Quake3World.com Forums
     id legends
        Quake II Evolved Update


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Quake II Evolved Update

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 02-25-2005 08:41 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Quake II Evolved has changed homes. We are now located at http://www.quake2evolved.com , a website that’s a tad easier to remember in a rush. Our forums are located at http://www.quake2evolved.com/blurforum .

Q2E is undergoing some HUGE changes ATM, and so everything you know about the project will be turned upside down. These are the kind of changes that some people are too afraid to make, and only a couple of mod teams have done it to Quake 1. I can't say any more than that.

However, I have some WIP pictures for you. These ONLY show off our latest water, nothing more, so ignore everything else. Our water now uses fragment programs to distort a real time reflection and it also has diffraction on the surface below. Take a peak:

Image

Image

When the new *stuff* happens, you will all know about it. Until then, just keep checking the forums for the latest news. Thanks guys.




Top
                 

It felt good...
It felt good...
Joined: 28 Mar 2001
Posts: 9558
PostPosted: 02-25-2005 10:46 AM           Profile   Send private message  E-mail  Edit post Reply with quote


OMG ITS GOING TO BE LIKE TENEABRE!!!1 :drool:


Just kiddin of course. :)

Just curious, Q2E dosen't fuck the Q2 netcode up does it? Cuz the only time I tried it online I had some pretty big lag issues. :paranoid:




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44138
PostPosted: 02-25-2005 11:48 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Nice. The effect is really subtle. Often I feel water refractions are too excessive.




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 02-26-2005 02:19 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Sorry lads Q2E will have its own netcode soon. Its the only way we can have rag d.... Erm... Moving Rockets :paranoid:




Top
                 

OUR HERO
OUR HERO
Joined: 23 May 1973
Posts: 3273
PostPosted: 02-26-2005 12:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


Does that mean that it will break compatability with vq2 demo playback?




Top
                 

Will Hench for Food
Will Hench for Food
Joined: 08 Feb 2005
Posts: 3842
PostPosted: 02-27-2005 04:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


I particularly like the way the gun clips through the player's hand.




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 02-27-2005 05:10 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Gotta love the way its a beta weapon hand that I made, even though I'm not a modeler. Also gotta love the fact I said "just" the water.

Things never change. Like you.




Top
                 

Will Hench for Food
Will Hench for Food
Joined: 08 Feb 2005
Posts: 3842
PostPosted: 02-27-2005 10:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah, but your mod has been in progress for years now, so you've had plenty of time to do something about it :smirk:

p.s. yes the water does look quite nice, although I'd be more interested in seeing it in motion




Top
                 

Back & Forth
Back & Forth
Joined: 12 Feb 2005
Posts: 201
PostPosted: 02-27-2005 07:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


yes, it is a very subtle effect odium, thanks for keeping it simple.




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 02-28-2005 12:29 AM           Profile   Send private message  E-mail  Edit post Reply with quote


It working using GL_DST_ALPHA GL_ONE, a blend mode which displays brighter pixels more than darker ones. This is, in a way, just how life would do it also.

Which means you can see faint reflections of things, but skies and weapon effects show up more.




Top
                 

Mercenary
Mercenary
Joined: 11 Feb 2005
Posts: 237
PostPosted: 03-01-2005 06:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


not very impressive tbh



_________________
Zimbabwe


Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 03-01-2005 07:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Zimbo wrote:
not very impressive tbh


Thanks, alt.

Maybe maybe for the Per Pixel lighting version we are working on, before you bash the best looking Quake 2 source port out there? Image

BTW, alts suck. Just proves how much of a **** you are.




Top
                 

Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 03-01-2005 07:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's not an alt, his old accounts name is even in the sig.




Top
                 

Will Hench for Food
Will Hench for Food
Joined: 08 Feb 2005
Posts: 3842
PostPosted: 03-01-2005 07:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Maybe maybe for the Per Pixel lighting version we are working on

What's the point of having per pixel lighting if it's all brown?




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 03-01-2005 07:41 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Geebs wrote:
o'dium wrote:
Maybe maybe for the Per Pixel lighting version we are working on

What's the point of having per pixel lighting if it's all brown?


Per Pixel lighting has NOTHING to do with the texture colour dumb ass.

BTW Quake 2 is not all brown. Is Doom 3 all grey? What about colour lights, that Q2 has and Q3 doesn't use?

Load up the "ware" levels, and you tell me those wouldn't look cool?

What about the rest of the stuff we are gonna try adding? HDR? Physics? dont tell me those wont work because its brown too? Maybe even MD5 models, higher poly stuff, higher res textures? New netcode?

God damn that brown stuff!




Last edited by o'dium on 03-01-2005 07:45 AM, edited 1 time in total.

Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44138
PostPosted: 03-01-2005 07:41 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Geebs wrote:
o'dium wrote:
Maybe maybe for the Per Pixel lighting version we are working on

What's the point of having per pixel lighting if it's all brown?


Quake 2 is all in greenish-grey hey.
Quake 1 was the brown one ;)

But with PPL you can have light and dark brown shadows and maybe a wee bit of beige here and there.




Top
                 

Commander
Commander
Joined: 01 Mar 2005
Posts: 113
PostPosted: 03-01-2005 08:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


Fjoggs wrote:
It's not an alt, his old accounts name is even in the sig.


Hey I just wanted to clarify. I'M the Zimbabwe that used to roam here, I forgot my password for my old account, and now I'm pissed off that someone is using my name and nick for trolling these forums... if someone should do trolling under my nick, it should be me.

I've already sent a PM to raw asking him to ban that asshole..

Sorry for the off-topic post, I'll return to the shadows now...




Top
                 

Back & Forth
Back & Forth
Joined: 12 Feb 2005
Posts: 201
PostPosted: 03-01-2005 02:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


lols @ zim, good luck with that.

and o'dium, calm the fuck down, if someone ever says the slightest negative thing, even if hes just kiddin around, you instantly jump down thier throat. no need for it man.




Top
                 

Approaching the singularity
Approaching the singularity
Joined: 28 Jan 2002
Posts: 13399
PostPosted: 03-02-2005 12:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


No matter how much hi-res textures, pixel shaders, physics objects and hi-poly models you put in there, it's not gonna change the fact that the levels consist of big, blocky boxes. Or are you modifying the level geometry too?




Top
                 

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 03-02-2005 02:20 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Grudge wrote:
No matter how much hi-res textures, pixel shaders, physics objects and hi-poly models you put in there, it's not gonna change the fact that the levels consist of big, blocky boxes. Or are you modifying the level geometry too?


HL2 consists of the exact same levels. Big, boxey levels.

Its not an engine ot show off Quake 2, its an engine to show off what we can do. Levels wont be touched in that regard.

Our full on, from scratch single player game, overdose, will not have "box levels" :p




Top
                 

i liek boobies
i liek boobies
Joined: 26 Nov 2000
Posts: 11930
PostPosted: 03-02-2005 02:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Will it be released before Duke Nukem Forever?




Top
                 

Approaching the singularity
Approaching the singularity
Joined: 28 Jan 2002
Posts: 13399
PostPosted: 03-02-2005 02:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Our full on, from scratch single player game, overdose, will not have "box levels" :p


Ok, suddenly this whole project starts to make more sense. Good luck with the game.




Top
                 

Elite
Elite
Joined: 29 Apr 2002
Posts: 6222
PostPosted: 03-02-2005 05:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


U4EA wrote:
Will it be released before Duke Nukem Forever?


:icon26: :icon26:




Top
                 
Quake3World.com | Forum Index | id legends


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.