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Comment History  (0 - 30 of 32)
2mg
2mg - - 32 comments @ Quake 2 Remastered: Enhanced Model 4x Neural Upscale

Any chance for world textures to be upscaled?

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Hey, is this gonna work with Q2 Remaster?

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Kirk, is it possible since it's a sourceport to fix minor vanilla bugs:

- Pumping Station's Armor Secret not registering

- Lower and Upper Palace enemy count is off, it's 70 and 73 respectively, unless you can even find if the triggers/spawn points even exist, and if they do, fix them properly/delete them and lower the enemy count (easy-ish way out)

- Cooling Facility Gladiator in Crate either triggers but doesn't spawn or vice versa, on any difficulty except Hard for that specific map

- maybe the Unit 3 maps of the Reckoning Xpac might have some issues spawning 1 enemy per map (unconfirmed)

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Letting you know that Receiving Center has quite a lot of mobs in white gray, probably bump maps or similar.

And the secret level there crashes.

EDIT: apparently if Center loads "wrong" (mob textures) the secret level crashes. Had to restart Q2 and load Center, things fixed themselves.

Any ETA on the next patch maybe?

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Dammit, I wanted to blame it on you :)

Quick question - would extracting your pkx files make loading faster, and if yes, in which order to extract them? Also, what does "Compressed textures" option do?

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

And the lift behavior? I remembr tho murky if lifts should come back up for you so you don't have to fall down?

PS: Final doors in Warehouse just before exit closes and won't reopen, was that too in vanilla? Missed a secret, wanted to backtrack.

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Np, can wait until all of this gets rolled in a full release.

Parallax Mapping also looks wrong on those big computers with map screens, it projects the map in front of it making everything unreadable (also, texture and text has some noise to it too), maybe disable it for that particular texture? Imgur.com

PS: some lifts bring you up, but if you wanna get down you have to take fall damage, lifts won't come back up if you stand close to the edge, forgot if this was vanilla experience...

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Is something off with Tank:

Imgur.com

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

I mean enemy voices/reactions/breathing are just a tad too quiet for me to automatically orient myself to their sounds. I didn't even hear footsteps :D

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

No probs, it's just a civil discussion about what can or should be improved.

As I said, that gondola is just one example, and enemies are a bit too quiet for my taste.

Hope you didn't forget what we talked about above too :)

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

"adjusted for 3D sound" that's the point - most of the things are spatially 3D located, but a bit "far" away than they really are, and some doors/lifts like that gondola sound as if they're very far for no reason.

Maybe "shorten" the audio distance of things compared to player, or a fallback to original audio engine?

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

I used old Q2 just for a quick comparison, that gondola shouldn't sound that quiet in OpenAL no matter what since the sound is coming directly from it, no?

I don't have Creative OpenAL (unless you mean outside of the game to use Headphone virtualization or such), only Default or OpenAL Soft tho.

Sound in Q2 can give away enemy positions or things (secrets) opening/closing, so quiet is a no no.
HRTF just makes it worse by applying acoustic filter, for example Super Shotgun losses a lot of it's oomph even tho it's literary in my hands (I tested the rest with HRTF off).

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

You hear that gondola/lift in Q2XP as loud as in vanilla Q2?

PS: I can't choose anything else than "Default" or "OpenAL SOFT on Realtek", no other options if that matters.

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Streamable.com - Q2 vanilla, louder enemy voices (expected due to lack of true positional audio), loud lift/gondola.

Streamable.com - Q2XP, quieter enemy voices, Guards at the beginning are quieter due to distance, but a bit too quiet, same with Enforcers that are right around the corner and boxes later. Enforcers at the end of video right behind the boxes shouldn't be so quiet considering they're practically in front of me. Gondola/lift is barely audible.

No HRTF, no Reverberation, Resampler Nearest.

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

AMD/RealTek ALC897, even disabled Win 10 Signal Enhancements so Realtek Console wouldn't applly any postprocessing.

Streamable.com - notice that the first door that opens only goes to right channel, and then the lift comes and you can barely hear it, notice how loud blaster shots are and how quiet the gondola is. Enemies vary, usually they're a bit louder than that lift but still too quiet.

