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LameScript 2.0 is out
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2007/08/05
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by frag.machine
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Yay, TWO updates in the same year! :P
LameScript 2.0 is a small library to handle configuration and/or script files. It's a complete rewrite from scratch of my initial released code in the QuakeSrc.org forums (back in 2005). You now can handle multiple script files at once, create, change, delete sections and keys, and many other uber cool and very needed features packed into a tiny 30Kb static library (source code available under the GPL 2.0). Head to the files section and grab it!
UPDATE: By FrikaC's suggestion I changed the LameScript license to the LGPL (Lesser General Public License) version 3. If you were planning to use LameScript with a GPL program nothing really changes to you; and if you were willing to use LameScript with non-GPL applications now there are no more risk of legal issues with the former GPL license.
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A new home
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2007/07/22
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by frag.machine
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Yeah, I know I teased you with promises of my new project and stuff, but RealLife(tm) really ate all my spare time (Actually to be honest Oblivion and WoW did it, too). Anyway, this quick update is only to tell that despite the lack of updates I am indeed working in a new engine, and yes, it will have a software only version and yes, it's far from ready yet, so sorry nothing to download or even show at this moment. Oh, and this is also to say thanks to Spinal for all the free hosting during almost 2 years and thanks to Echon for kindly accepting to receive the Q2K4 page at quakedev.com. Later I will do a proper update (and even some site revamp), I promise. No, seriously!
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Version 1.96 is out - changes in the horizont...
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2005/09/05
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by frag.machine
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Well, it's a good ammount of time since the last update. I hadn't worked on Q2K4 as frequently as I would like, but I managed to release this new version, bringing some bugfixes and a cool improvement from MHQuake. Now Q2K4 can double the textures resolution internally during load time, applying some interpolation alghoritms. This makes the 8 bit low resolution textures from original Quake look a bit better without extra artwork. Check the screenshots and then try it for yourself. And about the changes mentioned in the subject: this is probally the last version of the engine using the Q2K4 name. The next version will have a new name (after all, it's a bit outdated now) and some radical changes and innovations.
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What's cooking ? Smells like MD3 support...
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2005/05/09
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by frag.machine
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Finally, I managed to add support to Quake 3: Arena models (MD3). Stills too buggy yet, but it's a start. Check it at the Screenshots section. ;)
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Q2K4 1.88 is out
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2005/04/25
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by frag.machine
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This version hopefully fixes some bugs, mostly the screwed multitexture support with Nvidia-based cards. Also, Q2K4 1.88 brings a good bunch of eyecandies, such the impressive improved scrolling sky and the texture pre-filtering (thanks MH for both features), check the pictures. There are a lot of other small things, so take a look at the Features section and after this, download it and check for yourself. Finally, there's another test map featuring the dyntex in action, simulating a security camera monitor. This test map DOES NOT requires the first demo files.
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The "notexture" bug
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2005/03/09
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by frag.machine
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I got feedback from some Nvidia users complaining about versions 1.62 and 1.71 not working correctly (see this screenshot). At this moment I don't have idea when I will have time and a GeForce card to check this problem more deeply, but I know that if you turn multitexture support off with the -nomtex option in Q2K4 command line everything works fine again (loosing a couple FPS, but nothing really noticeable). I will address this problem ASAP and hopefully will have a quick fix. Sorry for the inconvenience and thanks for everyone who reported the bug.
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Q2K4 1.71 is out
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2005/02/15
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by frag.machine
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This is a maintenance release, mostly bugfixes and internal code cleanup. See Features for a list of what's new. The main addition is support for engine extensions checking like is used in the DarkPlaces engine.
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Q2K4 demo map 1
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2005/01/24
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by frag.machine
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I am releasing a small test map (plus a customized progs.dat) where features like the dynamic texture can be tested. The other purpose of these files is to serve as reference to any modder willing to use Q2K4 as base for your mod. You can get the map in the Files page. Bug reports are welcome (and I know, there are a lot of them showing up on this map).
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Version 1.62 is out
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2005/01/21
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by frag.machine
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As promised, there is a new version of Q2K4 (1.62) bringing some new goodies for you: JPEG and PNG loading support (including the scrolling sky textures), support for multiple skins in MD2 player models, and the experimental (read: incomplete and too buggy to use yet) dynamically-generated environment textures (like the security cameras in Half Life 2 or the Quake 3 teleporters). Check the Features section for more details.
