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Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Hello Dave-<StOnEd> It's nice to see you around buddy!!! and “Yes” it's (bladèrunnèr or Sport#TnXWAR#). A group of us still play deathmatch once or twice a month on MyDedServer DM and we have a new “Heretic II” installer available at our new Archives website "The Heretic II Vault" which you can "Google" and enjoy a recollection of past events or go to the Facebook (Raven Games forum). I hope posting those addresses did not break any rules. -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Heretic II reshade Project 3 “Heretic2reshade_v1.07” – Project – 3 Creating a (ReShadePreset.ini) Project 3” (Enhancing the textures using “shaders” to make the Heretic II Game look like it is using 32 bit textures). As you can see, some shaders need to be adjusted more, but the game is looking really nice… I would love some help with this project. If anyone is interested and or wants to try the Mod (ReShadePreset.ini), please feel free to leave a comment or post here or in the Heretic II forums. https://youtu.be/RuhK5H7CV6M -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Reshade for Heretic II: You need to install everything listed below in this order to get the “Reshade Mod” to work with “Heretic II”. API (OpenGL) Reshade Mod Requirements for Heretic II: Heretic II Game Setup version 1.07 1) (DirectX end-user runtime from June 2010) for Reshade. 2) (Visual C++ Redistributable for Visual Studio 2015 – Microsoft) for DXGL. 3) (DXGL) 4) ReShade_Setup_5.5.1 and install and if you want to use this reshade Preset you need to add the (ReShadePreset.ini) for Heretic II. -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Here is another Video he posted for the “Reshade Mod version 1.07.” The “Reshade Mod” takes photos in (PNG) so they can use them to make (LUTS) for the game, like Quake1 used to use (LITS). Check out the Video at full screen. They may not have updated the monsters models, but they still look pretty nice with the 6 – shaders the Mod is using. Heretic II “Reshade Mod version 1.07” project-1: https://www.youtube.com/watch?v=ccA8GQhYdII -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Here is something interesting a came across Googling… Heretic II “Reshade Mod version 1.07” project: *Note: This reshade Mod/preset I am designing is to help you get the most colorful, sharpest, cleanest image you may get out of your game without the need to force anything upon your GPU and take a massive performance hit, and loads only 6 shaders. Reshade Mod Requirements for Heretic II: Heretic II Game pre-installed and updated to version 1.07 1) (DirectX end-user runtime from June 2010) 2) (Visual C++ Redistributable for Visual Studio 2015 – Microsoft) 3) (DXGL) 4) ReShade_Setup_5.5.1 and install/add the (ReShadePreset.ini) for Heretic II. https://www.youtube.com/watch?v=pu4y9KoAkgo -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Thanks icecoldduke... by the way... Googling around a bit I came across this and thought it was pretty cool... "Heretic2 Setup v1.07" (Heretic II Enhancement Pack v1.07) the "Unofficial patch for Heretic II that adds widescreen support and "Music" using "OGG Files (.ogg)". It might not be as good as Heretic 2 Source code recreation part2, but it makes textures look almost as good as "HD" textures. It uses the "Heretic II Enhancement Pack v1.07" with pre-set "Video settings" at renderer "software) setting, like the "Source code recreation" does... but, this uses Direct sound with the "Music" folder using "OGG Files (.ogg)" https://www.youtube.com/watch?v=KpSAVE8e70k -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Heretic II Wallpaper... https://i.imgur.com/sD8UWOD.jpg -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Heretic II wallpaper: -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Nothing has been entered in his repository for Heretic 2 - Source code recreation part 2 for months now. Did he give up on it? I have got the foundation on its feet, just a few big things are left: 3rd person camera has to be re-created. Player pmove needs to be re-written based on the hex rays output of the original Quake2.dll. Client effects need to be hooked up the network replication. Minor things like obituary notifications and such. Some server side support functions. -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Nothing has been entered in his repository for Heretic 2 - Source code recreation part 2 in two months. Did he give up on it? https://github.com/jmarshall23/Heretic2 -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
