Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 24

Thread: My visulally enhanced renderer for Quake2

  1. #11

    My visulally enhanced renderer for Quake2

    Well... I didn't apply any checks for extensions availability, neither any error reporting mechanism. For now it just blindly assumes and tries to use.

    Or maybe it's the patch is incompatible with your *.exe.
    I'll investigate this problem when I find some time. Hopefully, soon.

  2. #12

    My visulally enhanced renderer for Quake2

    For the starters, is your quake2.exe 362,496 bytes in size, dated October 19, 1998 ? If it's some later version (I heard, there is .NET one floating around), the MOD won't fit.

  3. #13

    My visulally enhanced renderer for Quake2

    No this one is 291,328 bytes and dated 7.12.1997. Good point though, i'll try different patches:
    q2-3.20-x86-full-ctf.exe for the moment under download, will keep this post updated.

    edit: This patch made it work, like in your screenshots Only bothering thing is laggy main menu and long loading times.

  4. #14

    My visulally enhanced renderer for Quake2

    good job dude
    Will: "Before you learn how to cook a fish you must first learn how to catch a fish." coolest

  5. #15

    My visulally enhanced renderer for Quake2

    Only bothering thing is laggy main menu and long loading times.
    The outrageous loading times - It could, and will, be easily corrected - when I get my hands free. Currently a bit too busy at my work.

    The lags in main menu - I have some idea. The engine has procedures for loading all the GUI pieces into one texture for speed. Now, when they get upsampled x4, they probably won't fit anymore and get reloaded into the texture memory every frame. I'll look into it too.

    No this one is 291,328 bytes and dated 7.12.1997
    Whoopsie... ops: I obviously need to make stackhack smarter, to at least check the exe before patching it.

  6. #16

    My visulally enhanced renderer for Quake2

    A new home page of the project
    http://www.chebmaster.com/q2facelift/


    The version there is a new one.

    - the menus/HUD are stretched larger in the high-res video modes
    - the underwater warping/blurring effect is back! Welcome it, people :twisted:
    - the particles rendering mechanism changed, now the particle effects' look doesn't depend on resolution anymore. The code had already been there, I just tweaked it a bit.
    - the stackhack is smarter now.
    Last edited by Chebmaster; 05-04-2017 at 08:27 PM.

  7. #17

    Quake II face-lift (August 2007, Turbo Delphi)

    A modification to Quake 2 Delphi that uses Vampyre Imaging to upsample textures using Lanczos filter.

    The Lanczos filter gives most visually pleasing results of all upsampling filters. The performance hit is minimal as textures are upsampled during loading (which slows loading a lot).

    Also fixed one bug with lighting caused by incorrect porting from C and added blurring / warping the view underwater similar to what happens in software renderer of Q2 and Q1.

    I am sorry to say this but it doesn't recognize wide screen monitors, assuming it'll always be 4:3

    The current page
    http://chebmaster.com/q2facelift/



    The most ancient fossil of that page
    http://web.archive.org/web/200712032.../index_ru.html

    Sources are included, BUT in delta form, i.e. only the files modified relative to the original Quake2 Delphi sources which you'd have to get elsewhere. You also have to provide Vampyre imaging sources.
    I haven't compiled this since 2008.
    Needs Turbo Delphi (or, possibly, Delphi 2006?) to build.
    Win32 renderer DLL included.
    Last edited by Chebmaster; 15-03-2017 at 11:59 AM.

  8. #18
    P.S. Oops, I forgot I already had a thread for it http://www.pascalgamedevelopment.com...rer-for-Quake2

    P.P.S. But... but... but... I used Search to make sure there was no such thread! ...
    Last edited by Chebmaster; 15-03-2017 at 12:31 PM.

  9. #19
    Quote Originally Posted by Chebmaster View Post
    P.S. Oops, I forgot I already had a thread for it http://www.pascalgamedevelopment.com...rer-for-Quake2
    I have merged your new thread with the old one.
    There is still temporary redirect from new to merged thread that will disappear in 1 week time. So don't be alarmed if for now you still see both of them.

  10. #20
    Really impressive. Good work.
    No signature provided yet.

Page 2 of 3 FirstFirst 123 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •