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SulQ2 is the result of my modifications to id's quake2 engine source code (which was released under the GNU GENERAL PUBLIC LICENSE).

All changes happened on the client side so this is most likely compatible to all basic q2 mods. However SulQ2 is tailored to enhance your experience in the popular mod gloom by team reaction.

Most important features are:

  • programmed pixel shader effects (fragment program)
  • 32bit textures support (png,tga), no cap on dimensions
  • q3a style shader support with additional enhancements (cubemaps, bumpmapping, ammo displays)
  • md3 model support via script files (mds)
  • pk3 and pak support
  • unlimited blood decals and bullet holes (the mess you don't have to clean up)
  • improved image quality
  • much improved dynamic lighting
  • minimap
  • client side prediction (for gloom only)

    Go to the download section now or read the changelog (incomplete I fear). Start reading from the bottom :)

    changelog
    -----version 30-----

  • added vertex programs and fragment programs (get a radeon 9500, geforce fx, something similar or better)
  • new: gl_adv_IR 2 uses a fragment program for infrared (still bugged but works mostly)
  • tweaked md2 lerping a little, should improve fps compared to earlier versions
  • added increase command (example: inc r_gamma 0.1)
  • changed the function behind r_gamma to a more commonly used one
  • added tag_laser support for md3 models (check out grim's new md3 autogun)
  • changed lighting/brightness again (i would love to make it more realistic but that would put sulq2 user into a disadvantage)
  • new cvar 'con_highlight', simply set a text and lines in the usual message spam containing this will be highlighted (green)
  • compatibility with old 3d cards is pretty much dumped now, you should have a geforce or similar at least
  • added a lightgrid which is used for dynamic lighting of transparent and warping surfaces (very cool)
  • improved the whole dynamic lighting stuff
  • further improved the flashlight prediction, pretty solid now
  • md3 support, q3a shader, more useless cubemap stuff
  • rewrote 80% of the renderer, (of course i didn't fix anything :P)
  • removed gl_modulate,intensity,vid_gamma. r_gamma is the only thing for brightness now
  • sulq2 is using rgb scale now (overbright stuff). resulting in fabulous image quality.
  • decals are clipping to edges now (just too often sometimes)
  • added anisotropic filtering (simple but really cool)
  • screenshots are now including hardware gamma
  • screenshots are now png
  • sulq2 is stable now.
  • removed rscript
    -----version 29c-----
  • added first version of cubemaps, looks /scripts how to use them, turn off by using gl_cubemaps 0.
  • added pk3 support
    -----version 29-----
  • once again I merged some stuff from BeefQuake: command completion, slightly improved rscript, *.pak loading
  • added a ammo counter display feature, usable via rscript, example script and skin for he standard gloom shotgun is included in the pak, you can ask me for more ( i have a few for stannum's weapon models)
  • moved most sulgloom content (not scripts,binaries etc.) into gloom/sulgloom.pak and baseq2/sulq2.pak
  • improved rendering for models which use rscript skins. Might improve performance greatly on bad drivers.
  • enabled auto mipmapping for those 3d cards that support it, should improve loading time.
    -----version 28-----
  • fixed gf3/4 bug with fullbright models (by disabling the cool water warp effect, next week i'll have a gf4 to play with so I can fix that properly)
  • fixed a few bugs from v27
    -----version 27-----
  • new cvar con_scale (defaults to 1.66666), scales hud items and console and stuff
  • new cvar gl_font_scale
  • new cvar con_notifylines (defaults to 10), this used to be 4
  • added a new high res conchars.png to the zip
  • changed many text output functions, there might be still bugs.. but it should be faster now, not that it matters anyway..
  • fixed console clearing on alt-tab and minimizing