HRTF also seems to apply too much mid frequencies, a lot of weapons in my hand lose the "boom" out of them.

PS: 1.26.9 barrels have no shadows and seem to be unaffected by light sources, and flashlight, just fyi.

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Man I love active devs with fast responses :D

I've another issue - sound volume (I've tried turning everything off and on, nearest and max sinc...).

Go to Lost Station - those moving platforms/lifts sound so quiet even if you're standing on them.
Otherwise, I can barely hear when most enemies expressions and their weapons firing, it's like they are 2x further than they actually are.

Basically, if it's not in my face, it's too far away/too quiet.

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

1 - is there a hi-poly Q2XP vanilla barrel maybe?
2 - this is the only port I've that has OGG playback issues for some reason, just letting you know about it.

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Sorry to bother you again, but is it possible not to use red explosive barrels and use old Strogg barell models if Q2XP has a high textures for those too?

Also, music seems to cut sometimes, or starts playing again in the middle of current track?

Good karma+2 votes
2mg
2mg - - 32 comments @ Quake II Upscaling Fidelity Pack

To make it work with Q2RTX (Q2XP/Q2PRO) I need pkz files.

This mod works if you extract the models folder into baseq2, but the pk3 file can be opened and extracted into env folder in baseq2.

For some reason, the extracted pk3 file can simply be renamed to pkz and it works, but the entire mod zip file can't, even if you remove pk3 file from the archive for some reason.

Could this be repackaged a bit more pkz friendly?

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

Thanks for replying, hoping for that "bind everything menu".

As for things not saving, it's just that I make my keybinds, and next time I run Q2XP they're lost, dunno why.

Music - from OGG, do levels play their respective tracks in Xpacs?

Regarding menu mouse, it's low priority, but nice quality of life.

Forcing US layout is bad indeed.

Thanks for com_fullConsole 1, I wanted to see my previous commands but the console was a bit short, tho fullscreen console is a bit much :D

Keep up the good work!

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

1 - if you can spare some time, please add menus for those keys, like Q2RTX has for example (every key bindable, even F1-F12, which doesn't work in Q2XP, if you unbind F1 from Computer you can't bind it again).

2 - my OS Language, System Locale and non-Unicode is all English, but my keyboard layout isn't, so every time I run Q2XP it adds an US keyboard layout in Windows and switches to it... I don't need a different language for Q2XP, just the layout fix.

3 - Is this intentional? I mean if I'm running Q2XP, it should use it's bindings, or maybe allow to overwrite autoexec from a menu?

4 - I meant, if I have all the original music for Q2, Xatrix, Rogue, can Q2XP play it properly?

5 - I don't have mouse in menus (even tried your old Steam Launcher). How do I get a bigger console while in a map?

Good karma+1 vote
2mg
2mg - - 32 comments @ quake2xp 1.27 beta 1

1. Is it possible to rebind ALL keys (Weapon Keys, Function F1-F12 keys) from options menu?

2. Seems Q2XP changes keyboard layout to English, even if you use non-US layout, is this a bug/System locale/(non)Unicode issue? It also uses US layout in-game for console for example.

3. Keybinds don't persist after quitting and opening Q2XP, why?

4. Is music supported for Xpacs?

5. Mouse in menus possible? Longer console in-game possible?

6. Good job!

Good karma+2 votes
2mg
2mg - - 32 comments @ DOOM BFA Edition

I'm guessing you're saving some of Classic Doom cvars in:
C:\Users\username\Saved Games\id Software\RBDOOM 3 BFG\base\D3BFGConfig.cfg

But I'd like to unbind F7 if possible, since it's next to F6 Quicksave.

Good karma+1 vote
2mg
2mg - - 32 comments @ DOOM BFA Edition

Where do I find default.cfg for Doom I/II ?

How do I change keybinds and other cvars for Classic Doom I/II? Is the provided default.cfg shared among all 3 games?

Good karma+1 vote
2mg
2mg - - 32 comments @ RandomusIdiotus

Please check your inbox or your ENB Deus Ex 1 comments!

Good karma+2 votes
2mg
2mg - - 32 comments @ Deus Ex ENB Series *Latest*

If maker of this mod is reading:

Please check/fix your Dx9 dlls (don't know which one), because every time I start the game, in Windows Mouse Control Panel it ALWAYS turns on "Enhance Pointer Precision" aka mouse acceleration!

Good karma+1 vote
2mg
2mg - - 32 comments @ Deus Ex ENB Series *Latest*

This mod is excellent with Revision, since default Revision Dx9 config breaks both ENB and SweetFX:

UseAA breaks SweetFX.
UseFragmentProgram breaks ENB bumpmaps.

This mod works with ENB by default, but if you wanna chain SweetFX with ENB, you still need to disable UseAA, and perhaps use SweetFX SMAA/FXAA.

To chain ENB and SweetFX:
- extract SweetFX
- rename D3D9.dll into SWEETFXd3d9.dll
- extract ENB series (preset+dll)
- edit ENB ini settings:
[PROXY]
EnableProxyLibrary=true (or 1). InitProxyFuncti (or 1).

ProxyLibrary=SWEETFXd3d9.dll
- launch the game (DX9), hotkey for ENB is Shift+F12, and ScrollLock for SweetFX
- turn off UseAA if SweetFX doesn't work with preferences or in config and try SweetFX SMAA/FXAA

Good karma+1 vote
2mg
2mg - - 32 comments @ Deus Ex: Revision

ENB/SweetFX don't play along with D3D9 config provided with revision:

"UseAA" breaks SweetFX.
"UseFragmentProgram" breaks ENB bumpmaps.

This uses some advanced Dx9 renderer that works:
Indiedb.com

You can chain ENB and SweetFX in enbseries.ini:
- extract SweetFX
- rename D3D9.dll into SWEETFXd3d9.dll
- extract ENB series (preset+dll)
- edit ENB ini settings:
[PROXY]
EnableProxyLibrary=true (or 1).
InitProxyFuncti (or 1).

ProxyLibrary=SWEETFXd3d9.dll
- launch the game (DX9), hotkey for ENB is Shift+F12, and ScrollLock for SweetFX
- see above how to use DX9 properly
- turn off UseAA if SweetFX doesn't work with preferences or in config and try SweetFX SMAA/FXAA

Good karma+1 vote
2mg
2mg - - 32 comments @ 1.1.1 Patch is Live

ENB/SweetFX don't play along with D3D9 config provided with revision:

"UseAA" breaks SweetFX.
"UseFragmentProgram" breaks ENB bumpmaps.

This uses some advanced Dx9 renderer that works:
Indiedb.com

You can chain ENB and SweetFX in enbseries.ini:
- extract SweetFX
- rename D3D9.dll into SWEETFXd3d9.dll
- extract ENB series (preset+dll)
- edit ENB ini settings:
[PROXY]
EnableProxyLibrary=true (or 1).
InitProxyFuncti (or 1).

ProxyLibrary=SWEETFXd3d9.dll
- launch the game (DX9), hotkey for ENB is Shift+F12, and ScrollLock for SweetFX
- see above how to use DX9 properly
- turn off UseAA if SweetFX doesn't work with preferences or in config and try SweetFX SMAA/FXAA

Good karma+2 votes
2mg
2mg - - 32 comments @ Deus Ex: Revision

ENB/SweetFX don't play along with D3D9 config provided with revision:

"UseAA" breaks SweetFX.
"UseFragmentProgram" breaks ENB bumpmaps.

This uses some advanced Dx9 renderer that works:
Indiedb.com

You can chain ENB and SweetFX in enbseries.ini:
- extract SweetFX
- rename D3D9.dll into SWEETFXd3d9.dll
- extract ENB series (preset+dll)
- edit ENB ini settings:
[PROXY]
EnableProxyLibrary=true (or 1). InitProxyFuncti (or 1).

ProxyLibrary=SWEETFXd3d9.dll
- launch the game (DX9), hotkey for ENB is Shift+F12, and ScrollLock for SweetFX
- turn off UseAA if SweetFX doesn't work with preferences or in config and try SweetFX SMAA/FXAA

Good karma0 votes