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237 lines
9.9 KiB
Markdown
237 lines
9.9 KiB
Markdown
# Yamagi Quake II Remaster
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This is an experimental fork of Yamagi Quake II with ongoing work to add
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support for Quake II Enhanced aka Q2 Remaster(ed). This enhanced version
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has a lot non trivial changes, adding support isn't easy and takes time.
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Feel free to try this code but you mileage may vary.
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Have a look at the yquake2 repository for the "normal" Yamagi Quake II:
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<https://github.com/yquake2/yquake2>
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Alpha windows 64 bit [binaries](https://github.com/yquake2/yquake2remaster/releases).
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Saves format is unstabled and could change between alpha releases.
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State:
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* GL1/GLES3/GL3/GL4/VK:
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* base1: no known issues,
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* base2: no known issues,
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* q64/outpost: broken level change,
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* mguhub: sometimes broken logic for surface fall in next maps.
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* SOFT:
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* base1: broken wall light and wall glitch,
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* base2: broken wall light and wall glitch,
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* q64/outpost: broken level change, scale textures unsupported,
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* mguhub: broken wall light, sometimes broken logic for surface fall
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in next maps.
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Monsters:
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* incorrect dead animation for Arachnid,
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* broken fire effect for Guardian.
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Models support:
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| Format | Original Game | Frame vertex | Meshes | Comments |
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| ------ | --------------- | ------------ | -------- | --------------------------------------- |
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| mdl | Quake 1 | 8 bit | Single | Unsupported grouped textures |
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| md2 | Quake 2 | 8 bit | Single | |
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| mda | Anachronox | Part of md2 | Single | No tagged surfaces |
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| md2 | Anachronox | 8/10/16 bit | Single | No tagged surfaces, unchecked with game |
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| mdx | Kingpin | 8 bit | Multiple | No sfx support, unchecked with game |
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| fm | Heretic 2 | 8 bit | Multiple | |
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| def | SiN | Part of sam | Multiple | Unchecked with game |
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| dkm | Daikatana DKM1 | 8 bit | Multiple | Unchecked with game |
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| dkm | Daikatana DKM2 | 10 bit | Multiple | Unchecked with game |
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| md3 | Quake 3 | 16 bit | Multiple | No tags support |
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| mdr | EliteForce | float | Multiple | No tags support. Uses first LOD only |
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| md5 | Doom 3/Quake 4 | float | Multiple | Requires md2 for skins |
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| sbm | SiN | Part of sam | Multiple | Unchecked with game |
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| sam | SiN | 8 bit | Multiple | Unchecked with game |
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All models support only single texture for all meshes and frames limit based on game protocol.
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Texture support:
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| Format | Original Game | Comments |
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| ------ | -------------- | -------- |
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| wal | Quake 2 | 8 bit |
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| wal | Daikatana | 8 bit |
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| swl | SiN | 8 bit |
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| m8 | Heretic 2 | 8 bit |
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| m32 | Heretic 2 | 24 bit |
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| pcx | Quake2 | 24 bit |
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| tga | Quake2 | 24 bit |
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| png | retexturing | 24 bit |
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| jpg | retexturing | 24 bit |
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| bmp | Daikatana | 24 bit |
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Maps support:
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| Format | Version | Game |
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| ------ | ------- | ------------------------------------------ |
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| IBSP | 39 | Quake 2 / Anachronox / Kingpin / Heretic 2 |
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| IBSP | 41 | Daikatana / SIN |
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| RBSP | 1 | SIN |
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| QBSP | 39 | Quake 2 ReRelease |
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| BSPX | 39 | Quake 2 ReRelease (Extension to IBSP) |
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Note:
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* Non Quake 2 maps are limmited mostly view only, and could have issues
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with tranparency or some animations flags and properties.
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* If you like support some other maps type, create pull request for Mod_Load2QBSP
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function and provide a link to demo maps.
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* Use `maptype 1` before load any Heretic 2 maps. Look to
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[maptype_t](src/common/header/cmodel.h#L42) for more info.
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Games:
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* Quake 2:
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* SDK: <https://github.com/id-Software/quake2-rerelease-dll>
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* Tech info: <https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii>
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* Anachronox:
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* SDK: <https://github.com/hogsy/chronon>
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* SDK: <https://code.idtech.space/ion-storm/anachronox-sdk>
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* Tech info: <https://anachrodox.talonbrave.info/>
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* Kingpin:
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* SDK: <https://github.com/QuakeTools/Kingpin-SDK-v1.21>
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* SDK: <https://code.idtech.space/xatrix/kingpin-sdk>
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* Tech info: <https://www.kingpin.info/>
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* Daikatana:
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* Info: <http://daikatananews.net/>
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* Heretic 2:
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* SDK: <https://www.quaddicted.com/files/idgames2/planetquake/hereticii/files/Ht2Toolkit_v1.06.exe>
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* SDK: <https://code.idtech.space/raven/heretic2-sdk>
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* Tech info: <http://h2vault.infinityfreeapp.com/index.html>
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* SiN:
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* Tools: [SiNview](https://web.archive.org/web/20001212060900/http://starbase.neosoft.com:80/~otaku/program.html)
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* Tools: <https://www.moddb.com/games/sin/downloads/sin-modding-tools-and-other-stuff>
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* SDK: <https://github.com/NightDive-Studio/sin-ex-game>
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* SDK: <https://code.idtech.space/ritual/sin-sdk>
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Goals:
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* [x] BSPX DECOUPLEDLM light map support (base1),
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* [x] QBSP map format support (mguhub),
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* [x] Use ffmpeg for load any video,
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* [x] RoQ and Theora cinematic videos support.
