirror of
https://github.com/blendogames/thirtyflightsofloving.git
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705 lines
No EOL
27 KiB
Text
705 lines
No EOL
27 KiB
Text
------------------------------
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KMQuake2 v0.20 Beta 1
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Readme.txt
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------------------------------
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Enhanced Quake2 OpenGL-only engine with integrated Lazarus support
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(kmquake2.exe & kmq2gamex86.dll && kmquake2.pk3)
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By Knightmare (knightmare66@yahoo.com)
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Other code by:
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Aaron Reeves
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Anthony Jacques
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Backslash
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Barnes
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Berserk
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BramBo
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CDawg
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David M. Pochron
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Discoloda
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DarkOne
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Dukey
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Echon
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Fuh
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Harven
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Heffo
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Idle
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Jalisko
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Jitspoe
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MrG
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NeVo
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Nexus
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NiceAss
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Nicolas
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Odium
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Pat Aftermoon
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Pooy
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Psycospaz
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Scarface
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Serge
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[SkulleR]
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Spike
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Steve Yeager
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Tomaz
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Vic
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VoiD
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And anyone else I forgot...
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Menu screen by MDK
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Load screen by Christopher "Sherpa" Owen
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------------------------------
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Key Features
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------------------------------
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- Eliminates the limit of 256 each on models, sounds, and images- no more index: overflow errors!
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- No more SZ_Getspace: overflow errors
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- Supports up to 8000 entities per map, up to 2000 in view at once
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- Supports maps compiled with large chop values, up to 1024
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- Supports server-side player speed control for class-based mods, etc.
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- Supports server-side control of entity transparency
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- Includes default Lazarus DLL with ACE bots, CTF and 3Team CTF support
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- Uses modified Quake2maX particle effects
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- Improved menus and console (uses some code from Quake2maX)
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- Streamlined, more memory-efficent adaptation of decal system from Quake2maX
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- TGA and JPG texture, skin, and pic autoloading
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- SUpport for MD3 models
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- Autoscaling of hi-res replacement textures
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- *.pak and pk3 support
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- Ogg Vorbis soundtrack support
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- RoQ support
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- Alpha test surface support for easy rendering of textures with holes/cut-outs
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- Trans33 and Trans66 flag combining for textures with alpha-channel controlled transparency
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- Supports moving and animated transparent surfaces
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- Integrated support for Lazarus footstep sounds
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------------------------------
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How To Run
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------------------------------
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Unzip into your Quake2 dir and make a shortcut with path
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x\quake2\kmquake2.exe +set game gamedir (for singleplayer, LAN games, and net client use)
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or
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x\quake2\kmquake2_netserver.exe +set game gamedir (to host a net game)
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where X is your Quake2 dir's parent dir (for example, C: or D:\games), and gamedir
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is the game subdirectory (if any) where the mod you want to run is. NOTE: for the
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mod's code to run, it must be compiled into a kmq2gamex86.dll (see end of file for
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instructions).
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If you want to enable the playing of cinematics off the game or mission pack CD, add
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+set scanforcd 1
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to the command line. This is disabled by default.
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An OpenGL-compatible 3D accelerator (GeForce2 GTS or better, 3Dfx cards are NOT supported),
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P6 or Athlon 400MHz+, and at least 128MB of RAM are required.
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If it crashes on startup, make sure that kmq2gamex86.dll is in the baseq2 subdir.
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If you experience lockups on an ATI video card, set entity shell type to solid or flowing
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in the advanced section of the video menu. The envmap effect may be causing the lockups.
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If performance is too slow, or there are no visible or all black textures, type
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"exec lowend.cfg; vid_restart" in the console. If you still get all-black
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textures, remove all config files from the game directory you are running in and restart.
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This will make KMQ2 fall back on the internal cvar defaults.
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It is recommened that you copy the idlog.cin file to your baseq2/video folder.
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This will allow you to always open the menu before any demos start playing.