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Progress
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2004/12/23
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by frag.machine
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Well, the year is almost over, and I hoped to release one more version, but things are going slower than I thought. Sigh. Anyway, There is a new screenshot from the upcoming version (1.43 at this moment, but this number will change) showing the Quake2 player model loading in action. AFAIK, there aren't other Quake 1 engines supporting Quake 2 player model loading, so this is a 100% original feature from Q2K4 (although not a great tech advance, but anyway...). I am considering to release with the next version a small dm mod to use this feature. In other news, the Q2K4 is replacing the PCX support for textures and skins by PNG and JPEG support (and I believe nobody will drop a tear for ye olde PCX images). So, merry xmas, happy new year, and be ready for the upcoming Q2K4 release.
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OMG! A new version!
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2004/11/20
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by frag.machine
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That's right, boys and girls. We are not dead (yet). And during this long... duh... interval, I squashed a bunch of nasty bugs from the code and cranked a lot of another ones on it (oh, and a couple of nifty features too). So, time to check out Q2K4 1.40.
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Bugs!
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2004/07/31
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by frag.machine
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Last week I got reports of two bugs (thanks kieron). The first was a message overflow at the end of E1M7 (this is a collateral effect from the long coordinates code), and was easily squished. The second one was more complicated, because it's not exactly a Q2K4 bug. If you try to play the E3M3 map with Q2K4, the collision detection looks screwed; monsters and players are stucked into ground, and scrags can fly through walls. After spent a good time checking and double checking the code, I opened the .BSP with Quark and realized there was an "angles" attribute set (and I don't have a clue why). I then checked several other maps from the game and, as no other had this attribute, just removed it. After this everything worked as expected. AFAIK, maps are not supposed to have angles (since the world does not tilt or rotate in Quake),so chances are it was just a mistake from id mappers. I will try to make the BSP rotation code a bit more robust to avoid trying to rotate the world in the next release, but meanwhile if you really want to play E3M3 in Q2K4, I suggest you to open your favorite BSP editor and remove the "angles" attribute from the "worldspawn" entity.
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Q2K4 has a new house
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2004/07/25
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by frag.machine
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First of all, I would like to say "thanks!" to my buddy Fábio "Spinal" Cecin for allow me to host the Q2K4 page in his site. I ask you to pay a visit to his homepage (there are some links to his game-related projects, such the OutGun CTF). Second, I changed the page layout a bit (the old one was really ugly). Finally, I am busy with RealLife(tm), so the Q2K4 development is slower than I would like, but is not stopped. Right now I am fighting against the mirror code (I managed to make mirrors to work again with multitexture enabled, but the fullbright colors code got messed. I need time to fix everything, so I am very confident it will be in the next version). Also, I stoled the MIDI playback support from the original Hexen II code and soon you will be able to frag hearing your favorite tunes.
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Version 1.25 is out - ATI users please read this
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2004/07/11
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by frag.machine
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It took more time than I expected, but anyway... version 1.25 is out: AVI capture, MP3 playback support, high resolution textures support and buffer stencil shadows. Read the README.TXT for more details about the new features and have fun. As a bonus, I fixed the annoying "zapping" bug in the movement interpolation code (this fix was lying around at the QER site for a long time - DUH!). Also, I am getting some reports from ATI users complaining of HOM in liquids (water, lava, etc). Since this problem occurs also in vanilla GLQuake (from where this engine is based), I suggest you guys to get the latest driver release from ATI. Please, let me know if this does not fix the problem.
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Added screenshots, version 1.25 is cooking
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2004/06/27
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by frag.machine
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I added some screenshots of the current development of Q2K4. There are lots of cool features cooking in the next release (1.25), such high resolution textures (the limit your video card can support or up to 4096x4096 pixels), MP3 support and AVI recording support, but first I must fix one last thing (the @#*! mirror code stills dead despite all my l33t copying, err I mean coding skills). Stay tuned.
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Page is up, version 1.19 is out
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2004/06/13
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by frag.machine
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This is the first public release of Q2K4. See the Features section for more details.
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