Quake II with 8-bit colored lighting ref_soft.dll

Quake 2 code and mods
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func_qbism
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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by func_qbism » Tue Aug 18, 2015 11:19 pm

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.
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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by func_qbism » Sun Sep 20, 2015 10:16 pm

Version 1.1 released: https://github.com/qbism/Quake2-colored-refsoft
Particle size is more reasonable on modern screen resolutions.
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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by plums » Sun Dec 20, 2015 3:52 am

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

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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by func_qbism » Tue Dec 22, 2015 11:06 pm

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.
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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by func_qbism » Wed Dec 23, 2015 7:39 pm

Try the attached: current q2dos win32 build with colored light merged back in. Likely this ref_soft only works with included q2.exe.
ref_soft_color_test.zip
q2.exe, ref_soft with colored light, and game dll
(793.99 KiB) Downloaded 409 times
EDIT: ddraw fix option (the fix is to remove ddraw and use dib only):
ref_soft_color_test2.zip
(818.5 KiB) Downloaded 408 times
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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by plums » Thu Dec 24, 2015 12:45 am

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.

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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by plums » Wed Jan 13, 2016 6:30 pm

Hi, was finally able to test this. It works fine so far and looks great! Thanks again.

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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by func_qbism » Sat Jan 16, 2016 11:13 pm

Groovy. I may continue some development with this port.
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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by plums » Sat Feb 06, 2016 7:32 am

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.

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Re: Quake II with 8-bit colored lighting ref_soft.dll

Post by func_qbism » Sat Feb 06, 2016 9:51 pm

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.
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