Quake II with 8-bit colored lighting ref_soft.dll
- func_qbism
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Re: Quake II with 8-bit colored lighting ref_soft.dll
The C code could probably be more efficient. Some of the r g b clamping might be overkill, as an example. Another possibility is to generate and save the table(s) in a file if a table file does not already exist.
Welcome to Rivendale, Mister Anderson.
- func_qbism
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Re: Quake II with 8-bit colored lighting ref_soft.dll
Version 1.1 released: https://github.com/qbism/Quake2-colored-refsoft
Particle size is more reasonable on modern screen resolutions.
Particle size is more reasonable on modern screen resolutions.
Welcome to Rivendale, Mister Anderson.
Re: Quake II with 8-bit colored lighting ref_soft.dll
Hi, just discovered this project and it looks amazing. Unfortunately trying to run it produces an application error, using either the 1.1 or 1.0 renderer. The original Quake 2 3.20 and 3.24 SW renderers work fine for me, as does the 3.24 GL renderer. The 3.20 GL renderer produces a similar crash, though I couldn't say if it's related at all.
I'm running a very old Athlon XP processor, which doesn't have SSE2 support. This often causes problems with software, but usually a crash because of this gives me an illegal instruction error instead.
Any advice or chance of a fix? Here's a Dr. Watson log, let me know if I can provide any more info.
http://pastebin.ca/3293954
I'm running a very old Athlon XP processor, which doesn't have SSE2 support. This often causes problems with software, but usually a crash because of this gives me an illegal instruction error instead.
Any advice or chance of a fix? Here's a Dr. Watson log, let me know if I can provide any more info.
http://pastebin.ca/3293954
- func_qbism
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Re: Quake II with 8-bit colored lighting ref_soft.dll
Possibly no fix, but will check build options when I get a chance. The q2dos project on bitbucket has a fork with colored lighting, although the release does not include this renderer.
Welcome to Rivendale, Mister Anderson.
- func_qbism
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Re: Quake II with 8-bit colored lighting ref_soft.dll
Try the attached: current q2dos win32 build with colored light merged back in. Likely this ref_soft only works with included q2.exe.
EDIT: ddraw fix option (the fix is to remove ddraw and use dib only):
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Re: Quake II with 8-bit colored lighting ref_soft.dll
Thanks so much, I'm not going to be able to test it for a few days at least, but I really appreciate it. I'll post again once I've been able to try it.
Re: Quake II with 8-bit colored lighting ref_soft.dll
Hi, was finally able to test this. It works fine so far and looks great! Thanks again.
- func_qbism
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Re: Quake II with 8-bit colored lighting ref_soft.dll
Groovy. I may continue some development with this port.
Welcome to Rivendale, Mister Anderson.
Re: Quake II with 8-bit colored lighting ref_soft.dll
Just felt like letting you know that I've played a lot more Quake 2 in the past month than I had thought I would, in part because of this port. I put the colour saturation down to 0.66 and I think it looks terrific, nice and pixely without being too garish from too much coloured light, or too washed-out from the software palette.
If you did more work on this at all, my one feature request is a config option for particle sizes, if that's doable. I'd like 'em a little chunkier. No big deal if not, though.
BTW I noticed before that you posted something about watching the logo videos for the mission packs to get them working, another easy option is just to use the console to set the skill and then "map xswamp" for Xatrix, or "map rmine1" for Rogue.
If you did more work on this at all, my one feature request is a config option for particle sizes, if that's doable. I'd like 'em a little chunkier. No big deal if not, though.
BTW I noticed before that you posted something about watching the logo videos for the mission packs to get them working, another easy option is just to use the console to set the skill and then "map xswamp" for Xatrix, or "map rmine1" for Rogue.
- func_qbism
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Re: Quake II with 8-bit colored lighting ref_soft.dll
Glad you're enjoying it, and thanks for the tip on the mission packs!
I'm not 100% sure it is in the build I posted, but try typing 'sw_part' and then the TAB key in console. A list of particle overrides should appear. This is thanks to the q2dos team, and in fact I haven't tried these options.
I'm not 100% sure it is in the build I posted, but try typing 'sw_part' and then the TAB key in console. A list of particle overrides should appear. This is thanks to the q2dos team, and in fact I haven't tried these options.
Welcome to Rivendale, Mister Anderson.