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I followed the progress of UQE since it was an open source XNA / C# project. I think back then it was hosted on Korvin Korax
https://web.archive.org/web/20120711145548/http://www.korvinkorax.com/tag/quake2/
I'm glad to see that you're still working on UQE and making progress. What would be real cool is if you could add modding support to it via dlls. This way I'm sure other people within the community would be able to tinker with it and add all sorts of neat things like unique guns. I for one am a big fan of C# and Quake 2 and would find such and option very interesting.
(if Microsoft didn't throw me under the bus by cancelling XNA)
You can check out the source on my github page if you're interested. :)
https://github.com/jacqueskrige
On that strange Big Gun crash, I'll take a look at that. I've actually did some extensive playthoughs with friends before releasing it, so its surprizing that it crashes. Maybe its something related to the game dll or something along those lines.
Just a heads-up that I've moved the download for UQE Quake 2 to my personal site since the original site I hosted it on expired recently.
I've updated all the links on this thread, but here it is again:
http://www.jacqueskrige.com
The list of video mode slots have been freed-up to allow the possibility to run at 4K screen resolution. The libraries exposing OpenGL 4.5 extensions were updated. There were various tiny NPOW2 flaws with model skin texturing that has been fixed.
The infamous "ReadLevel: function pointers have moved" bug has been fixed. It occasionally occurs while loading a saved game when running either one of the official mission packs. The code attempts to make sure that the saved game being loaded is the same version as the gamex86.dll that created it initially. It appears to have been an unnecessary paranoia-check since the compilation date of the gamex86.dll should be sufficient as verification.
The ability to render the world in wireframe mode were added. It gives an interesting perspective on how the world is rendered on a more technical level by showing how geometry move, rotate and gets culled by the renderer based on the position and direction the camera is facing.
Functionality have also been added to enable the engine to load inflated versions of the original 8-bit low resolution textures to double their original size which in turn doubles the amount of texels on any given surface. This reduces the blurriness of textures to a comfortable midway point between the pixelated look of the original software renderer and the excessively blurred look of the hardware renderer. This produces a much smoother and sharper view of the world. This functionality have also been extended for video playback to allow for a much more crisp and closer to the original playback quality of cinematics.
The lighting calculation on models were updated to smooth changes in lighting with regards to model rotations. Originally the lighting on models only updated every 16 degrees when rotating as one of many optimizations that have been implemented to compensate for the limited processing power that were available at the time of the original release. The updated calculation interpolates between each 16 degree rotation change to produce a smoother result.
Some engine tweaks to ensure it properly runs on Windows 10 as well as removing the ancient assembler code from the engine and rather use standard C code instead. The assembler code was required on very old hardware to improve performance, which with today's hardware is unnecessary engine bloat.
The engine were compiled using Visual Studio 2015 Update 3 and should run great for old-school gamers running on modern hardware.
http://www.jacqueskrige.com/news/2016/09/uqe-quake2-updated
Only the baseq2 music plays if no expansion/mission pack is loaded.
baseq2/music = works fine if no expansions/mission packs are loaded.
xatrix/music = no files play.
rogue/music = no files play.
On the earlier version of UQE, the music files played in both of the expansion/mission packs. So something must have broken.
rogue
music/mp2_track02.ogg -> music/mp2_track11.ogg
xatrix
music/mp1_track02.ogg -> music/mp1_track11.ogg
MP3 versions following those naming conventions should also work fine.
Lemme know what it does. :)
1. start the game like this: uqe-quake2 +map "anymap" +gl_swapinterval "0"
2. vsync is disabled
3. enter "vid_restart" in the console or open and exit video menu
4. vsync is enabled and can't be disabled by any means without restarting the whole game
I have Win7 x64 system, NVidia GTX 750 Ti graphics card with 384.76 driver
Other than that, the engine seems to work fine. I didn't realize at first it's binary compatible with vanilla mods, that's really nice since I imagine source codes for most of the old mods are gone for good. Thanks for all the work!
Which version of OpenGL does the renderer utilize, by the way? Does it use GLSL for gamma settings?
EDIT I also found the final cutscene of grinspq3 map pack (http://www.3dgamersedge.com/spq2lvlrevs/cos3.html) crashes the engine. That doesn't happen in Knightmare's unofficial patch 3.24. Here's a save at the end of the hub after the final boss in case you want to investigate:
https://drive.google.com/file/d/19dz7PMo4Ojfyfj56JqGisqknom2y1kEi/view?usp=sharing
Looks like the usual hardware gamma control is still used, since the crash messes your desktop brightness.