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------------------------------
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Added features as of v0.20:
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------------------------------
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- Increased max coordinate range. Includes kmqbsp3 to support large maps.
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Note that this breaks all existing game DLLs and demos. Be sure to
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download updated game DLLs that are compatible with this version.
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Clients and servers will have to upgrade to maintain compatibility.
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- Greatly improved md3 support. Md3's render faster, are frustum-culled, and are properly
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vertex-lit. Per-mesh, per-skin rendering scripts are also added (see md3_scripting.txt).
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- Overall optimizations to rendering.
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- Added support for two-sided stenciling (GL_EXT_stencil_two_side or GL_ATI_separate_stencil)
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for a performance boost to projection shadows.
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This is disabled by default due to rendering artifacts with some models, but can be enabled
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in the advanced video menu.
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- Added support for alpha test surfaces (textures with holes, bypassing the problems of
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TRANS33+TRANS66 rendering).
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This can be enabled on a texture with an alpha channel (TGA's) or color 255 (pink) areas
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(.wals) by setting the 0x02000000 surface flag in the surface inspector (only QERadiant 1.47
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seems to show this flag).
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Use the included version of KMQBSP3 to compile maps with these surfaces.
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- Added support for static glow textures. For example, texturedir/mytexture_glow will be drawn
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as a glow over texturedir/mytexture if it can be found. This is similar to the glows supported
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in DarkPlaces.
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- Improved scaling system for menus.
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- Added fov auto-adjustment for widescreen modes. This feature can be toggled with the cvar
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cl_widescreen_fov.
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- Added modified version of debug/dedicated console from Quake2Evolved.
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- Added improved version of Barnes's underwater caustics and view warping.
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- Renamed all gl_* renderer cvars to r_*.
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- Removed support for ancient, decrepit SGIS multitexture.
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- Fixed particle overdraw option so it only redraws on top of alpha surfaces.
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- Now supports streaming Ogg Vorbis files from inside pak/pk3 files.
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- Added saveshots to quicksaves (savegames named "quick" or "quik").
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------------------------------
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Added features as of v0.19:
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------------------------------
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- Integrated renderer into exe. Ref_kmgl.dll is no longer needed.
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- Added support for custom resolutions. Uses cvars r_customwidth and r_customheight when gl_mode
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is set to -1.
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- Added projection entity shadows. This is selectable from the advanced section of the video menu.
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- Added light blooms. This is selectable from the advanced section of the video menu.
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- Added support for Ogg Vorbis music. To hear tracks ingame, rip the Q2 CD's audio tracks (2-11)
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to track02-track11.ogg and put them in baseq2/music. For the mission pack audio tracks,
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rip the Ground Zero CD's audio tracks (2-11) to track12-track21.ogg.
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- Added support for Quake3's RoQ format cinematics.
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- Added support for 1024x1024 skyboxes.
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- Anisotropic filtering now works properly and video menu allows selection from modes supported
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by the video card.
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- Changed texture quality filter. Low caps texture resolution at 128x128, medium at 256x256,
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high at 512x512, and highest has no cap.
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- Reset defaults option in the menus now loads cvar defaults for all settings in that menu.
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- Added support for custom door, plat, and button sounds. See kmquake2_lazarus.txt.
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- Fixed looped sound sourcing bug with bmodel entities (func_door, func_plat, etc).
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- Added Jitspoe's Fix for sliding bug where steep sloped surfaces meet floors.
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- Added cvar cl_rail_length to control length of rail trails for performance purposes.
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Defaults to 2048. Rail trails are now drawn starting from the point closest to the player.
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- Added changegame command to change game dirs while preserving key binds in cfg files. Usage:
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changegame <gamedir>
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Use this instead of game <gamedir>.
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- Scanning for the game CD (for cinematics) is now disabled by default. This scan can take too long
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on some systems with network drives mapped. To enable it, add
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+set scanforcd 1
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to the command line.
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- Fixed crash on exiting biggun map.
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------------------------------
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Added features as of v0.18:
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------------------------------
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- Added pk3 support from Quake2Evolved.
