(WIP) Quake 2 TC - DEMO RELEASED!

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Re: (WIP) Quake 2 TC - DEMO RELEASED!

Postby Ozymandias81 » Sun Sep 29, 2019 7:08 pm

Thanks a bunch for this stuff osjclatchford! Tomorrow I should be able to verify everything and consider to merge in our project :)

About the issues noticed by you: still didn't happen on my end the problem with grenades, should be a flaw on the code which shouldn't be difficult to fix, while instead water color will be something to change absolutely
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Doom is a State of Mind... Out of Control.
 
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Re: (WIP) Quake 2 TC - DEMO RELEASED!

Postby osjclatchford » Mon Sep 30, 2019 1:27 am

Yeah. Thanks Oz. The grenade issue is most likely an engine issue on my end as I can't run the latest gzdoom. So nevermind. As for the enemy flashes. It's far from perfect and needs work by more skilled hands than I if I'm honest. The grenade models for nade and hand nade should remain separate imho as it's not true to the q2 or q264 canon but if it's preferred then by all means use it!
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Re: (WIP) Quake 2 TC - DEMO RELEASED!

Postby Ozymandias81 » Tue Oct 01, 2019 8:20 am

Before checking osjclatchford stuff, I have fixed and committed several changes on gitrepo, read commit comments for clues. Black boxes and dead bodies wre now destroyable btw :)
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Graphics Processor: nVidia (Modern GZDoom)

Re: (WIP) Quake 2 TC - DEMO RELEASED!

Postby WallyTheBoogieBug » Sat Oct 05, 2019 5:01 am

Try adding pixelratio = 1.0 to the defaultmap definition of your mod's MAPINFO file -- this'll make the pixel ratio square which is how games like Quake 2 render, as opposed to the tall pixel ratio of Doom. It should make the mod look even more convincingly like Quake 2.

Just keep in mind the scale of every model will have to be adjusted to be squashed back down to the new ratio, with MODELDEF this isn't very difficult. Just subtract .2 from the Z coordinate of every model definition's scale.
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