This is the official Quake 2 code v3.21 with Vulkan support and mission packs included. The goal of this project is to maintain as much compatibility as possible with the original game - just pure, vanilla Quake 2 experience as we knew it back in 1997. There are, however, a few notable differences that made the cut for various reasons:
world colors have been slightly upgraded - the game's original, darker look can be toggled with the vk_postprocess console command
64-bit support, additional screen resolutions and DPI awareness have been added
underwater vision warp effect similar to software renderer has been implemented and enabled by default
antialiasing and sample shading is now natively supported
anisotropic filtering toggle has been added
players can now change texture filtering modes from within the video menu
mouse acceleration has been disabled
console contents can be scrolled with a mouse wheel
HUD elements, menus and console text are now scaled accordingly on higher screen resolutions (can be overridden with the hudscale console command)
viewmodel weapons are no longer hidden when FOV > 90
Vulkan renderer fixes broken warp texture effect (water, lava, slime) seen in OpenGL
software renderer has been completely replaced with KolorSoft 1.1 - this adds colored lighting and fixes severe instabilities of the original implementation
triangle fans have been replaced with indexed triangle lists due to Metal/MoltenVK limitations
on Linux, sound is now handled by ALSA instead of OSS
support for OGG/FLAC/MP3/WAV music has been added in addition to standard CD audio
music volume slider has been added (OGG/FLAC/MP3/WAV only, CD music still plays at full volume as originally intended)
game menus have been slightly improved
added Nightmare/Hard+ skill to the game menu
added the aimfix console command, backported from Berserker@Quake2
A more detailed description of the thought process behind this project can be found in my blog post, where I explain the overall design, how I attacked some of the problems and also how things developed after the initial release.
Building
For extra challenge I decided to base vkQuake2 on the original id Software code. Because of this, there are no dependencies on external SDL-like libraries and the entire project is mostly self-contained. This also implies that some of the original bugs could be present.
open quake2.sln and choose the target architecture (x86/x64) - it should build without any additional steps
Linux
Unfortunately, Linux code for Quake 2 has not aged well and for that reason only the Vulkan renderer is available for use at this time. Build steps assume that Ubuntu is the target distribution:
Install the latest Vulkan SDK - the easiest way is to use LunarG Ubuntu Packages - just follow the instructions and there will be no additional steps required. If you decide for a manual installation, make sure that proper environment variables are set afterwards by adding the following section to your .bashrc file (replace SDK version and location with the ones corresponding to your system):
make sure your graphics drivers support Vulkan (run vulkaninfo to verify) - if not, you can get them with:
sudo apt install mesa-vulkan-drivers
enter the linux directory and type make release or make debug depending on which variant you want to build - output binaries will be placed in linux/releasex64 and linux/debugx64 subdirectories respectively
install XCode 10.1 (or later) and add the VULKAN_SDK environment variable to Locations/Custom Paths - make it point to the downloaded SDK
open macos/vkQuake2.xcworkspace - it should build without any additional steps
alternatively, you can compile the game from the command line - modify your .bash_profile and add the following entries (replace SDK version and location with the ones corresponding to your system):
enter the macos directory and run make release-xcode or make debug-xcode depending on which variant you want to build - output binaries will be placed in macos/vkQuake2 subdirectory
it is also possible to build the game with Command Line Developer Tools if you have them installed: enter the macos directory and run make release or make debug - output binaries will be placed in macos/release and macos/debug subdirectories respectively
This project uses the Vulkan loader bundled with the SDK, rather than directly linking against MoltenVK.framework. This is done so that validation layers are available for debugging. Builds have been tested using MacOS 10.14.2.
FreeBSD
install required Vulkan packages:
pkg install vulkan-tools vulkan-validation-layers
make sure your graphics drivers support Vulkan (run vulkaninfo to verify) - if not, you should either update them or find a package that is best suited for your hardware configuration
enter the linux directory and type make release or make debug depending on which variant you want to build - output binaries will be placed in linux/releasex64 and linux/debugx64 subdirectories respectively
Raspberry Pi 4
Thanks to the effort of Igalia and their V3DV Driver, it is possible to compile and run vkQuake2 on Raspberry Pi 4. Same build instructions as for Linux apply.
Running
Windows
The Visual Studio C++ Redistributable is required to run the application: 32-bit or 64-bit depending on the chosen architecture. These are provided automatically if you have Visual Studio installed.