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- Added improved version of decal system from Quake2Max.
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- Added new default font based on one from Jitspoe's Digital Paint Paintball 2.0.
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- Added enhanced player setup display from Quake2Max.
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- Made crosshair display in ingame menu clickable.
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- Added levelshots to start server menu.
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- Load game menu now shows levelshots for autosaves.
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- Added option for hi-res saveshots to advanced video menu.
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- Added option for model shading (off, low, high) to advanced video menu.
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Also, dynamic lights now light models by the vertices.
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- Added option for flowing shell effect to advanced video menu.
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- Now opens menu when disconnected.
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- Revamped load screens.
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- Blaster puffs now bounce off walls and brush models.
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- Added support for JPG skies and 512x512 rotating skies.
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- Added support for JPG and TGA endscreens. Requires the presence of a PCX file with the same
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filename. E.g. pics/victory.jpg and pics/victory.pcx
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The PCX file should be in the Q2 palette and no larger than 256x256.
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The 24-bit image can be very high res- up to 1024x1024.
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- Fixed command buffer overflow vulnerability.
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- Fixed crash with ACE bot print commands.
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- Now includes the Lazarus essential data in the pak file.
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- Renamed Lazarus "id" command to "entid" to fix conflict with ctf "id" command.
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- Added new surface flag for trans and warp surfaces- 0x01000000, specifies no
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lightmap or glass envmap for that surface. Useful for volumetric light effects.
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------------------------------
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Added features as of v0.16a:
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------------------------------
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- Fixed network error handling.
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- Added server ping to join server menu.
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- Fixed minor bug with sliders being affected by opening options submenus with mouse.
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------------------------------
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Added features as of v0.16:
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------------------------------
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- Added Harven's support for .md3 models. Tested with alias scripted model_spawns, and works great.
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Will also replace .md2 models with identically named .md3s. Tags are not yet supported.
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- Added ACE bots to the included Lazarus DLL. See kmquake2_lazarus.txt for more info.
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- Added 3Team CTF support to the integrated Lazarus DLL. CTF and 3Team CTF modes are now
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selectable from the start server menu. See kmquake2_lazarus.txt for more info.
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- Removed obsolete 8-bit texture paletting and point paramenter code.
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- Fixed surface-specific footstep sounds for other players.
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- Added Pooy and DarkOne's CPU usage fix.
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- Added Backslash's support for mouse buttons 4 and 5 on newer MS mice.
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- Added icon and close button in windowed mode.
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- Added new HUD icons for both official mission packs, CTF, and Lazarus.
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- Now supports maps with large chop sizes (up to 1024), for lower r_speeds in large outdoor areas.
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- Added overbright bits on models.
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- Added screenshots to load game menu.
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- Added support for up to 100 crosshairs, selectable from ingame section of options menu.
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Now includes some additional crosshairs from Quake2Evolved, in addition to the ones
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by me and Psychospaz.
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- Added new blood effect types, selectable from ingame section of options menu.
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- Added option to scale complexity of particle effects to ingame section of options menu.
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- Fixed dynamic light effects on bmodels and bmodel alpha surfaces.
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- Added mouse sensitivity scaling for reduced FOV.
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- Fixed missing textures on TNT/TNT2 cards.
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- Texture filter now defaults to bilinear. This should fix some compatibility problems.
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- Integrated the Lazarus "texture" and "surf" commands into the client. They are available
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in singleplayer mode when the cvar "developer" is set to 1.
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- Added light glows to blaster puffs and bullet impacts.
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- Fixed crash when starting up without kmquake2.pak.
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- Fixed crash on fact2 when running with the included Lazarus DLL.
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------------------------------
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Added features as of v0.15:
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------------------------------
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- Now prevents demos from changing the current game dir. To change the game dir, type disconnect,
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hit enter, then type game <gamename> (without brackets) and hit enter. If you changed the
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game cvar first, disconnect and then hit ESCAPE.