  • fikzed stuff here and there
    -----version 26-----
  • fixed a thing about 3d hud items.
  • finally fixed the hud problem
  • made 'gl_adv_IR 0' look exactly like old IR
  • tried to clip decals to edges properly but failed miserably. working on terrain now.
    -----version 25-----
  • added jump prediction for gloom classes. doesn't work 100% but close.
  • fixed the common bug about the invisible HUD. (i hope at least. couldn't test myself)
  • changed some decal cleanups. If sulq2 hangs for no reason blame me immediately!
  • new cvars gl_fog and gl_fog_density, (gl_sul_fog is obsolete now)
  • changed other stuff but can't remember what
    -----version 24-----
  • client side predicted flashlights ! set 'cl_flashlightpredict 0' if the prediction errors are too annoying for you
  • gl_minimap_zoom now accepts really small values so that you can see the layout of the whole map (cpu heavy)
  • enhanced the toggle command: 'toggle bleh good evil' for example will toggle the value of cvar 'bleh' between 'good' and 'evil'. (default params are 1 0)
    -----version 23-----
  • added simple vertex lighting for maps with no lightdata (a common flaw in jump! maps). new cvar: gl_vertexlighting
  • fixed the bug in v22 (which involved vertexlighting)
    -----version 22-----
  • added a minimap, new cvars: gl_minimap_size and gl_minimap_zoom. it shows the map layout and all human classes(yellow) and explosives(red)
  • fixed IR for a few people maybe.
  • added cvar 'r_gamma' which defaults to 1. it's capped at 2 which is brightest. this cvar uses your hardware color ramp.
  • fixed stuff about decals (or did I last version?)
  • I have added a toggle command. usage example: bind a "toggle gl_adv_IR". it will toggle between 0 and 1
    -----version 21 and earlier-----
  • updated sulgl_lite (it's contained in the same zip)
  • fixed a few things (not all heh)
  • changed the laser a little
  • added that well known dynamic lighting fix
  • implemented a new IR vision, you can partially turn it off by setting 'gl_adv_IR 0'
  • added/fixed/improved other stuff ffs can't even remember
  • thx to Fisu I added 44kHz und other higher quality sounds, use cvar 's_khz' which accepts these values: 11,22,44,48,96,
  • added 3d hud pics, enabled with cvar 'gl_hud3d' 1. it replaces a hud pic if it finds an md2 of the same name in baseq2/hud3d
  • implemented free sizable resolution in window mode, also added the missing minimize,maximize,close buttons
  • added cvar 'gl_stainmaps' which defaults to 0.6 , too many explosions made the level quite dark so I made stainmap effects adjustable. (0=off 0.5= half effect 1=normal effect ...)
  • added cvar 'gl_adv_particles', defaults to 0.5 better keep the value low or off but maybe you want to try 3 or higher
  • added some more decals (spider slashs, blood, spits)
  • added a random rotation to decals so they don't appear all the same
  • added a lite version to the downloads. this doesn't have many features in it but should run much smoother on certain systems (voodoo,radeon)
  • added some more decal stuff to sulgloom. otherwise just some fixes and optimizations
  • added stainmaps, they are like decals but cause 0 performance loss (thx to Discoloda)
  • added bullet holes decals. omg this rulez !
  • I have split up the decal queue so bullet holes don't flood out the nice blood decals
  • added cvar 'gl_decals_viewdistance' which defaults to 1024. beyond this distance normal sized decals are fading and then not being drawn at all. (Set it lower on your p00p p133)
  • added cvar 'gl_decals_max' which defaults to 100. This is the maximum number of decals it draws in one frame
  • added cvar 'gl_decals' which defaults to 512. decals are only created by moving gibs right now (i have added the required pics to sulgloom12)
  • finally fixed the bug about skin shader not always loading
  • added cvar 'gl_rscript' which defaults to 1. set it 0 to turn of rscript shader
  • added cvar 'gl_texturebits' which defaults to 16. if you want full 32 bit textures set this to 32, make sure 8bit textures are disabled
