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ref_vk's Introduction

Yamagi Quake II

Yamagi Quake II is an enhanced client for id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs in the last official release were fixed and some nice to have features like widescreen support, reliable support for high framerates, a modern sound backend based upon OpenAL, support for modern game controllers and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64-bit clean. It works perfectly on modern processors and operating systems.

This code is built upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See LICENSE for further information:

Officially supported operating systems are:

  • FreeBSD
  • Linux
  • Windows

Beside theses Yamagi Quake II has community support for MacOS and most other unixoid operating systems, including NetBSD, OpenBSD and Solaris.

Addons and partner projects

This repository contains Yamagi Quake II itself. The official addons have their own repositories:

Yamagi Quake II Remaster is a project providing optional support for the assets of Quake II Remaster by Nightdive Studios and has a less conservative approach in regards to new features. It also lives in it's own repository:

Development

Yamagi Quake II is a community driven project and lives from community involvement. Please report bugs in our issue tracker:

We are always open to code contributions, no matter if they are small bugfixes or bigger features. However, Yamagi Quake II is a conservative project with big focus on stability and backward compatibility. We don't accept breaking changes. When in doubt please open an issue and ask if a contribution in welcome before putting too much work into it. Open a pull request to submit code:

Also have a look at our contributors guide:

Documentation

Yamagi Quake II has rather extensive documentation covering all relevant areas from installation and configuration to package building. Have a look at the documentation index:

Releases

Yamagi Quake II releases at an irregular schedule. The official releases with source code tarballs and prebuild Windows binaries can be found at the homepage:

Our CI builds unsupported Linux, MacOS and Windows binaries at every commit. The artifacts can be found here:

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ref_vk's Issues

Exclusive fullscreen and adaptive V-Sync only with in-game V-Sync on

I tested running the game with the G-Sync indicator enabled just to check and noticed that it wasn't being activated, so then I tried manipulating the system sound volume and sure enough the game wasn't running in exclusive fullscreen.

From experience I know some APIs have the workaround to enable V-Sync in the software, and confirmed, then it showed G-Sync being enabled and no volume indicator showed up anymore, confirming exclusive fullscreen.

This however means that you can't combine the API with V-Sync from the driver (Nvidia Control Panel), which supposedly is more optimized for use in combination with G-Sync.

With all of that out of the way, I really appreciate this project, so thank you.

Player doesn't walk towards the crosshair

For some reason, in my game the player doesn't walk towards the crosshair (center of screen) but dog tracks off to the side.
This might not be limited to this port, and this could be a Windows 11 bug.

https://i.imgur.com/HtWhW8Z.png

But when I walk I go to the left like there's an invisible wall.
Sometimes, if I move the mouse a bit it fixes it, but this really screws up the game.

Running the game at 500 fps, but also does it at lower FPS values.
Windows 11 Dev 22509.1011
AMD 5700XT - 22.1.2 driver (Latest)

Windows binary releases

I definitely want to do binary releases for Windows and source releases for Linux. The big question is how we want to implement them. I see at least two ways:

  • Do it the same way as the addons: A source a release for Linux and ship a binary with the Windows binary bundle. This would be the easiest way for Windows users, because it's still one integrated bundle for them. Linux maintainers can build upon the addons, it would be more or less the same with another source archive.
  • Use Github releases: Tag releases in this repository, attach the Windows ref_vk.dll to it. The big advantage is, that we can do Vulkan releases detached from the YQ2 release cycle and ship Windows binaries without complete test builds. The disadvantage is, that the user must download the Windows binary bundle and additionally the ref_vk.dll if they want to use Vulkan.

Any comments?

Port the GL3 lighting calculations to Vulkan

The GL3 renderer calculates the dynamic lightning through shaders on a per pixel base. GL1 and Vulkan calculate it on the CPU by manipulation the low resolution lightmaps an reuploading them afterwards. It would be nice if someone with Vulkan knowledge could port the shader base approach from GL3 to Vulkan since it gives a much better visual experience.

Some informations about dynamic light calculations in GL1 can be found in Fabien Sanglards Quake II source code review: https://fabiensanglard.net/quake2/index.php

High CPU and GPU usage

The Vulkan renderer seems to peg one of the CPU cores and the fans and temperature on my GPU ramp up too compared to the OpenGL one. Quake II shouldn't be this demanding.

GUI/Model texture is upscaled in vulkan

build:
8.00pre

steps:
vid_renderer vk
vid_restart
vk_texturemode vk_nearest

actual:
looks like texture size is larger, it's resampled
(i'm using the arrow as a crosshair)
image

"high quality resize" engaged when it shouldn't
image

expected:
looks same as when using gl1, gl3 or soft
image

cinematic looks properly (pixelated)
image

device:
windows 1909
rog strix x470-f gaming
gtx1060-6gb

ref_vk.so has incompatible api_version 0

Hi,

I just compiled it on my Fedora 37 and when i try to use it i get this error:

]vid_renderer vk

]/vid_restart
----- refresher initialization -----
Loading library: ref_vk.so
Byte ordering: little endian

Cmd_RemoveCommand: vk_strings not added
Cmd_RemoveCommand: vk_mem not added
Cmd_RemoveCommand: imagelist not added
Cmd_RemoveCommand: screenshot not added
Cmd_RemoveCommand: modellist not added
ref_vk.so has incompatible api_version 0!
Retrying with gl3...

Any idea what might be the problem?

VK_ERROR_OUT_OF_DEVICE_MEMORY error upon launch on linux

OS: Arch Linux x86_64
Kernel: 6.0.5-x64v2-xanmod1-1
CPU: Intel i7-10750H (12) @ 5.000GHz
GPU: NVIDIA GeForce RTX 2060 Mobile

Building and using the latest commit of this repo results in a segfault before even properly launching the game on my machine. However, whenever I build and use release 1.02 from June 13th it works just fine.
Screenshot_20221207_191655

Vulkan: game freezes if new game is selected right after launch

If I launch 'The Reckoning' with Vulkan renderer (latest ref_vk) and try to start new game, application becomes unresponsive. Workaround: select OpenGL, start the game, then switch to Vulkan. Even if I select new game again after this, it starts fine. So the freeze only happens if application is started with Vulkan and then I try to start new game right after that. This only happens in this mod, original game and rogue work fine.

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