jdolan's blog

Stencil shadows and BSP light sources

In this update, I'll briefly talk about two of the major new features I've added to Quake2World.

Recently, having spent a handful of hours several weeks ago playing AprQ2, I was tempted to add stencil shadows to the Quake2World renderer. Stencil shadows are the result of re-drawing an object using a transform matrix to project the object onto a "floor," and using GL_STENCIL_TEST so that the object appears as a silhouette.

Public Alpha Promo Video on YouTube

If you haven't seen Quake2World in a while, here's a little tease of what you've been missing:

  • 6 original music tracks by Roland Shaw
  • New light and particle effects for the BFG and Hyperblaster
  • New muzzle flash effect for all weapons
  • New weapon kick effect in first-person view
  • New grenade bouncing and rolling physics
  • Massive stabilization improvements to the dedicated and listen server

A few new features, and marching towards a release!

There has been a flurry of recent activity in Subversion lately, and I'm really happy to announce that the Windows build has been sorted out after a couple months of compilation issues. So, if you haven't updated lately, please do so and let us know what you think! Click through for a full list of changes.

OSX build available in Subversion

I figured I should let everyone know that Quake2World is not dead. In fact, there have been a few flurries of development activity over the summer months which included:

  1. Inclusion of 6 original music tracks from Roland Shaw.
  2. Merging of the UFO:AI menus code into trunk.
  3. Miscellaneous cleanup and enhancements along the way.

Most recently, the OSX port has received a lot of attention from yours truly.

My Tastyspleen.net TastyCast interview

Last night [BTF]Jehar, host of the Tastyspleen.net TastyCast radio show gave me a 30 minute opportunity to explain Quake2World to the public. The interview covers my motivation for starting the project, the design goals which have brought us to where we are, and my anticipated direction for the future.

The interview will be airing each night this week on the TastyCast at 9:30pm EST, so by all means tune in.

Updated physics demo

Over the past couple weeks I've been poking at the physics code. When I started, it was some of the gnarliest looking spaghetti I'd ever seen.

Devolver has arrived

TRaK has completed his first original level for Quake2World, titled Devolver. This map has excellent atmosphere and a fun layout for small to medium free-for-all games.

In the Arms of Lilith

spirit's one-versus-one tournament level In the Arms of Lilith is now ready for general consumption. This was a real team effort, combining some 2200 brushes and an original layout by spirit, over 60 normalmaps by keres, and quite a few hours of lighting work from myself. Originally boxed out last July, this map underwent months of play testing and detailing.

Catfight revisited

Recently keres, a new member of the team, took it upon himself to update Lava Croft's original level, Catfight.

TRaK tackles The Frag Pipe

Our accomplished designer TRaK recently undertook remaking the formative classic The Frag Pipe. The remake, while very faithful to the original, is a ground-up rebuild, and uses high-resolution textures from the Quake2Evolved project along with per-pixel lighting.

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