posted 03-27-2007 11:38 AM
Waiting on a final blessing from id, Generations Arena, and Warsow. Media has been borrowed from each (tho not much from id, and nothing from the original ISO release).
So please, don't go spreading this to everyone. I trust you guys with this info..
posted 03-27-2007 02:54 PM
I totally didn't see that you already had it hosted. I'll give it a look.
Posts: 1306 | From: | Registered: Sep 1999 | IP: Logged
posted 03-27-2007 09:01 PM
Playing on my server was choppy? I'm not surprised.. it's an over-utilized cable line into my livingroom. I played on another server the other night with a 380ms ping and it was actually quite playable. Hear that Raver? Right up your alley!
posted 03-28-2007 03:33 AM
At 1600x1200, the fps was sometimes a tad lacking, actually. But that was on my office computer.. I'm not even sure it HAS a GPU.
And my days of HPB pwning are over, I think. I'm getting too old. :-(
posted 03-28-2007 07:10 AM
Yea, honestly, performance on Windows was pretty awful compared to on Linux. Maybe it's just the version of the NVidia driver I have on my Windows laptop, but I could run at 1920x1200 on the same machine in Linux, and only like 1024x768 in Windows. I'm guessing that mingw produces some pretty fat and slow binaries. In fact, quake2world.exe is 3.25MB while the Linux binary is barely 1MB.. so that tells me something's wierd. I guess mingw links in a lot of crap that would otherwise be in glibc, tho. So I'm not sure at this point -- I was just glad to get it going on Windows
So does that last statement mean you don't want to play on a US server, or that you have a fast enough line that it's fine
quote:Originally posted by RaverBoy: lol programmer humor.
yip. There are 10 different types of people living in the world today. Those that understand binary and those that don't. I'm sorry to say that I own a t-shirt with that on it.
quote:Originally posted by Mad Max: yip. There are 10 different types of people living in the world today. Those that understand binary and those that don't. I'm sorry to say that I own a t-shirt with that on it.
Actually there's actually 10 different types! Those who understand trinary, those who don't, and those who do but don't get this joke.
Yes, but only a handful for now. There has still not yet been an official release. There's been a new Windows build since I posted this, as well. But it's already out of sync with svn HEAD. Basically, there are a half dozen testers in #quetoo on Freenode that help me play test for now. If you want to get in on a game, join us there.
posted 04-11-2007 04:24 PM
I'll be working kind of late tonight. I may be able to play around 10pm EST. Pop on IRC if you want. A few others will probably be playing regardless if I make it.
posted 04-11-2007 04:32 PM
It seems choppy again. I popped on your server. I ping 70-80 in closed rooms, shoots to 110 in open environments. Weird.
Posts: 1306 | From: | Registered: Sep 1999 | IP: Logged
posted 04-13-2007 12:35 PM
I've tried Q2 with both ATi and nVidia cards. I'm not sure why it runs like butt.
Posts: 1306 | From: | Registered: Sep 1999 | IP: Logged
posted 04-28-2007 02:12 PM
Hehe, I can turn it on, but my card doesn't cope too well at 1680x1050. I'd rather have native res than FSAA. Maybe that's backwards.. but that's me
posted 05-07-2007 01:51 PM
Acid, there's been some chatter on quakesrc.org about a driver setting, specifically on multi-core PCs, that causes stuttering and other performance issues in Quake2/3 engine games. The short of it is to try disabling "Threaded Optimization" in your NVidia control panel. The full thread can be read here: http://www.quakesrc.org/forums/viewtopic.php?t=7595&sid=15e10f32c1f85567cb4cecc67b9e32cb
posted 06-28-2007 10:50 PM
It's definitely got some things going for it, yea. The wall jumping is so freaking fun.. Visually, the weapon effects and animations are pretty weak, but things like that are not the focus of the game. I would say it's absolutely worth trying out.
Glad you got Q2W running properly. I haven't been updating the Windows build very frequently -- been really heads-down in development. The guy who made this map is requesting new engine features faster than I can code them
posted 07-03-2007 12:36 AM
The weapon effects are boring, but the cell shaded-inspired graphics make it easy to see as well as easy to run on most computers these days.
I can't believe how smooth it is. It feels like I'm playing Q3 at times.
posted 07-06-2007 12:26 AM
It's looking great Jay, you're doing some incredible work here! Keep up the great work and I'll send you a email when I get back from California and we can get Quake
Posts: 1148 | From: in your pants | Registered: Jan 2004 | IP: Logged
posted 07-08-2007 11:06 AM
Thanks xan. Enjoy the All-Star game you lucky dink. I'll try to have a new Windows build available for you when you get back. Or you could just install Ubuntu.. I mean really, it's like 4 clicks
posted 11-10-2007 07:29 PM
Here's a head to head, showing legacy Quake2 and Quake2World's dynamic lighting implementations. Notice the framerates; Q2W is precisely 100% faster than Quake2 in this particular shot.
posted 11-15-2007 12:41 PM
Here are a couple shots of the first proper Q2W original level. You're looking at weather effects, alpha-test textures, a materials system, vastly improved lighting, and about 3 times the number of polygons Q2 could handle on the same hardware. FSAA and aniso enabled just for Acid :>
posted 11-16-2007 01:37 PM
Now that looks sick. Bout time you got rid of those jaggies.
Posts: 1761 | From: Staten Island, NY | Registered: Jun 1999 | IP: Logged