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* [x] Cinematic videos support in smk, mpeg, ogv format,
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* [x] Daikatana/Heretic 2 map partial format support,
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* [x] md5 improve load speed,
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* [x] support Anachronox .dat format,
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* [x] suport Daikatana/SiN .pak/.sin format from pakextract,
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* [x] Support flow/scale flags for Q64 maps,
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* [x] Add debug progress loading code for maps,
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* [x] MDR model format from Star Trek: Voyager – Elite Force,
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* [ ] MDA entity format from Anachronox,
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* [x] RGB particles support instead palette based one,
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* [x] Get rid of VID_PaletteColor client internal api use,
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* [x] Broken maps groups from base2 to next,
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* [ ] Single player ReRelease support,
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* [ ] Support effects and additional flags for ReRelease when possible.
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* [ ] Use shared model cache in client code insted reimplemnet in each render,
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* [x] Check load soft colormap as 24bit color from loaded image,
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* [ ] Fix transparent textures in Daikatana/SiN maps,
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* [ ] Use separete texture hi-color buffer for ui in soft render,
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* [ ] Cleanup function declarations in game save code,
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* [ ] Fix broken base3 with sorted fields names,
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* [x] Use 3 bytes vertex normal,
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* [ ] Support scalled textures for models and walls in soft render and fix
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lighting with remastered maps,
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* [ ] Modified ReRelease game code support with removed KEX only related code.
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Not a goal:
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* [ ] Multiplayer protocol support with KEX engine,
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* [ ] Support KEX engine features (inventary, compass and so on),
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* [ ] [KEX game library support](https://github.com/id-Software/quake2-rerelease-dll).
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Code tested with such [maps](doc/100_tested_maps.md).
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# Yamagi Quake II
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Yamagi Quake II is an enhanced client for id Software's Quake II with
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focus on offline and coop gameplay. Both the gameplay and the graphics
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are unchanged, but many bugs in the last official release were fixed and
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some nice to have features like widescreen support, reliable support for
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high framerates, a modern sound backend based upon OpenAL, support for
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modern game controllers and a modern OpenGL 3.2 renderer were added.
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Unlike most other Quake II source ports Yamagi Quake II is fully 64-bit
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clean. It works perfectly on modern processors and operating systems.
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This code is built upon Icculus Quake II, which itself is based on Quake
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II 3.21. Yamagi Quake II is released under the terms of the GPL version
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2. See LICENSE for further information:
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* [LICENSE](https://github.com/yquake2/yquake2/blob/master/LICENSE)
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Officially supported operating systems are:
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* FreeBSD
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* Linux
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* Windows
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Beside theses Yamagi Quake II has community support for MacOS and most
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other unixoid operating systems, including NetBSD, OpenBSD and Solaris.
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## Addons and partner projects
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This repository contains Yamagi Quake II itself. The official addons
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have their own repositories:
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* [The Reckoning](https://github.com/yquake2/xatrix)
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* [Ground Zero](https://github.com/yquake2/rogue)
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* [Three Waves Capture The Flag](https://github.com/yquake2/ctf)
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Yamagi Quake II Remaster is a project providing optional support for the
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assets of Quake II Remaster by Nightdive Studios and has a less
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conservative approach in regards to new features. It also lives in it's
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own repository:
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* [Yamagi Quake II Remaster](https://github.com/yquake2/yquake2remaster)
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## Development
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Yamagi Quake II is a community driven project and lives from community
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involvement. Please report bugs in our issue tracker:
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* [Issue Tracker](https://github.com/yquake2/yquake2/issues)
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We are always open to code contributions, no matter if they are small
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bugfixes or bigger features. However, Yamagi Quake II is a conservative
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project with big focus on stability and backward compatibility. We don't
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accept breaking changes. When in doubt please open an issue and ask if a
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contribution in welcome before putting too much work into it. Open a
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pull request to submit code:
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* [Pull Requests](https://github.com/yquake2/yquake2/pulls)
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Also have a look at our contributors guide:
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* [Contributors Guide](https://github.com/yquake2/yquake2/blob/master/doc/080_contributing.md)
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## Documentation
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Yamagi Quake II has rather extensive documentation covering all relevant
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areas from installation and configuration to package building. Have a
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look at the documentation index:
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* [Documentation Index](https://github.com/yquake2/yquake2/blob/master/doc/010_index.md)
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## Releases
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Yamagi Quake II releases at an irregular schedule. The official releases
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with source code tarballs and prebuild Windows binaries can be found at
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the homepage:
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* [Homepage](https://www.yamagi.org/quake2/)
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Our CI builds **unsupported** Linux, MacOS and Windows binaries at every
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commit. The artifacts can be found here:
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* [Github Actions](https://github.com/yquake2/yquake2/actions)
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