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Quake ii website
Quake ii website






quake ii website
  1. Quake ii website mod#
  2. Quake ii website upgrade#
  3. Quake ii website full#
  4. Quake ii website code#
  5. Quake ii website tv#
quake ii website

Quake was delivered in June 1996 and Quake II was delivered in December 1997, a mere year and a half later.

Quake ii website upgrade#

And while it fit the pattern of shareware game/retail sequel, unlike the retail sequels to Wolfenstein 3-D and DOOM, it didn’t serve as a sequel to the original Quake, plot-wise (granted, Quake barely had a plot to begin with).īoth Quake and Quake II are collectively considered “id Tech 2” since in many ways Quake II‘s engine was a mild upgrade over Quake‘s. It was their first game to launch on CD-ROM, it was their first game to feature a cutscene (unless you count the text on the screen from previous games), and it was their first game to have a hardware renderer out of the box. It represented a number of firsts for id Software. It did launch later for the Mac but it was years down the line.

Quake ii website full#

Between those two, Quake II launched, with a focus split between single and multiplayer, both a software and hardware renderer, and developed on Windows for Windows, full stop. Quake III: Arena launched as a hardware-accelerated 3D engine developed on Windows for multiple computer platforms with a multiplayer focus and a tacked-on single player mode featuring bot match challenges. The original Quake launched as a software-rendering 3D engine developed on NEXTSTEP platforms for DOS with a single-player focus and an added multiplayer experience that proved to have real legs. Quake II is sort of the odd man out in the original Quake trilogy.

Quake ii website code#

My Wolfenstein and DOOM work was based on the original, official id Software iOS ports from 2009, my Quake port was based off of a Google Cardboard experimental port, my Quake III: Arena port was done based off of Beben III, a culmination of efforts to port ioquake3 to iOS, and my Return to Castle Wolfenstein port was based off of fusing the iortcw port of the original RTCW code with the Quake III: Arena port. So far, this project has been the most difficult port yet, simply because as far as I can tell no one has ever done it before (and if they have, I didn’t find it).

quake ii website

Quake ii website tv#

Also, load times between levels are increased, text and HUD elements are forcibly upscaled and look rather ugly, and the brightness setting now affects the skybox.Quake II for iOS and tvOS for Apple TV Schnapple | February 11, 2019Ĭircling back to the gap in the Quake series, I have now ported Quake II to iOS and tvOS for Apple TV.ĭeviating slightly from my usual practice, I’m writing this accompanying article before I’m done and before I get everything working.

Quake ii website mod#

This mod also has a few shortcomings widescreen support is essentially broken as objects at the left and right side of the screen are culled out, so keeping to 4:3 resolutions is recommended. It also includes several other changes, like an implementation of the water screen distortion effect from the software renderer, an option to toggle texture filtering off (via setting the "8-bit texture" option to "on"), and desktop resolution support (via selecting sub-640x480 resolutions). The ingame method uses a simple linear filter an alternative exists in the form of the mod "Quake II Facelift", released in 2007, which supports Lanczos upsampling for even further improved texture quality. 1 ALSA support can be added by compiling the source code from Icculus version. OSS is used in official native Linux version.

  • 10.9 Play the expansions with KMQuake II.
  • 10.7 "No Input arguments" when running the launcher (GOG.com version).
  • 10.6 Game does not launch (Intel HD Graphics).
  • 10.4 Window border visible in fullscreen mode (Software mode).
  • 10.3 Windows Vista and 7 colours issue (Software mode).
  • 10.1 Saves not working in 'The Reckoning' and 'Ground Zero' (GOG.com version).







  • Quake ii website