All platforms
The release package comes only with the Quake 2 Demo content to showcase Vulkan functionality. For full experience, copy retail .pak, model and video files into the baseq2 directory and run the executable. For mission packs, copy necessary data to rogue ("Ground Zero"), xatrix ("The Reckoning"), zaero ("Quake II: Zaero") and smd ("Slight Mechanical Destruction") directories respectively. You can then start the game with either ./quake2 +set game rogue, ./quake2 +set game xatrix, ./quake2 +set game zaero or ./quake2 +set game smd.
Music
This project uses Miniaudio for music playback if the original game CD is not available. For standard Quake 2, copy all tracks into the baseq2/music directory following the trackXX.[ogg,flac,mp3,wav] naming scheme (so track02.ogg, track03.ogg... for OGG files etc.). For "Ground Zero" and "The Reckoning", copy the tracks to rogue/music and xatrix/music directories respectively. For additional control over the playback, use the miniaudio [on,off,play [X],loop [X],stop,pause,resume,info] console command.
Console commands
The following commands are available when using the Vulkan renderer:
Command
Action
vk_validation
Toggle validation layers: 0 - disabled (default in Release) 1 - only errors and warnings 2 - full validation (default in Debug) 3 - enables VK_VALIDATION_FEATURE_ENABLE_BEST_PRACTICES_EXT
vk_strings
Print some basic Vulkan/GPU information.
vk_mem
Print dynamic vertex/index/uniform/triangle fan buffer memory and descriptor set usage statistics.
vk_device
Specify index of the preferred Vulkan device on systems with multiple GPUs: -1 - prefer first DISCRETE_GPU (default) 0..n - use device #n (full list of devices is returned by vk_strings command)
Toggle sample shading (supersampling) for MSAA. (default: 0)
vk_mode
Vulkan video mode (default: 11). Setting this to -1 uses a custom screen resolution defined by r_customwidth (default: 1024) and r_customheight (default: 768) console variables.
vk_flashblend
Toggle the blending of lights onto the environment. (default: 0)
vk_polyblend
Blend fullscreen effects: blood, powerups etc. (default: 1)
vk_skymip
Toggle the usage of mipmap information for the sky graphics. (default: 0)
vk_finish
Inserts a vkDeviceWaitIdle() call on frame render start (default: 0). Don't use this, it's there just for the sake of having a gl_finish equivalent!
vk_point_particles
Toggle between using POINT_LIST and textured triangles for particle rendering. (default: 1)
vk_particle_size
Rendered particle size. (default: 40)
vk_particle_att_a
Intensity of the particle A attribute. (default: 0.01)
vk_particle_att_b
Intensity of the particle B attribute. (default: 0)
vk_particle_att_c
Intensity of the particle C attribute. (default: 0.01)
vk_particle_min_size
The minimum size of a rendered particle. (default: 2)
vk_particle_max_size
The maximum size of a rendered particle. (default: 40)
vk_lockpvs
Lock current PVS table. (default: 0)
vk_clear
Clear the color buffer each frame. (default: 0)
vk_modulate
Texture brightness modifier. (default: 1)
vk_shadows
Draw experimental entity shadows. (default: 0)
vk_picmip
Shrink factor for the textures. (default: 0)
vk_round_down
Toggle the rounding of texture sizes. (default: 1)
Toggle player vision warp when underwater. (default: 1)
vk_restart
Recreate entire Vulkan subsystem.
vk_mip_nearfilter
Use nearest-neighbor filtering for mipmaps. (default: 0)
vk_texturemode
Change current texture filtering mode: VK_NEAREST - nearest-neighbor interpolation, no mipmaps VK_LINEAR - linear interpolation, no mipmaps VK_MIPMAP_NEAREST - nearest-neighbor interpolation with mipmaps VK_MIPMAP_LINEAR - linear interpolation with mipmaps (default)
vk_lmaptexturemode
Same as vk_texturemode but applied to lightmap textures.
vk_fullscreen_exclusive
Windows only: toggle usage of exclusive fullscreen mode (default: 1). Note that when this option is enabled, there is no guarantee that exclusive fullscreen can be acquired on your system.
some Intel GPUs may ignore texture filtering settings in video menu if anisotropic filtering is enabled - this is in fact not an issue but rather a result of anisotropic texture filtering being implementation-dependent
macOS using Vulkan SDK 1.2.162 or higher: the application may hang on some MacBooks if vk_sampleshading is enabled due to a potential bug in the Metal driver causing a deadlock during shader compilation
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