Q2's Gound Zero no elevators bug.

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Ravick
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Q2's Gound Zero no elevators bug.

Post by Ravick »

So, I got this bug when trying to play Quake 2's Ground Zero Expansion (Steam Version) with KMQuake2 source port:
Spoiler:
Basically, elevators and new enemies does not appear in-game. I've seem a few topics in forums about people having this bug in Linux years ago. However, I'm using Windows 10, and have no Idea about what is causing it.

BTW, I'm using KMQuake2 because I was unable to run vanilla Quake in this computer, but this SP works just fine (except with Ground Zero's elevators).

Any help on how to fix this would be very appreciated. :(
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scalliano
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Re: Q2's Gound Zero no elevators bug.

Post by scalliano »

Are you running the compatibility patch from KMQ2's website?

Just asking.
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Ravick
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Re: Q2's Gound Zero no elevators bug.

Post by Ravick »

:o

Oops!
Nevander
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Re: Q2's Gound Zero no elevators bug.

Post by Nevander »

Wanna hear something funny? KMQuake2 crashes on my computer every time I tried to run it but vanilla Quake 2 runs flawlessly without any changes to the game's EXE parameters. Then again I am using the disc version, Steam version might be fucked up.
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Graf Zahl
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Re: Q2's Gound Zero no elevators bug.

Post by Graf Zahl »

I had similar experiences with Q2 ports. For some reason they seem to act strange. Finally, I just got an updated version of the original source with 16:9 and NPOT-texture support, compiled that and all worked fine.
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scalliano
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Re: Q2's Gound Zero no elevators bug.

Post by scalliano »

I'm not much of a fan of KMQ2, myself. I think it alters too much of the core game and chucks in a load of bullshit bugs that the stock game doesn't even have, such as an extra (empty) weapon slot that leaves you completely defenceless while you're slowly cycling through your arsenal. Not to mention all of the visual "improvements", such as grenades that are almost impossible to see. They had orange tabs for a reason!

I use UQE. It has the same sort of enhanced luminosity that the Xbox 360 version has, it has .OGG music support (which loops properly, unlike the UQ2P) and proper UI scaling without those nasty GL artefacts that plague KMQ2 if you're not using the new (crap) font. It also runs all mods and commercial add-ons, unlike KMQ2.
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Re: Q2's Gound Zero no elevators bug.

Post by leileilol »

Quake2 sourceport scene's generally suffered from Doomsday syndrome for over a decade now with that bubble on unawareness of Q2's issues, where "compatible vanilla" means "recompile the mods". and there's no such thing as color control, fragment shaders, software rendering, overbrights or nonpoweroftwo, etc.

I typically recommend DirectQII because of the contrastingly different neo-vanilla design philosophy to the other ports (with its programmer coming from being a veteran in the Q1 sourceport camp), but it's an unfortunately a reclusive and dead port. probably because it didn't gain notice in this bubble for not having some shit particle system, bumpmaps, hype stooges and whatnot
scalliano wrote:I use UQE
.......which appears to be violating the GNU GPL by closing the source and offering the binary only. as well as having an FmodEx dependency.... I certainly can't locate the source of any of his "ultimate" engines anywhere.
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Kinsie
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Re: Q2's Gound Zero no elevators bug.

Post by Kinsie »

I use the "Unofficial Patch" port by the developer of KMQ2, which mostly just fixes bugs and adds Ogg Vorbis music support. I've heard constant good things about Yagami, but my experiences with it weren't positive. It doesn't deal with alt-tabbing in Windowed mode very well at all.
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Re: Q2's Gound Zero no elevators bug.

Post by Nevander »

I really like Quake 2 Berserker for my HD needs. Looks great and actually runs on my PC.
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scalliano
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Re: Q2's Gound Zero no elevators bug.

Post by scalliano »

Kinsie wrote:I use the "Unofficial Patch" port by the developer of KMQ2, which mostly just fixes bugs and adds Ogg Vorbis music support. I've heard constant good things about Yagami, but my experiences with it weren't positive. It doesn't deal with alt-tabbing in Windowed mode very well at all.
I've typically used YamagiQ2 in the past, but not since my main rig has been by my TV, primarily because it lacks controller support (yeah, I know, playing Quake with a controller, boo, hiss, etc). Still my go-to port for my desktop rig, though. KMQ2 has controller support, but the axes only seen to function at 30hz or something. Feels really off.

@leilei: Wasn't actually aware of that. Not being a coder and seemingly allergic to anything involving the word "compile", that aspect wasn't on my radar. I was just looking for an engine I could use on the sofa, and UQE was the first that came up. What is it with mod/engine devs being dicks these days? [OFFTOPIC RANT DEFERRED]
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MaxED
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Re: Q2's Gound Zero no elevators bug.

Post by MaxED »

leileilol wrote:I certainly can't locate the source of any of his "ultimate" engines anywhere.
I can. The link is included in the documentation, which comes with the engine.
scalliano wrote:What is it with mod/engine devs being dicks these days?
What is it with users being self-entitled idiots these days?
Did you really think that a) I would guess that you were playing M64 using a controller b) I would adjust the HARD difficulty to be easy enough to be played this way (also making it ridiculously easy when played using the intended control method)?
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Shadelight
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Re: Q2's Gound Zero no elevators bug.

Post by Shadelight »

Why is every little post a personal attack on you these days? You respond harsher and harsher lately.
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4thcharacter
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Re: Q2's Gound Zero no elevators bug.

Post by 4thcharacter »

MaxED wrote:What is it with users being self-entitled idiots these days? Did you really think that a) I would guess that you were playing M64 using a controller b) I would adjust the HARD difficulty to be easy enough to be played this way (also making it ridiculously easy when played using the intended control method)?

Sorry, this is pretty ironic on it's own and I don't know why the admins keep defending your actions despite them blatantly showing you have an attitude problem.

They said that everyone got overboard in the GZDoom Builder thread when everyone has a right to their criticisms and of course, you put it up on the public, in the internet to be exact and you are bound to be criticized. And their criticism didn't even sound hostile until after your outbursts.

And remember: You can't be sure won't be working for yourself always. Do this in public and you'd get nowhere, possibly even worse. This being the internet shouldn't make things different.
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Re: Q2's Gound Zero no elevators bug.

Post by Project Shadowcat »

4thcharacter wrote:Sorry, this is pretty ironic on it's own and I don't know why the admins keep defending your actions despite them blatantly showing you have an attitude problem.
The mod right above you did not support his actions.
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4thcharacter
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Re: Q2's Gound Zero no elevators bug.

Post by 4thcharacter »

Project Dark Fox wrote:
4thcharacter wrote:Sorry, this is pretty ironic on it's own and I don't know why the admins keep defending your actions despite them blatantly showing you have an attitude problem.
The mod right above you did not support his actions.

I was talking about the admins thanks to what happened back then, and the recent thread in the Hall of Unpleasantness talking about the new GZDoomBuilder. But I was given some explanation to clarify some things through PM.
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