Updated screenshots section

I took a few moments this evening to update the Screenshots section with some new stills of Aghast and Torn Glory, both of which recently received the per-pixel re-rub. The old screenshots have been archived and are available here.

Quake2World promo video

I have completed a brand new promotional video for Quake2world..

Devolver Beta 2

Some screenshots of TRaK's second beta of Devolver, which was released about a month ago. It is a quick deathmatch map with some lovely detail. All screens can be seen in this gallery.

Torn Glory, deluxe edition

Some screens showing off deluxe and bump mapping on Cardo's Torn Glory. The effect is intentionally overdone so that it's evident in still images. I owe LordHavoc for guiding me through this implementation, and taking the time to point out defects and shortcomings in my approach. Thanks very much, LH.

The bumpy road of bump mapping..

For the past week or two I've been attempting to add bump mapping to Quake2World's realtime lighting shaders. It's proven to be quite difficult; I've rewritten my shaders from scratch at least 3 times so far. Nevertheless, here are some carefully selected screenshots showing off way-overdone specular highlights on q2dm1.

Aghast!

Porting classic Quake levels to Quake2World has sort of been my bag lately. A while back, Vondur released most of his level sources under the GPL. And so this week I ported his dank, swampy level Aghast to Quake2World. Kudos to Vondur for releasing his maps, and a big thank you to the Quake Revitalization Project, who have provided high quality textures for all of our classic Quake level ports.

Modernizing the Quake2 renderer

The Quake2World engine draws a fair amount of attention on account of its performance when compared to other Quake- and Quake2-derived engines. On certain hardware, it does benchmark as much as 400% faster than the Quake2 3.21 engine source, upon which it was originally based. And so I figured I'd take a moment to talk about some of my optimizations.

Recent screens

A few screenshots showing off per-pixel dynamic lighting, weather effects, coronas, torches, and sunlight. The levels are, from left to right, a private test-only version of q2dm1, Cardo's Torn Glory, and the legendary classic Quake levels dm2, dm4, and dm6, respectively.

The Pro Renderer and GLSL

The Pro Renderer plugin (r_rendermode pro) is the first alternative renderer to be implemented for Quake2World. Its goal is to provide high visibility and increased performance for competitive play. Recently, the Pro Renderer was refactored to leverage GLSL. The result is an extremely colorful gaming experience complete with per-pixel dynamic lighting -- all at a very playable framerate.

Aggressor

Aggressor is described by its creator Tyrann as "Brutal vertical action is the order of the day here. A medium sized base map that plays well with anywhere from 2-8 players, the more the bloodier. This is still my favourite." We agree. This level was first ported to Nexuiz, then Open Arena, and now Quake2World.

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