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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
run with +set net_compatibility 1
for use standart q2 dll name and protocol


Wed Apr 20, 2011 1:25 pm Profile WWW ICQ

Joined: Sat Aug 15, 2009 1:46 pm
Posts: 4
Post Re: Quake2XP engine: coopordie ready
Im just happy to see posts from this year :p


Fri Jul 22, 2011 6:07 pm Profile

Joined: Sat Sep 19, 2009 8:41 am
Posts: 12
Post Re: Quake2XP engine: coopordie ready
update-update-update

base q2xp 1.26 setup
download here 670mb

q2xp 1.26.1 update
download here 1.8mb

add * soft shadow volumes
add * dynamic per-pixel lighting (pre-cache 8-13 lights per frame) except for light styles
add * lightmap based bump for bsp (fake deluxe bump)
add * current player weapon for player setup menu
add * softness for sprite models
add * "infinitely" decals
add * 13x newest crosshairs
add * blaster bolt particle effect
add * sphere mapping for shells
add * fixed aspect ratio for cinematics
add * scanline postprosess for cin movies
add * unreal tournament style double jump (dm flags)
add * cd-rom letter override
fix * sexed sound
fix * more ati shaders bugs
fix * pom bug with hi smooth tbn values (not full)


Mon Feb 06, 2012 6:23 am Profile WWW ICQ
Champion in solo and duo and trio and quartet

Joined: Sun Jun 10, 2012 3:16 pm
Posts: 339
Post Re: Quake2XP engine: coopordie ready
(reviving an old topic)

That pic with a map........
As you say, that this map also shows where the stroggos are.....
That`s kinda like......
WALLHACK!
And it`s forbidden to coopordie, right? :shock:


Thu May 02, 2013 2:21 pm Profile

Joined: Sat Sep 19, 2009 8:41 am
Posts: 12
Post Re: Quake2XP engine: coopordie ready
i can remove radar ;)


Thu Jul 04, 2013 7:41 am Profile WWW ICQ
Admin

Joined: Sun Feb 17, 2002 7:07 pm
Posts: 628
Post Re: Quake2XP engine: coopordie ready
Hi Barnes,

It's always cool to read you here.

Is the ModDB page your new home for Quake2XP or do you prefer SourceForge?

_________________
Playing : Tiny Attacks


Fri Jul 05, 2013 7:42 am Profile WWW

Joined: Sat Sep 19, 2009 8:41 am
Posts: 12
Post Re: Quake2XP engine: coopordie ready
Pat AfterMoon wrote:
Hi Barnes,

It's always cool to read you here.

Is the ModDB page your new home for Quake2XP or do you prefer SourceForge?

Hi, Pat :)
I'm don't know who make modDB page with q2xp. Our home page on sf.net :D


Sun Sep 22, 2013 10:01 am Profile WWW ICQ

Joined: Sat Sep 19, 2009 8:41 am
Posts: 12
Post Re: Quake2XP engine: coopordie ready
New q2xp render
https://www.youtube.com/watch?v=GMio4MYDHn0


Tue Oct 01, 2013 5:41 pm Profile WWW ICQ

Joined: Fri Oct 11, 2013 6:57 am
Posts: 2
Post Re: Quake2XP engine: coopordie ready
barnes wrote:


Thanks man, your engine is my second favorite to Berserker.


Sat Nov 16, 2013 8:18 pm Profile

Joined: Thu Aug 09, 2012 7:08 am
Posts: 2
Post Re: Quake2XP engine: coopordie ready
Awesome stuff. Just tried it today.

The installation was a bit tricky for me. No matter what i did (command line + renamed .dll), game refused to connect after pressing O in premap.
I removed the gamex86 and gamex86xp from the baseq2 folder and saw that the game reports "no DLL found" at launch (wait, does it take .dll from coopordie or baseq2? - i asked myself)

So i've moved the gamex86xp.dll file from coopordie to baseq2 and renamed it back to gamex86.dll. Works fine, without crashes.
Just died on the damn lasers in challenge mode ;_;


Wed Sep 24, 2014 11:45 am Profile
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