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- Added support for transparent HUD.
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- Now uses a compatible build of the Lazarus mod (www.planetquake.com/lazarus). See the included
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kmquake2_lazarus.txt for more info. This DLL supplants the vanilla Q2 and CTF ones, as
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it does everyting they do and then some. The source code of these old DLLs is included in the
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source archive. Compiled binaries are available upon request (email me).
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- Will now load footstep surface defintions from a file called texsurfs.txt. Can be disabled
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in the ingame section of the options menu.
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- Now inlcudes the footstep sounds and barrel gib models from Lazarus.
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- Added server-side speed control. Very useful for class-based and other mods. See the new player
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state members in q_shared.h.
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- Added ListPak, LoadFile, and FreeFile game import functions, allowing mods to easily load files,
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even from inside pak files.
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- Added engine support for a +attack2 key, bindable with +use through the customize
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controls menu.
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- Added Psychospaz's map loading screen with mapshots by me, and a default background pic
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by Christopher "Sherpa" Owen.
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- Added splash screen on startup. Uses code from TomazQuake.
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- Added support for scaled console text and HUD. Includes odium's new icons from Quake2Evolved.
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- Added Pooy's pak0-pak99 support.
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- Added CDawg's support for stereo sound samples.
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- Added Psychospaz's fix for trans surface rendering, trans bmodels can now move and rotate.
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- Added support for animated textures on trans surfaces.
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- Increased max .cfg file size to 32KB, was 8KB.
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- Now loads kmq2gamex86.dll instead of gamex86.dll. This allows for better cohabitation,
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since it will no longer try to load a standard DLL (and then crash).
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- Changed screenshot filenames to kmquake2_###.*, supporting up to 1000 screenshots.
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- Added command auto-completion (hit TAB to auto-complete).
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- Added cvar defaults.
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- (New discovery) Will load credits from a file named "credits" (no extension) in the current
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game dir or in the root of a pak file. You can use text formatting codes in this file.
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- Added the colored text support from Quake2Max. The color of secondary text can be changed
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from the interface section of the options menu. In addition, warnings are displayed
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in yellow and errors in red. Here are the formatting codes ripped directly from the
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Quake2Max readme:
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--------------------------------
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Text Formatting -- Instructions
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--------------------------------
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Sort of like Quake3, if you type out ^ with a character following
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you can set up colors and stuff for the rest of the string. Here
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are the codes (colors are Q3 format colors):
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^1: color red
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^2: color green
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^3: color yellow
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^4: color blue
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^5: color teal
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^6: color purple
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^7: color white
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^8: color black
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^9: color orange
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^0: color grey
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^a: specified by alt_text_color cvar
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^s: toggle shadow
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^i: toggle italic
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^b: toggle bold
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^r: set to default (normally: white, no shadow, no italic, no bold)
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^^: just a plain ^ character
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example: ^1p^7sychospaz^r
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(this would be psychospaz with a red "p", followed by a white "ychospaz",
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and finally a reset so following text would be normal)
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*note: Quake2 has a 16 character limit on names per mod. You'll have to
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make a new mod to extend the limit.
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--------------------------------
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- Added scaled menus from Quake2Max. This can be disabled from the interface section of the
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options menu.
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- Added the mouse support in menus from Quake2Max. Uses cursor graphics from Quake2Max 0.30.
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- Fixed bug where the plasma beam and grapple were drawn from the viewpoint instead of from player
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model in chasecam mode.
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- Added red blaster particle effects- TE_REDBLASTER temp event, EF_BLASTER|EF_IONRIPPER overload for
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red blaster, EF_HYPERBLASTER|EF_IONRIPPER overload for red hyperblaster. Also changed
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hyperblaster bolt effect, the bolts are now all particles and look much better.
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- The current player weapon model is now shown in the player config menu. If there is none,
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it defaults to that PPM's default weapon model.
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- Fixed bug where the player config menu couldn't find any valid player models when there was a patched
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player model in the current mod dir (used by Lazarus to add skin references for misc_actor).
