![]() It's also interesting to note that Carmack considered using a 16-bit MMX-powered SW renderer for QuakeWorld/Quake II (making it real cutting edge in 1997), but considering the global 8-bit palette was already in place, it would have resulted in a loss of precision of already paletted textures so it was decided against and they did it the old way. ![]() Also get used to wobbly model animations with the MD2 model-format as the precision of the vertex-animated models is very poor :) Quake 1 is nicer to work with in that regard. This was done for easier handling of animations in single-player entities, but was regretted later (according to JohnC's own. While it's something cool to work with Quake II, its net-protocol has its downsides and I'd encourage anyone replace it with QuakeWorlds' networking as you'll run at a locked 10 Hz with the clients interpolating between the frames otherwise. Porting to other (POSIX compliant) systems should be easy. Yamagi Quake II ships with an additional OpenGL 1.3 and 3.X renderer which I'm sure could be ported over if SW was undesired. Yamagi Quake II is supported on FreeBSD, Linux, Mac OS X, OpenBSD and Windows (XP or higher). Don't worry about changing over to OpenGL 1.4, Yamagi's new keybindings and soundtrack fix will still work.The repo is basically Quake II's software-renderer and game-logic module merged into the engine binary. The value for OpenGL 1.4 is "gl1", the value for OpenGL 3.2 is "gl3". This line changes your rendering mode from Yamagi's OpenGL Version 3.2, back to Quake II's original OpenGL Version 1.4. If you want to report a bug or suggest some new cool features, please open a bug. Yamagi Quake II runs on nearly all common platforms, including FreeBSD, Linux, OpenBSD, Windows and OS X. If you’re looking for some of my other small projects or my dotfiles, have a look at my Github account: /yamagi. Make sure you've replaced the '.txt' file extentsion to '.cfg' or else this will not work correctly.Įnter the following line in your auto executable: And of course what you’re all looking for: The infamous Yamagi Quake II, one of the last Quake II clients still in active development. ![]() If there is no auto executable, create one by making a new text file and renaming it from 'New Text Document.txt' to 'autoexec.cfg'. Once in the baseq2 folder, open the auto executable file (autoexec.cfg). The fix for this issue according to the Steam guide, Quake II Fix Guide - Getting a Black Screen with Yamagi? (replace 'My Documents' with the Mac equivalent): ~/.yq2 (unixoid platforms) or My Documents\YamagiQ2 (Windows). Yamagi Quake II saves its configuration, savegames and screenshots to ![]() The value "gl1" is for OpenGL 1.4, and the value "gl3" is for OpenGL 3.2.Īccording to the Yamagi Quake II Documentation: My computer hardware doesn't like OpenGL 3.2, so I had to bump it back down to OpenGL 1.4. This explains why stock Quake II ran normally before and why I got a black screen after installing Yamagi. Yamagi bumps this up to OpenGL 3.2 by default once you install it. Quake II's OpenGL renderer is OpenGL 1.4. This is common for a lot of old computer games from the 90's. I knew it must have been some sort of graphics hardware related issue, but it was reading Yamgi's cvar list that tipped me off on how to fix it.īack in the 90's you could run Quake II in software renderer mode, or in OpenGL if you had the fancy hardware to support it. I went to Yamagi's base folder, created an auto executable, and entered the following line. Has anyone else had this before? How do I fix it? Thanks. I normally play Quake II on a different PC using Yamagi, Steam and Windows 10, and have never had this problem. Running Quake II stock on Windows 7 is just fine after having manually enabled Windows compatibility mode. I am running Quake II through Steam on a Windows 7 PC, with the Yamagi Patch installed. When launching Quake II I get a completely black screen, however all the audio still runs normally.
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