Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
http://www.youtube.com/watch?v=DvK9EyKHBWk
http://www.jacqueskrige.com
"Mod_NumForName models/stItng2.mdl not found", it also says in the prompt (before entering the menu) that model*1 for Duke's Keep was not found.
My version is upgraded to the latest (1.11), do you know any fix for this?
Cheers, setting the launch option "-standardprogs" fixed it. =)
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. Some models for torches and magical projectiles that emit light were not properly lit themselves have been fixed.
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.
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-hexen2-updated
For now I kind of fixed it by forcing v-sync off via driver.
I also noted two other things: mouse acceleration for some reason.
and some differences from software mode, some effects are fullbright in software rendering, like when fireing the 4th weapon of the paladin and the flames of the mumy-lords in thysis.
I'll post here what the game docs are saying:
Supported in the engine is the ability to execute OGG, MP3 and WAV playback for music. The engine takes preference when loading music files in the order of OGG, MP3, WAV if the base file name is found to be the same.
Under the "data1" / "portals" game data directories or your own custom game data directories, create a "music" directory.
A good idea would be to convert your copy of Hexen II and Hexen II: Portal of Praevus CD Audio to OGG. Name the Hexen II CD Audio OGG files from "track02.ogg" to "track17.ogg". Name the Hexen II: Portal of Praevus CD Audio OGG files from "mp_track02.ogg" to "mp_track12.ogg". Place these files in your respective "music" directories. You could also package the files into PAK files. The engine will auto-select the music type with a priority given to file-based playback, if available.
[mp_][track][02][.ogg] = [mission pack indicator][track][track number][format]
...basically you would do exactly the same for the missionpack as what you did for the normal game, only difference is that you'll start the mission pack music files with "mp_".
standard:
/data1/music/track02.mp3
missionpack:
/portals/music/mp_track02.mp3
See if you can get that working, you can add the music in a PAK file or just as normal files.
Also...
To start the engine in proper MP mode, use the following command line:
UQE-Hexen2.exe -portals -width 1920 -height 1080
There should be a few ready-made Batch files in the gme root folder too.
Lemme know if you can get it running! ;)