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[Feature Request] Remaster Assets/Pak #3
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Supporting the remastered game data would be nice. However on very, very first look it seems like the changed a lot of things. Including gamecode changes and alteration to the assets. This might not be easy to implement so don't get your hopes too high. It would be easier if they release their source code... And there's the question how compatible Vanilla Quake II and Quake II Remastered are in terms of network protocol and mods. Since YQ2 need to stay compatible with Vanilla, it might be impossible to dully support Quake II Remaster. |
It could be that in opposite directions it will be possible, new game library could have same API as old one, and yquake2 could load new game.dll on windows. But in same time I don't see mention of Linux and freebsd in release notes. |
Well we do have this, luckily: https://github.com/id-Software/quake2-rerelease-dll Do you think this would make things more feasible? |
That's really cool. Even better is that they finally released the unaltered source code of the addons under GPL2. Until now the addons were under the crappy SDK License, which wasn't really an open source license and made it impossible to distribute them together with the client. I need to ponder if relicensing our versions is possible.
It won't "just work", because YQ2 doesn't support this new API version. But with the extensible documentation (many thanks to Nightdive Studios, that's much better than just a source code dump!) it should be possible to implement the changes in YQ2 or maybe separate YQ2 Remastered branch. I'm currently moving to a new home and don't have much time. This could be a nice project for long winter nights. |
Understood. I myself am looking into separating the new expansion and Quake II 64 into separate PAK files, see if I can somehow get them working standalone. |
That'd be interesting to see if the new expansions could be playable that way. I did attempt to extract the pak and load the map, although there were alot of broken textures, possibly the wrong format? To get the game to load, I extracted the pak to a fresh baseq2 and then copied the original paks along so the original assets were still there for use. For example, if load q64/bio, you'll see the following, along with alot of others:
Trying to load mgu1m1 gets: |
Error about m8 textures is fine, it's format from heretic2, I suppose it just related to not existed textures with known extensions. So textures are placed in different path or have different format to supported. |
It looks like https://www.fteqw.org/ works at least with the q64/bio example, I haven't done any in-depth testing |
This is the beauty of the GPL license. If John Carmack had licensed his work on Quake II permissively (i.e MIT/BSD), then Zenimax could get away with not publishing their changes. But because John had the right mindset at the time, they are forced to do so, lest they risk being sued one day. Unfortunately, Quake II doesn't seem to have as many source ports as Quake. There really isn't an Ironwail or vkQuake equivilent that can handle the remaster's assets no problem. |
It isn't a GPL2 thing, since Bethesda / MS have the rights to change the license for commercial purposes, which is why we don't have the source for the actual engine. The Quake 2 gamecode is released as GPL2 most likely to support mods on a permissive license (to prevent closed source mods maybe). But without this code, mods would have been impossible, so they kind of 'had' to release this. |
The remastered version has yet another music track mapping. It shouldn't be too hard to support it since we already have code for two different mappings. |
Fortunately for you sponge answered that on quake discord, you can check with him there and and SVkaiser on twitter if it is to make it compatible with the old stuff -it is using the original engine, kex is just doing controller support and other stuff also the old demos work but you see how the old behavior clashes with the new one. the remaster really put Q2 into Q1 source port levels when it comes to map sizes and design, i see even the like of alkaline now on Q2, plus the Md5 support paired with md2 is really damn good. |
You're welcome! I pushed to get the old mission pack sources GPL'd for you guys. |
Can give my 2 cents on this too, haven't reverse'd that much (I focus on more of a recreation of kex), but CGameAPI: P.S. forgot to mention useless fact that if some dword isn't 0 it checks for a version of |
10, 20 and 40 are the only tickrates supported - 50 is not supported, it will round it down to 40. |
That is really cool of you Paril, thanks! |
Quake II recently was updated with a remaster (https://store.steampowered.com/news/app/2320/view/3644027577415996831?l=english), that includes a new expansion among other things.
Is it possible for this project to add support for the new content? Inside the steam/gog release, there's a rerelease/baseq2/pak0.pak file (that's it for pak files), trying to launch from this directory, yquake2 complains about
Error: Couldn't load pics/conchars.pcx
For reference, the original Quake also got a remaster and there was some work done by those engines to support that and the kpf file, which contains the localization strings.
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