q2max: Additional note

Karen Pouelle hockeyvixen at yahoo.ca
Fri Nov 21 20:03:03 EST 2003


> And thanks for the link to the manual. Yes, I read it. :)

It won't explain why you're having certain problems, but will give you some
info on what to try to make it better.  Unfortunately, by default a lot of
these effects are on, and immediately impact your framerate.

> But even in this manual, there are a lot of variables that don't exist for
> my icculus quake2 - please, remember, I am not using quake2max, but indeed
> icculus quake2, with the option to include maxpak.pak. Just to avoid any
> confusion.

Also, to make matters worse, icculus.org is using code from 0.25 (or
somewhere around there) when there was still a lot of optimizations undone. 
Reading the manual for version 0.40 and higher is going to be confusing
because many have been renamed or the way they work has changed.

> There is mention of gl_stencil, which does not exist for me, and there is
> NO mention of gl_shellstencil, which I had a hard time finding out about 
> and which finally helped me avoid the extreme lag caused by quad,
> invulnerability etc. Like I said, I had to read lots and lots of articles
> in the quake2max forum to finally find mention of gl_shellstencil.

That's exactly what's happening - even if you read the latest material about
Quake2maX, you're still going to be in the dark about the olser version's
operation.  The manual for the version that's been ported just doesn't exist!

> Perhaps, this could be included in the "readme" instructions of icculus
> quake2 as well, for people experiencing extreme lag with shells? I think,
> this would help some people faced with the same problem I had.

I'm not certain which version was ported, but I've some info on version 0.23
which was around that time.

> This is in no way a complaint, it is just the hint of a linux and icculus
> quake2 user that some vital info is very hard to find, like gl_shellstencil
> and its enormous impact on playability.

Maybe users will contribute to a manual for icculus.org's version.
Some of this will apply:

----------------------------

       - Quake2maX -

  Quake2 OpenGL only Engine

         build 0.23
----------------------------

http://modscape.telefragged.com/q2max

	by psychospaz 


----------------------------
Quake2maX -- Description/Install
----------------------------

Quake2maX is an OpenGL only Quake2 engine modification. You need Quake2
full retail. Install to your base Quake2 directory with winrar
(http://www.winrar.com).
Then run Quake2maX.exe and enjoy.

There are problems with Voodoo video cards. This is mean for higher end
systems
and might bottleneck fairly quickly if you have a slow cpu, little ram, or an
older video card.

----------------------------
New Stuff
----------------------------

- Particle Effects - replace old ones.
- Jpg, TGA support, replace old .wal & .pcx
- *.pak support
- other effects etc.

----------------------------
Extra cvars -- Descriptions
----------------------------

*most are in the options menu under appropriate sections


//CONSOLE EFFECTS
	con_alpha 0.5
		This will set the opacity of the console when ingame.
		(0:Invisible || 1:opaque)(value)

//CROSSHAIR
	crosshair 1
		This sets crosshair type.
		(0:None || 1-9:Different Images)
	crosshair_scale 1
		This scales the crosshair Image.
		(Multiple for Size)

//MOUSE
	autosensitivity 1
		Mouse Sensitivity adjusted by fov value
		(0:Normal Senitivity || 1:Sensitivity adjusted by fov)

//BLOOD EFFECTS
	cl_blood 0
		This sets Blood effect.
		(0:Splat || 1:Bleed || 2:Splat&Bleed || 3:Gore)

//RAIL EFFECTS
	cl_railred 20
	cl_railgreen 50
	cl_railblue 175
		Use these to set the rail color for all rail effects.

	cl_railtype 1
		This will toggle between all current types of rail effects
		(0:solid beam || 1:beam w/ spiral || 2:solid laser)

//3D CAMERA
	cl_3dcam 0
		This will toggle the camera on and off
	cl_3dcam_dist 50
	cl_3dcam_angle 0
		Sets polar Coordanates for camera offset
	cl_3dcam_alpha 1
		Toggles alpha blending for camera puched against wall.
	cl_3dcam_distmax 300
		Camera's maximum distance from player model

//RENDER OPTIONS
	cl_drawfps 0
		Draw an FPS counter in top right corner of screen

	cl_demomessage 1
		Draws a message when running a demo

	r_skydistance 2300
		Size of skybox -- increase to see further
	r_stainmap 1
		Render Stainmap

	gl_transrendersort 1
		Will sort entities and particle for correct transparency
	gl_shellstencil 1
		uses stencil buffer
	gl_shadows 0
		shadows on ents (0:off 1:normal 2:dynamically lit)

	//PARTICLES
		gl_partscale 100
			Particle image scale
		gl_particlelighting 0.75
			Will light particles
			(0:ignore lighting || 1:full lighting)(value)
		gl_particledistance 0
			renders only particles this close
			(0:off || X:distance rendered)(value)

*(value)= demical 0.0 - 1.0

----------------------------
Extra cvars -- with Defaults
----------------------------

con_alpha 0.5
crosshair 1
crosshair_scale 1
autosensitivity 1
cl_footsteps 1
cl_blood 0
cl_railred 20
cl_railgreen 50
cl_railblue 175
cl_railtype 1
cl_3dcam 0
cl_3dcam_dist 50
cl_3dcam_angle 0
cl_3dcam_alpha 1
cl_3dcam_distmax 300
cl_drawfps 0
cl_demomessage 1
r_skydistance 2300
r_stainmap 1
gl_partscale 100
gl_transrendersort 1
gl_particlelighting 0.75
gl_particledistance 0
gl_shellstencil 1
gl_shadows 0

----------------------------
Contact
----------------------------

	Email:	psychospaz at telefragged.com
	Web:	http://modscape.telefragged.com

[I will not provide tech support for installations]


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