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>> No.4883239 [View]
File: 981 KB, 1920x1080, q2xp0005.jpg [View same] [iqdb] [saucenao] [google]
4883239

>>4883163

what >>4883209 said, and its mostly because of the limits and light, something that nowadays was fixed thanks to the modern Source ports like Yamagi and Quake2XP, also the concept of Hubs.
Thankfully, we will finally do more Quake 2 Stuff thanks to EricW's quake compiler, which is now receiving a full fledged Quake 2 Support soon, including a improved light editor on the same vein as the one used on AD and such for Q1.

Q2SP still has a lot of potential, but it lacked the proper tools and ports for it, now both of these things are gone.

here's a good example of Hub UNIT mapping for Q2 using the old tools, its kinda neat, also there's other things like Oblivion and Zaero
http://forum.tastyspleen.net/quake/index.php?topic=21574.0

also, no one ever ported the PSX and N64 Stuff into Q2SP like the exclusive monsters

>> No.4875759 [View]
File: 981 KB, 1920x1080, q2xp0005.jpg [View same] [iqdb] [saucenao] [google]
4875759

>>4875745
we have Trenchbroom, Yamagi and Q2XP, Said 2 ports are 100% compatible and no one has dabbled on Q2Trenchbroom.
also the only good to medium shit that Q2 has ATM are Zaero, Juggernaut and Unseen.

someone even tried to port The Quake 2 exclusive maps 4 it but quit.

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