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 Quake2XP engine: coopordie ready 
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Joined: Sat Sep 19, 2009 8:41 am
Posts: 12
Post Re: Quake2XP engine: coopordie ready
new 1.26.4 release available now

[*]screen space local reflections for water & slime
[*]screen space ambient occlusion
[*]motion blur
[*]radiosity normal mapping with high resolution lightmaps (vanilla Q2 & Reckoning)
[*]fake sub-surface scattering for monster skin
[*]complete vanilla Q2 relight
[*]static VBO-IBO optimizations
[*]improved light editor

Linux path not tested (but compiled under OpenSUSE 12.2 w/o errors)

Other notes:
[*]Use clean install, don't use old Q2XP paks or game config!!!
[*]Win8 users with Creative Audigy or X-Fi cards should use software OpenAL audio device (select in options menu)
[*]New build is very hard for video cards. Use geforce 660Ti or higher class cards with 2GB VRam (for 1080p with max engine settings).
[*]Engine can work in simple mode (radiosity normal mapping + dynamic & styled lights only). For this mode set lightmap & specular multipliers to 1.0 (r_lightmapScale & r_ambientSpecularScale cvars correspondingly). For PPL mode, set to 0.5 & 0.3.
[*]The Reckoning has new lightmaps only, no retexture or relight.
[*]SSAO crush after video restart. Restart engine for fix

Download here
http://www.moddb.com/mods/quake-2-xp/downloads/quake2xp-1264


Wed Jul 01, 2015 10:56 am Profile WWW ICQ
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