  • added cvar 'm_noaccel' which defaults to 0. set it to 1 to disable nasty mouse acceleration (esp. WinXP user) (needs a q2 restart I think).
  • 'r_speeds 1' doesn't spam the console anymore, it's now displayedin the right lower corner
  • crashs on older hardware are fixed now (stupid but nasty thing really)
  • adjusted polyblend so that it works again :P
  • the binaries are now renamed to sulq2.exe and ref_sulgl.dll to avoid overwriting id's binaries. refer to the readme how to activate ref_sulgl.
  • improved skin transparency for alias models
  • changed cvar 'gl_sul_zfar' to 'gl_zfar' since it proved to be useful :)
  • fixed quite a bunch of things in sulgloom4.zip (e.g. a script was faulty and caused a crash)
  • fixed a few bugs, hope that helps some people
  • added a 'scale X Y' for rscript
  • rscript works great, I added a small download which includes everything to get you started
  • removed jpg support until I find time to implement a smaller version than jpeglib
  • fixed my tiny bug about shells not showing up ( highlighting of spiders)
    I downloaded MrG's BeefQuake source and copied a bunch of things:
  • 'gl_sul_shadows l' enables MrG's shadow code
  • RScript - Texture rendering scripts (See rsdoc.txt for more information) ***untested***
  • Ability to use .cin cinematic files as textures ***untested***
  • Vertex arrays in use in some areas of the renderer
  • cl_animdump 1 enables Continuous frame export (dumps a screenshot every frame to /gamename/animdump) ***untested***
  • GeForce3 enhanced water-warp (reverts to old waterwarp if texture shaders are not supported) ***untested***
  • Texture Compression ('gl_ext_texture_compression 1' at the console, disabled by default)
  • JPEG image file support (jpg lib from http://www.ijg.org) ***untested***
  • Screenshots in JPEG format
    ---------------------------------------------------
  • fixed q2's disability to draw transparent surfaces on moving brush models. (great to make doors with windows)
  • added cvar 'cg_drawFPS' , I hope many ppl like it (case sensitive ffs)
  • added more fog modes (gl_sul_fog [0|1|2|3] and fixed the rendering order so entities are fogged too now
  • linked fog density to cvar gl_sul_zfar
  • fixed my tiny bug about mipmapping the alpha channel
  • added improved transparency. To use the png alpha channel or the transparent index(255) in 8bit textures you mapper have to set both TRANS33 and TRANS66 as surface property. (that makes it 'TRANS100' kinda)
  • fixed my tiny bug about flowing textures
  • added cvar 'gl_hud_alpha' (defaulting 0.68) which makes all your standard pcx pics transparent
  • greatly improved texture (and especially pic) name caching
  • added q2pngpics.zip to the downloads. This is kinda an example for custom png HUD pics
  • added cvar 'gl_sul_zfar', defaults to 4096 (was q2 standard), increase this to enjoy big maps ( mountain_2 needs 'gl_sul_zfar 9400' ). (this makes cvar gl_sul_sky 1 obsolete)
  • added cvar 'gl_max_texsize' which defaults to 512 (although setting this to 99999999 won't make your textures prettier unless someone actually provides some highres textures)
  • 24bit png without alpha channel should work now too
  • max allowed skin size is now 1024x1024 (only png)
  • for modeller: use small pcx skins in your md2 (for our ref_sw friends) and only make the png highres
  • max texture size is 1024x1024 now(only png)
  • (larger (width|height>480) png skins probably break compatibility with ref_sw)
  • made console drop down 80% of screen (my modified quake2.exe required)
  • made netgraph transparent (i love transparency) (my modified quake2.exe required)
  • added basic png support, it should work for everything but I have only tested for textures and pics. also right now only 32bit png standard format works and you must have an alpha channel included. (will improve that later)
  • setting cvar 'gl_sul_fog 1' will enable simple linear fog (distance 1024-4096 in game units)
  • made the console transparent

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