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Quake II UI Scaling + Music Question

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  • Quake II UI Scaling + Music Question

    I'm wondering if there is a scale the UI in Quake II the way Quake allowed you to do since the menu, HUD, and console are all very tiny on a typical screen resolution used today.

    If not, is there a source port that has this ability, has the ability of v3.24 where the soundtrack can be played from files, and doesn't drastically change the game the way KMQuake2 does?

    QuakeSpasm does these 3 things with the first Quake and I wish I could do the same with Quake II.

  • #2
    DirectQII does this and I think it does it really nicely, a great, really lightweight source port that does 1 thing

    runs the game and does it well <3

    DirectQ - Download: DirectQ II 2012-11-29

    I think a couple of other do, but this is the only one that I have installed that does it.


    almost fully scaled
    Last edited by OMacKnight; 01-29-2014, 08:59 AM.
    twitch
    wew lad

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    • #3
      What are the others that you know of?

      EDIT: DQ2 is nice. How do I disable the FPS display and how do I set up the music? The Readme for it is pretty sparse.
      Last edited by deuxsonic; 01-29-2014, 09:15 AM.

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      • #4
        Alternative Q2 Engines - Quake2Lithium.com

        nice little list, I don't really play a lot of quake 2 so I can't say for sure, but this should give you a nice little selection to try out

        EDIT : I'll take a look

        well, I looked

        and found nothing, I'll take a look later since I just got back from college and need to relax and play some games then sleep.
        Last edited by OMacKnight; 01-29-2014, 09:57 AM.
        twitch
        wew lad

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        • #5
          Thanks for the help. How should OGG music files be laid out for DQ2? Also cl_drawfps seems to have no effect in hiding the FPS display.

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          • #6
            https://www.youtube.com/watch?v=l_w__-j6s3c

            "
            If you want the soundtrack to work, rip the music tracks from the CD-ROM, convert them to .ogg and put all the files inside the Quake2\baseq2\music directory (track02.ogg, track03.ogg, etc...)
            "

            You /should/ be able to just do this with any sourceport, but take a look at the video, should be a help.
            twitch
            wew lad

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            • #7
              KMQuake2 and the v3.24 unofficial patched vanilla release will accept the music like that, but DQ2 won't.

              R1Q2 will allow HUD scaling but not the music and breaks cinematics and demos. AprQ2 also will but more current versions also break demo support and don't seem to have a way to use the music.

              KMQuake2 changes many things that can't be reverted back to how they were originally. Quake 2 Max isn't maintained anymore but when it was I don't remember it having file music support either.

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              • #8
                I'm honestly quite surprised at how poorly designed these engines sound.

                FTEQW - FTE QW (Fore Thought Entertainment) - That magical Quakeworld client.

                is a very nice client which supports Q2 as far as I can recall, worth giving it a try
                twitch
                wew lad

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                • #9
                  Yeah it's a bit aggrivating. I think if you did a port that was real extensive you could provide ways of getting the game's original behavior instead of either being forced into all changes or having a straight port that doesn't have what you're looking for.

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                  • #10
                    make ui scale in q2 is very simple, but there is a lot of code

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                    • #11
                      Originally posted by barnes View Post
                      make ui scale in q2 is very simple, but there is a lot of code
                      Unfortunately, that is very true :/
                      twitch
                      wew lad

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                      • #12
                        Certain ports have already done it though, so isn't it just a matter of seeing how it's implemented in those ports? AprQ2 and DirectQII can do it perfectly but neither can do the music.

                        I mean I'd add it to a port that is missing it but has the music if I could.
                        Last edited by deuxsonic; 01-29-2014, 03:41 PM.

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                        • #13
                          ui scale is fairly easy. just separate pixel sizes from virtual sizes.
                          set up your glortho matrix to scale 2d stuff according to the virtual size, make all the 2d vertex cooords be expressed in the same scale (basically, make the entire engine work that way), and make sure that glviewport and scissor regions all convert virtical to physical pixels first (and convert the mouse cursor in the other direction). should be fairly easy to keep those changes out of the engine and only in the ref_gl stuff.
                          Some Game Thing

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                          • #14
                            I think that's how R1GL implements it. The problem is that R1GL will not play the cinematics. Do you have a replacement renderer DLL that will work with Quake II v3.24?

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                            • #15
                              look into kmquake2 source

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