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- Removed MP3 support to comply with the GPL now that Frauenhofer is charging royalties for commercial
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MP3 decoders.
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- Added advanced video options menu, using code from Quake2Max. You can now adjust or disable most
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of the newer graphical features from this menu.
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- Added Vic's overbright rendering, which greatly improves the display of 24-bit textures.
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Set gl_modulate and intensity to 1 for best results.
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- Lightmaps are now drawn on trans and warp surfaces. Set gl_trans_lightmaps to 0 to disable
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this if some surfaces seem too dark.
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- Added Psychospaz's spheremapping on non-warp trans surfces and color shells.
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Set gl_spheremaps and gl_window_spheremaps to 0 to disable.
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- The player options menu will now automatically find .tga and .jpg skins that don't have .pcx
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counterparts, and will also now show the default weapon model for each player model that
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has one.
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- Added Psychospaz's chasecam. Use the cl_3dcam cvar or the controls section
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of the options menu to enable. You can enable the cl_3dcam_alpha cvar to make the
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player model transparent when the camera viewpoint moves in close (when backed up
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against a wall, etc). Includes Vic's fix for male/grunt flicker after map load.
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- Added Psychospaz's fading centerprints and HUD notify.
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- Now saves config data to a separate file named kmq2config.cfg to better cohabitate
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with other engine mods. If this config file does not exist, it will read the
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config data from config.cfg. Previously, the vid_ref cvar being forced to "kmgl"
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would crash other engines when they attempted to execute a config.cfg used by
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this engine.
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- Added 1280x1024, 1400x1050, and 1024x480 video modes.
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- Changed r_speeds so that it no longer floods the console. Instead, it
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outputs to the lower right of the screen.
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- Added Psychospaz's dynamic shadows. Set gl_shadows to 2 to enable.
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- Added proportioned shadows for trans ents: the opacity of the shadow is proportional
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to the opacity of the entity casting it.
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- Beams no longer cast shadows.
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- The GeForce3 water warp effect can now be disabled by setting gl_pixel_shader_warp to 0.
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- Added r_waterwave cvar, which when set to a nonzero value sets the amplitude of Half-Life
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style choppy water.
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- Added Psychospaz's variable sized crosshair to the options menu, and support for up to 8
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different crosshairs. Included are 3 of mine and 5 of Psychospaz's.
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- Changed a few cvar defaults. Gl_texsize now defaults to 1024, and is decreased as necessary
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on startup for compatibility. R_skydistance defaults to 4600, and gl_lightcutoff
|
|
defaults to 0. Also, shadows are now always rendered with stencil-buffering if the
|
|
vid card supports that.
|
|
|
|
- Changed cvarlist so that it now works with wildcards and shows flags and the latched value.
|
|
Also, typing the name of the cvar shows both the current value and the latched value.
|
|
|
|
- Added support for the s.alpha entity state member. This allows mod makers to specify
|
|
an entity's transparency server-side, with any float value between 0 and 1.
|
|
To make entities fade, set their alpha to 1 and then decrement it by small amounts.
|
|
|
|
- Added gunskin, gunindex2, gunframe2, and gunskin2 player state fields and support
|
|
for a second weapon model, as well as changing the weapon model skin in the game dll.
|
|
Be sure to update your mod(s) with the new q_shared.h to support this change.
|
|
|
|
- Is now compatible with all version 34 demos. Previously, stray bits set in the flags
|
|
for entity deltas could foul things up, but those bits are now ignored when a
|
|
version 34 demo is playing.
|
|
|
|
- Added client protocol compatibility option to the join server menu, which can be set to
|
|
make the client lie about its version number to the server (34 instead of 35), thus
|
|
allowing pinging and joining version 34 servers (most existing Quake2 servers
|
|
using the stock engine) from the join server menu.
|
|
|
|
- Added option to download options menu to auto-download 24-bit textures (JPG and TGA).
