(Game) Quake2/Jake2

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MU
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#16 Post by MU »


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MU
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#17 Post by MU »

I uploaded another engine, "Q2p", and updated quake2launch.pup to use it, too.

It was reported in another thread, that this engine is faster than QuDos, though it offers some of the enhanced effects, like fog, water-reflection, hires-textures.
Details:
http://www.murga-linux.com/puppy/viewtopic.php?t=7892

Download:
http://dotpups.de/dotpups/Games/quake2/
Mark
Last edited by MU on Fri 11 Apr 2008, 09:46, edited 2 times in total.

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MU
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#18 Post by MU »

I added some new mods, some small, a mediumsize (Water), and a very huge (Pax Imperia).
The mod Pax Imperia requires the KMQuake-engine, that I uploaded, too.

Please don't forget to install the new quake2launch.pup to be able to use KMQuake with a simple buttonclick 8)

http://dotpups.de/dotpups/Games/quake2/

One note concerning engines:
I just added the basic files for singleplayer.
Some offer additional stuff with bots and support for some of the Quake-addon-missions.
You can find complete binaries/sources/addons here if you like to tune things:
http://qudos.quakedev.com/linux/quake2/engines/

On concrete request I can add things to the dotpups, off course.

Mark

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MU
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#19 Post by MU »

I updated the Q2p-Dotpup.
It now works to play ogg-vorbis files.
Thanks to QuDos for his kind support 8)

Mark

malbicho
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Joined: Wed 12 Jul 2006, 12:43

#20 Post by malbicho »

Awesome

I'm loving quake2 more and more every day, i've discovered this great perl named Generations and enjoying it.

Kudos to QuDos for get this mod running on linux.

For you dudes i've packaged a tar.bz2 file ready to play with your prefered engine, also supported by Kmquake2.
Was hard to found the full mod because most of links were dead but i was able finally. The file is hosted at fileplanet so i guess is freely distributable.

The direct link is here ~ 44mb
Sorry about rapidshare but i can't host any files.

Simply extract somewhere and move the whole gen folder to the main quake2 installation. Start a new game with +set game gen +map qe1m1 and select quakeguy or random if you want to play as wolfguy,
doomguy or of course quake2guy.

A tip, for save some space, you can compress the previously unpacked *.pak files with Pakscape, saving as zip file and renaming to .pk3, i symlinked a .q2z to this .pk3 in order to get q2p load this zip.

Enjoy.

kirk
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Location: florida

#21 Post by kirk »

Mark,

I've downloaded a mod that needs quake2max. Tried your quake2max pup. When I try one of the binarys (quake2max or quake2max-sdl) it just returns killed. Then tried installing the quake2 pup and the launcher pup. No luck. I'm running 2.11. I would try to compile it, but I can't find the quake2max-045 source.

Thanks,

kirk

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MU
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#22 Post by MU »


kirk
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#23 Post by kirk »

Thanks Mark!

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MU
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#24 Post by MU »

I updated the Q2p.pup

It now is compiled in Puppy 3, using version 2006-12-31.
In 2006, I could not compile version 2 in Puppy 1, now in Puppy 3 it works.

It combines most grafics-effects described here for the other engines, and most can be set up in the Quake2-options.
Like lensflares, water-reflection, cellshading and such.
This version also supports widescreen-resolutions like 1680x1050.

It currently seems to be the best engine from the ones I had collected.

If you encounter crashes changing the screenresolution, try this tip, that works for me:
http://www.murga-linux.com/puppy/viewtopic.php?t=28031

In case it just crashes with a segmentation-fault, type this in a consolewindow:
cd /usr/X11R7/lib
ln -s libGLw.so.1 libGLw.so




Sourcecode:
http://qudos.quakedev.com/linux/quake2/engines/Q2P/

Mark
[url=http://murga-linux.com/puppy/viewtopic.php?p=173456#173456]my recommended links[/url]

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