c13074758a
Structures sizes should be mosly correct and have found by estimate sizes that could have lump size mod equal to zero as for other formats. Possition of fields are taken from IBSP structures, that could be incorrect. All other fields marked as unknow/unused. |
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.github/workflows | ||
doc | ||
src | ||
stuff | ||
.gitignore | ||
CHANGELOG | ||
CMakeLists.txt | ||
LICENSE | ||
Makefile | ||
README.md |
Yamagi Quake II Remaster
This is an experimental fork of Yamagi Quake II with ongoing work to add support for Quake II Enhanced aka Q2 Remaster(ed). This enhanced version has a lot non trivial changes, adding support isn't easy and takes time. Feel free to try this code but you mileage may vary.
Have a look at the yquake2 repository for the "normal" Yamagi Quake II: https://github.com/yquake2/yquake2
Alpha windows 64 bit binaries.
State:
- GL1/GL3/GLES3/VK:
- base1: no known issies
- base2: no known issies
- q64/outpost: no known issies
- mguhub: loaded, sometimes broken logic for surface fall in next maps
- GL4:
- base1: unchecked
- base2: unchecked
- q64/outpost: unchecked
- mguhub: unchecked
- SOFT:
- base1: broken wall light
- base2: broken wall light
- q64/outpost: no known issies
- mguhub: broken wall light, sometimes broken logic for surface fall in next maps
Monsters:
- incorrect dead animation for Arachnid,
- broken fire effect for Guardian.
Models support:
Format | Original Game | Frame vertex | Meshes | Comments |
---|---|---|---|---|
mdl | Quake 1 | 8 bit | Single | Unsupported grouped textures |
md2 | Quake 2 | 8 bit | Single | |
md2 | Anachronox | 8/10/16 bit | Single | No tagged surfaces, unchecked with game |
mdx | Kingpin | 8 bit | Many | No sfx support, unchecked with game |
fm | Heretic 2 | 8 bit | Many | |
dkm | Daikatana DKM1 | 8 bit | Many | Unchecked with game |
dkm | Daikatana DKM2 | 10 bit | Many | Unchecked with game |
md3 | Quake 3 | 16 bit | Many | No tags support |
md5 | Doom 3/Quake 4 | float | Many | Requires md2 for skins |
All models support only single texture for all meshes and only up to 255 frames.
Texture support:
Format | Original Game | Comments |
---|---|---|
wal | Quake 2 | 8 bit |
wal | Daikatana | 8 bit |
swl | SiN | 8 bit |
m8 | Heretic 2 | 8 bit |
m32 | Heretic 2 | 24 bit |
pcx | Quake2 | 24 bit |
tga | Quake2 | 24 bit |
png | retexturing | 24 bit |
jpg | retexturing | 24 bit |
bmp | Daikatana | 24 bit |
Maps support:
Format | Version | Game |
---|---|---|
IBSP | 39 | Quake 2 / Anachronox / Kingpin / Heretic 2 |
IBSP | 41 | Daikatana / SIN (Unfinished) |
RBSP | 1 | SIN (Unfinished) |
QBSP | 39 | Quake 2 ReRelease |
BSPX | 39 | Quake 2 ReRelease (Extension to IBSP) |
Note:
- SiN Gold has IBSP/41 format but has different size of lump and is unsupported.
- Non Quake 2 maps are limmited mostly view only, and could have issues with tranparency or some animations flags and properties.
Goals (finished):
- BSPX DECOUPLEDLM light map support (base1),
- QBSP map format support (mguhub),
- Use ffmpeg for load any video,
- RoQ and Theora cinematic videos support.
- Cinematic videos support in smk, mpeg, ogv format,
- Daikatana/Heretic 2 map partial format support,
- md5 improve load speed,
- support Anachronox .dat format,
- suport Daikatana/SiN .pak/.sin format from pakextract,
- add debug progress loading code for maps.
Goals (none of it finished):
- Single player support,
- Support effects and additional flags for ReRelease when possible.
Bonus goals:
- support surface flags and content types for Daikatana, Heretic 2, Anachronox,
- Use shared model cache in client code insted reimplemnet in each render,
- Check load soft colormap as 24bit color,
- Use separete texture hi-color buffer for ui in soft render,
- Convert map surface flag by game type,
- Cleanup function declarations in game save code,
- Use 3 bytes vertex normal,
- Support scalled textures for models and walls in soft render and fix lighting with remastered maps,
- modified ReRelease game code support with removed KEX only related code.
Not a goal:
- multiplayer protocol support with KEX engine,
- support KEX engine features (inventary, compass and so on),
- KEX game library support.
Code tested with such maps.
Yamagi Quake II
Yamagi Quake II is an enhanced client for id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs in the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64-bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, NetBSD, OpenBSD, Windows and macOS (experimental).
This code is built upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any question, read through the documentation! The current version can be found here: doc/010_index.md
Releases
The official releases (including Windows binaries) can be found at our homepage: https://www.yamagi.org/quake2 Unsupported preview builds for Windows can be found at https://deponie.yamagi.org/quake2/misc/