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InsideQC Forums • View topic - quake2xp 1.26.3 beta release

quake2xp 1.26.3 beta release

Discuss programming topics for the various GPL'd game engine sources.

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quake2xp 1.26.3 beta release

Postby Barnes » Sat Dec 28, 2013 1:09 pm

About release:

New render path with full dynamic lighting-shadowing (aka doom3)
Three render types - old lightmaping, old lightmaps with dynamic ppl light, full per pixel lighting-shadowing (required relight file)
In game light editor can create sphere, eclipse and cone lights with cubemap light filters (optional)
Shader gamma ramp (brightness, contrast, saturation)
Adaptive vertical sync
More adds and fixes
Screenshots
Release contain only unit1 relight (base1-2-3-train)

Update q2xp0.pkx from
Download and unpak last binaries
Remove your config and q2xp cache pack
Play it
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Re: quake2xp 1.26.3 beta release

Postby revelator » Sun Dec 29, 2013 2:39 pm

Very nice mr barnes :).

Small bugger turned up, multisample is broken on AMD/ATI cards (crashes the engine).

Sometimes loading a map turns the world black.

Looking good else.
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Re: quake2xp 1.26.3 beta release

Postby Barnes » Sun Dec 29, 2013 2:50 pm

Send log file please)
quake2xp.exe +set logfile 2 :)
and try to use fxaa ))
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Re: quake2xp 1.26.3 beta release

Postby revelator » Sun Dec 29, 2013 3:13 pm

Productivity is a state of mind.
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Re: quake2xp 1.26.3 beta release

Postby Barnes » Sun Dec 29, 2013 3:38 pm

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Re: quake2xp 1.26.3 beta release

Postby Barnes » Sun Dec 29, 2013 4:03 pm


fixed exe for msaa
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Re: quake2xp 1.26.3 beta release

Postby revelator » Sun Dec 29, 2013 4:30 pm

Speedrun demo :)

Checking the fixed exe now hang on.
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Re: quake2xp 1.26.3 beta release

Postby revelator » Sun Dec 29, 2013 4:43 pm

ok the cm_leafcluster error seems to be an error in the demo.

base now loads new maps without error but i have to start the renderer with full dynamic lighting off or the world goes all black, i can enable it after and it works fine then but strange non the less.

speedrun demo still not working at level load simply freezes when changing map.

I checked out the code from svn and am looking at it now :)
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Re: quake2xp 1.26.3 beta release

Postby Barnes » Sun Dec 29, 2013 5:44 pm

svn updated
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Re: quake2xp 1.26.3 beta release

Postby revelator » Mon Dec 30, 2013 2:45 am

Thanks m8 ;) checking out.
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Re: quake2xp 1.26.3 beta release

Postby revelator » Mon Dec 30, 2013 5:50 pm

Still problems with full dynamic lighting not working unless i restart the renderer with performance setting or off, works fine after that. (ATI problem ?)
fixed up the rest of the game dll code for the xatrix and rogue mods so that part should be a ok now seems to work atleast. Reformatted the source though so it wont go cleanly into svn :S
havent dared trying multisampling yet but guess i have to :)
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Re: quake2xp 1.26.3 beta release

Postby Barnes » Wed Jan 01, 2014 8:50 am


1 - remove startup demos
2 - fix vcync
3 - mb fix "ERROR: CM_LeafCluster: bad number"
also test on HD5970 all work very nice
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Re: quake2xp 1.26.3 beta release

Postby revelator » Wed Jan 01, 2014 7:51 pm

Yup full dynamic lighting now works :) but now it freezes on map change (scratches head wtf) might be a problem with the latest AMD driver i noticed a few buggers in other games like F.E.A.R where the gfx go all screewy if i enable bullet time hmm...
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Re: quake2xp 1.26.3 beta release

Postby revelator » Thu Jan 02, 2014 4:47 pm

vsync seems to be a problem with AMD drivers (reported by others) when using xfire vsync slows rendering to a crawl or downright crashes.
Just so you know ;) would be pretty irritating fixing a bug just to find out when they finally fix the bug that it breaks again hehe.

And aye i use xfire :S 2x 270 saphire toxic.
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Re: quake2xp 1.26.3 beta release

Postby Barnes » Fri Jan 03, 2014 6:50 am

yes standard vsync work so bad on some nv cards too. 32fps! But adaptive vsync (WGL_EXT_swap_control_tear) work very good
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