How is the Heretic 2 - Source code recreation part 2 progressing icecoldduke... -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Hey icecoldduke is there anyway you can fix the Heretic2 toolkit HereticEd so we can build maps with Windows 10? The batch only works on WindowsXP/Vista. Probably why no one has been making many maps for Heretic II. -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Maybe icecoldduke can incorporate what he needs from KMQuake2. Like Multiplayer, savegames, etc...It might be worth it to look at the code he has for it. KMQuake2 website: http://www.markshan.com/knightmare/ -
Heretic 2 - Source code recreation part 2
bladerunner replied to icecoldduke's topic in Everything Else
Great news! Hopefully "it will also read/write/load savegames so it works this time around I am just a mapper not a programmer and envy you guys. But I was wondering why no ever tried doing this with a modified Quake2 such as "KMQuake2". It already has all these features below incorporated into it and provides the source code for it as well. 5/06/20 KMQuake2 0.20 Besides lots of bug fixes, this update will also include the following changes from the development branch: Added support for triple-monitor surround modes via custom resolutions. Added Windows DPI scaling detection from Yamagi Quake2. Added 3840x1600 and 4096x2160 video modes. Added support for 160Hz and 240Hz refresh rates. Added cel shading. Shadow volumes will now be drawn even if the model isn't in view. Added font upscaling (with optional blending by Skuller from Q2Pro) for old 128x128 fonts. Added adjustable horizontal offset to third-person mode. Added support for quake2:// URLs. Added UDP fallback from HTTP downloads and support for Q2Pro-style HTTP URLs. Now reads/writes savegames, config files, demos, etc. to the user profile Saved Games folder, and auto-downloaded files are now written to to the user profile Downloads folder. This eliminates the need to run the game in Administrator mode when file permissions issues are present. Now compresses .sav and .sv2 savegame files into .savz files. Added basegame3 cvar to load data from up to 3 other other mods. Works in conjunction with basegame and basegame2, which must be set first. Screenshots now go up to 9999. Instead of contacting me to get access to private pre-release builds, I've set up a Bitbucket repo with nightly test builds of this latest update. The full source code is also viewable. Please email me with any bugs you may find. https://bitbucket.org/Knightmare66/kmquake2_stable/downloads/ ------------------------------ Key Features ------------------------------ - Eliminates the limit of 256 each on models, sounds, and images- no more index: overflow errors! - No more SZ_Getspace: overflow errors - Supports up to 8000 entities per map, up to 2000 in view at once - Supports maps with large coordinate ranges, maximum of +/-16384 - Supports maps compiled with large chop values, up to 1024 - Supports server-side player speed control for class-based mods, etc. - Supports server-side control of entity transparency - Supports server-side control of looped sound attenuation - Includes default Lazarus DLL with ACE bots, CTF and 3Team CTF support - Uses modified Quake2maX particle effects - Improved menus and console (uses some code from Quake2maX) - Streamlined, more memory-efficent adaptation of decal system from Quake2maX - TGA, PNG, and JPG texture, skin, and pic autoloading - Autoscaling of hi-res replacement textures - Support for MD3 models - *.pak and pk3 support - Ogg Vorbis soundtrack support - RoQ support - Alpha test surface support for easy rendering of textures with holes/cut-outs - Trans33 and Trans66 flag combining for textures with alpha-channel controlled transparency - Supports rendering transparent surfaces with lightmaps - Supports moving and animated transparent surfaces - Integrated support for Lazarus footstep sounds -
Heretic 2 Contrast Adaptive Sharpening, OpenAL EAX, and more
bladerunner replied to icecoldduke's topic in Everything Else
Damn! I am fustrated now and sadly recommend people not to use Portals until this gets fixed Actually it was a Windows 10 update that restarted my computer while I was away from it...