
One old game I'd really like to play again is Klingon Honor Guard but to make that one work one would basically have to run it on a 3dfx Voodoo, on anything more recent it has so many issues that it's unplayable. It just shows us how lucky we Doomers are with several ports at our disposal that get developed by competent coders who keep the game working well on current hardware.īig C wrote:Is it due to Quake II's source code being hard to work with or something? We've got solid, quality ports for DooM and Q1, but Q2 is a very different game and I figure maybe it got patched together too much during when iD was changing out of the Carmack + Romero era. No, the source itself is not the problem, but there seems to be a profound lack of interest in creating a port that 'just works'.

#Quake 2 custom resolution mods#ĩ0% of what's to find either amputates the game (multiplayer only) or is so careless with its changes that it requires recompilation of game DLLs - which is a big problem if you have mods without the source for these DLLs. The game DLL concept was surely an interesting approach but they just offloaded too much of the basic game logic into these DLLs instead of just using them for actor AI. If you set a widescreen resolution then you will need to change the FOV otherwise the screen will look stretched.

This means that you can't really do that much with the source unless you are willing to break the protocol between the main engine and the DLLs.The values passed to r_mode have nothing to do with the SDL modes, listed by my code. Find the ‘seta cgfov line and set the value to 115 You may not find this line In that case simply add it somewhere in the config. That's just the non-architecture of Quake II.

I'll likely work around that by introducing a new CVar that forces a refresh rate. Quake2 is requesting 5120x2880 and SDL switches to 2560x1440.
