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84 lines
3.4 KiB
Markdown
84 lines
3.4 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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State:
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* GL1:
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* base1: correct wall light, broken model light
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* base2: correct wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: loaded, transparent walls and broken logic for surface fall in next maps
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* GL3/GLES3:
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* base1: broken wall light, broken model light
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* base2: broken wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: loaded, transparent walls and broken logic for surface fall in next maps
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* SOFT:
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* base1: broken wall light, broken model light
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* base2: broken wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: loaded, transparent walls and sky and broken logic for surface fall in next maps
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* VK:
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* base1: correct wall light, broken model light
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* base2: correct wall light, broken model light, broken lift
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* q64/outpost: no known issies
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* mguhub: loaded, transparent walls and broken logic for surface fall in next maps
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Goals (none of it finished):
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* Single player support,
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* BSPX DECOUPLEDLM light map support (base1),
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* QBSP map format support (mguhub),
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* MD5 model support,
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* modified ReRelease game code support with removed KEX only related code,
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* RoQ and Theora cinematic videos support.
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Bonus goals:
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* MDL/Quake1 model format support,
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* FM/Heretic 2 model format support,
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* Daikatana model/wal/map format support,
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* Cinematic videos support in smk, mpeg format,
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* Use ffmpeg for load any video,
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* Load colormap as 24bit color,
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* Use shared model chache in client code insted reimplemnet in each render,
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* Add debug progress loading 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
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II with 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 some
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nice to have features like widescreen support and a modern OpenGL 3.2 renderer
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were added. 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. Yamagi
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Quake II runs on nearly all common platforms; including FreeBSD, Linux, NetBSD,
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OpenBSD, Windows and macOS (experimental).
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This code is built upon Icculus Quake II, which itself is based on Quake II
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3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the
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LICENSE file for further information.
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## Documentation
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Before asking any question, read through the documentation! The current
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version can be found here: [doc/010_index.md](doc/010_index.md)
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## Releases
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The official releases (including Windows binaries) can be found at our
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homepage: https://www.yamagi.org/quake2
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**Unsupported** preview builds for Windows can be found at
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https://deponie.yamagi.org/quake2/misc/
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