|
|
|
|
- Non-dedicated server no longer bombs out with WSAECONNRESET error when a client crashes
|
|
or quits without disconnecting first.
|
|
|
|
- Fixed bug where player footsteps would crash a non-local client. This was caused by using
|
|
a server-side trace to get the flags of the surface the player is walking on. This
|
|
has been replaced by a modified client-side trace.
|
|
|
|
- Fixed exploitable bug in TGA and JPEG loading code where setting the player skin to the
|
|
name of a reserved system device woud bomb out the client. Malicious players whose
|
|
clients don't have the TGA and JPEG loading code were exploiting this to kick other
|
|
players off servers.
|
|
|
|
- Added the hardware gamma control from Vic's l33t engine, which I believe was taken from
|
|
MrG's BeefQuake.
|
|
|
|
- The gl_modulate cvar now has a dynamic effect, you no longer need to do vid_restart.
|
|
|
|
- The temp event TE_BLUEHYPEBLASTER now works properly, generating a blue splash, while
|
|
TE_FLECHETTE now generates a lighter blue splash.
|
|
|
|
- Added gl_drawbbox cvar, which when set to 1 draws a bounding box around all models.
|
|
|
|
- Added Nicolas' fix for odd-colored lines at the top and bottom of cinematics.
|
|
|
|
- Added NET_SERVER_BUILD preprocessor option in game/q_shared.h. Enable this to compile an
|
|
executable suitable for hosting games over the internet.
|
|
|
|
- Increased MAX_STATS to 256. Be sure to update your mod(s) with the new q_shared.h
|
|
to support this change.
|
|
|
|
------------------------------
|
|
Added features as of v0.04:
|
|
------------------------------
|
|
- Decreased MAX_EDICTS to 8192, and MAX_PARTICLES to 8192, saving lots of memory.
|
|
Be sure to update your mod(s) to support this change-MAX_EDICTS in q_shared.h
|
|
and maxentities in g_save.c should both be changed to 8192
|
|
|
|
- Changed login and logout sounds to same as player teleport (makes more sense).
|
|
|
|
- Fixed security issue with rcon_password.
|
|
|
|
- Added David M. Pochron's gl_lightcutoff cvar- set to 0 for smoother light falloff, default 64.
|
|
|
|
- Added Psychospaz's con_alpha cvar to control console alpha, also in options.
|
|
(default 0.5)
|
|
|
|
- Added Psychospaz's gl_shellstencil cvar for stencil buffering color shells.
|
|
|
|
- Added Psychospaz's enhanced particle system, making this now an OpenGL-only engine;
|
|
It will automatically load ref_kmgl.dll on startup
|
|
(to disable, comment out #define ENHANCED_PARTICLES line in q_shared.h, and
|
|
recompile both the exe and ref_kmgl.dll)
|
|
|
|
------------------------------
|
|
Added features as of v0.03:
|
|
------------------------------
|
|
- Added GuyP's gl_showtris fix (now works without having to disable mulitexturing)
|
|
|
|
- Added JPEG (.jpg) image support, also JPEG screenshots (use cvar gl_screenshot_jpeg)
|
|
Use gl_screenshot_jpeg_quality to control quality (1-100, worst-best)
|
|
Uses libjpeg library, source for which is available from http://www.ijg.org
|
|
|
|
- Added Nexus's improved high-res texture replacement support (replace old .wal textures
|
|
with higher-res .tga or .jpg images, scales them down to fit in proper alignment
|
|
(use gl_texsize cvar to set max tex size, default 256)
|
|
|
|
- Added NEW_ENTITY_STATE_MEMBERS define in q_shared.h that allows compiling of exe's
|
|
that are compatible with modified Eraser bot builds. Comment it out to enable
|
|
comaptibility.
