Comments (10)
Q2XP sprites look more correct from above because they are always facing the camera, as in, parallel to the view plane. That works for them because the sprites are more... round in shape, sort of, and disappear quicker. In Q2RTX, the BFG sprites are oriented the same way. But if you try to align our cloud-style sprites to the view plane, they don't look right anymore. It's a compromise. You can see what the other option looks like if you remove this line:
Line 124 in fd239d3
3D HUD is pointless, IMO.
Intro (pre-menu) videos are not implemented, and they don't really contribute anything to the gameplay. Most people would just click through them anyway.
Mission packs are not officially supported, there are some licensing issues around them. But you can build the game libraries from another source port, I think Yamagi works as-is. Besides gameplay code, someone needs to go through the materials and maps and adjust lighting. See here for example: https://steamcommunity.com/app/1089130/discussions/0/1740010344364403145/
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@ maximus105 Wow, you can already play "Ground Zero" and "The Reckoning"? I have already played the whole quake 2 two weaks ago, I wanna play those)) How you can play those? You need special patch or what?
No, a patch is not needed. These addons are launched as usual through shortcuts. In Quake 2 RTX 1.3.0 introduced support for these addons.
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@maximus105 А поподробнее? Прям совсем для идиотов))
https://www.old-games.ru/forum/threads/quake-2.21165/
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В целом да, но нужно собрать или найти собранные 64-битные game dll (gamex86_64.dll), иначе геймплей будет сломан. И освещение для экспанжн паков никто тоже не настраивал.
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@apanteleev Sorry if I write here but I didn't want to open an issue for a couple of questions and I wouldn't know where else to ask this:
1 - Would it be possible to integrate FOV controls in the accumulated rendering mode as they exist for the gameplay, maybe adding cylindrical projection as well?
2 - Would it be theoretically feasible to make an hybrid raster+RTX version of Quake II instead of purely PT? I'm asking because that's what I tought it would happen when Quake II RTX was first announced and I'm left with the curiosity to know how if would perform and look compared to both the original Quake II and Quake II RTX.
Thanks a lot in advance.
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Would it be possible to integrate FOV controls in the accumulated rendering mode as they exist for the gameplay, maybe adding cylindrical projection as well?
There is FOV control: right mouse button + move up/down. Cylindrical projection also works, but without DoF because that doesn't make geometrical sense.
Would it be theoretically feasible to make an hybrid raster+RTX version of Quake II instead of purely PT?
Feasible? Absolutely. There is a pretty broad spectrum of possible combinations. But that probably is not something we're going to do.
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Awesome, thanks for the reply.
Hybrid rendering: sure, I wouldn't expect you to redo the whole thing, also because it doesn't seem necessary at all, but I was just wondering if there were technical limitations. Thanks again.
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Возможно ли в следующих версиях добавить в игру фонарик, как в Quake 2 XP ? Так как ночью на картах очень темно и неудобно все время переключаться на flare gun. Играть с фонариком ночью было бы намного удобнее.
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Возможно ли в следующих версиях добавить в игру фонарик, как в Quake 2 XP ?
Технически возможно, но качественный фонарик сделать не очень просто. То есть, повесить сферический источник света примерно около игрока - просто, и вроде бы какой-то форк это добавлял. Но для правильного фонарика нужен направленный источник, лучше с текстурой, а это пока не поддерживает рендерер. Кроме того, нужна какая-то адекватная геометрия и анимации, чтобы этот фонарик представить в first person и third person видах. Та же проблема с muzzle flashes.
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Возможно ли в следующих версиях добавить в игру фонарик, как в Quake 2 XP ? Так как ночью на картах очень темно и неудобно все время переключаться на flare gun. Играть с фонариком ночью было бы намного удобнее.
Check out this pull request which adds a command to swap between the flare gun and your current weapon - I bind it to my mouse's side buttons so in a dark area I swap to flare gun, shoot a flare, then swap back to my weapon
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Related Issues (20)
- Increased noise with Spherical Triangle Sampling (commit #266) HOT 7
- Crash when starting a game or loading save save (Windows/Linux) HOT 5
- wrong flashlight direction when playing demo HOT 7
- reset accumulated profiler samples causes an access violation error HOT 5
- Support for Quake 2 remaster, please ? HOT 21
- Errors trying to build latest Q2RTX HOT 6
- No Audio on default build from Ubuntu.. HOT 2
- [Question] Where could I find the default game lib logic of d2rtxded loading? HOT 1
- [Feature Request] Support compilation against shared system libs HOT 2
- There are no shadows in the latest(1.7.0) render version. HOT 2
- [regresssion] Graphic does not render correctly HOT 6
- Weapon renders into BSP surfaces when offset clipping isn't enough. HOT 12
- Parallax Occlusion Mapping with Self-Shadowing ? HOT 2
- Input from cinematics gets into the game HOT 3
- "Pitch black" rendering HOT 5
- Enable FSR3 HOT 2
- Native wayland small viewport & stretched graphics HOT 1
- CMake error: Unknown CHECK_C_COMPILER_FLAG
- Failed to compile client target due to missing libm linkage
- [Question] What is the minimal supported GCC?
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