|
|
|
|
------------------------------
|
|
Added features as of v0.02:
|
|
------------------------------
|
|
- Added support for modelindex5, 6, 7, and 8 (see game/q_shared.h)
|
|
|
|
- Implemented client-side Lazarus footstep sounds (see client/cl_fx.c and game/p_view.c)
|
|
|
|
- Added Nexus's and Serge's support for hi-res (up to 1024x1024) console pics
|
|
|
|
- Added David M. Pochron's 44 and 48 KHz sound support
|
|
|
|
- Added Heffo's rudimentary MP3 playback (22KHz mono only)
|
|
|
|
------------------------------
|
|
Added features as of v0.01:
|
|
------------------------------
|
|
- Removed limits that caused *Index: overflow:
|
|
|
|
* Increased Max_models and Max_sounds to 8192 each
|
|
|
|
* Increased Max_images to 2048
|
|
|
|
- Increased entity limit:
|
|
|
|
* Increased Max_edicts to 16384
|
|
|
|
- Effectively removed probability of SZ_Getspace: overflow errors:
|
|
|
|
* Increased max net message size to 44800 bytes
|
|
|
|
- Increased ammout of things that can be displayed on screen:
|
|
|
|
* Increased Max_particles to 65536
|
|
|
|
* Increased max visible entities to 2048
|
|
|
|
- Kept compatibility with existing demos
|
|
|
|
- Added MZ_BLUEBLASTER and MZ_GREENHYPERBLASTER muzzle flashes.
|
|
|
|
- Added EF_BLUEBLASTER effect: generated by using both EF_BLASTER and
|
|
EF_BLUEHYPERBLASTER effects flags.
|
|
|
|
- Added EF_FLAG3 effect: generated by setting both EF_FLAG1 and EF_FLAG2;
|
|
this is useful for 3-Team CTF.
|
|
|
|
- Doesn't overwrite existing quake2.exe or ref_gl.dll
|
|
(select KMQuake2 OpenGL from video menu)
|
|
|
|
- MrG's enhanced shadows (gl_shadows 2), 32-bit texture, skin and HUD pic support,
|
|
default to trilinear filtering, and GeForce3 water warp.
|
|
|
|
- BramBo's FPS counter (set cl_drawfps to 1 to enable).
|
|
|
|
- David M. Pochron's variable sized skybox (get rid of world disappearing into sky)-
|
|
use "r_skydistance" cvar to set maximum visable distance
|
|
|
|
- Aaron Reeves's shadowless explosions
|
|
|
|
- VoiD's *.pak support
|
|
|
|
|
|
=====================================================================================
|
|
|
|
MOD SUPPORT INSTRUCTIONS
|
|
|
|
=====================================================================================
|
|
To compile your mod for this modified engine, use the included game/q_shared.h
|
|
and game/game.h from the source release (Or you can just search for all my changes,
|
|
which are marked with my name, if you don't want to use GPLed headers. Just don't
|
|
forget to include the #ifdef compiler directives around my changes).
|
|
|
|
Next, in g_save.c, change the assignment of the "maxentities" cvar from this:
|
|
|
|
maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
|
|
|
|
to this:
|
|
|
|
maxentities = gi.cvar ("maxentities", va("%i",MAX_EDICTS), CVAR_LATCH);
|
|
|
|
Then, change all references to modelindex 255 to MAX_MODELS-1 (for most mods,
|
|
p_client.c, p_view.c, and p_weapon.c are the only files that need changes).
|
|
|
|
Before compiling, make sure that this line in q_shared.h is uncommented:
|
|
|
|
#define KMQUAKE2_ENGINE_MOD
|
|
|
|
You can revert your mod to compatibility with other engines by commenting out this line.
|
|
|
|
Finally, after compiling, rename the resulting gamex86.dll to kmq2gamex86.dll so
|
|
that the new engine will load it (don't overwrite your existing game DLL!).
|
|
|
|
=====================================================================================
|
|
|
|
If you downloaded this engine mod without source code, the complete source is
|
|
available at www.geocities.com/knightmare66.
|
|
|
|
=====================================================================================
|
|
|
|
Copyright (C) 1997-2001 Id Software, Inc.
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |