Here's the Quake 4 fix: [url]http://3dsurroundgaming.com/OpenGL3DVisionGames.html#Q[/url]
Do you need ShadowPlay recordings from the games for you website?
[quote="Alien-Grey"]Here's the Quake 4 fix: [url]https://dl.dropboxusercontent.com/u/525714/Quake4-3DVisionOGL.rar[/url]
Do you need ShadowPlay recordings from the games for you website?[/quote]
If you want to share the ShadowPlay movie sure:) I can't say no to that;)
Do you need ShadowPlay recordings from the games for you website?
If you want to share the ShadowPlay movie sure:) I can't say no to that;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
[quote="Alien-Grey"]Here's the Quake 4 fix: [url]https://dl.dropboxusercontent.com/u/525714/Quake4-3DVisionOGL.rar[/url][/quote]
Thanks, can you post your Quake4Config.cfg?
Quake 4 ShadowPlay recording: https://drive.google.com/file/d/0B6_3jEC5DoqDRjV2NkM5U0I2MTQ/view?usp=sharing
Let me know when you downloaded it so I can remove it from Google Drive.
Do you need other recordings?
Do I have to change the settings for the ShadowPlay recordings to make the file size smaller?
[quote="Alien-Grey"]Quake 4 ShadowPlay recording: https://drive.google.com/file/d/0B6_3jEC5DoqDRjV2NkM5U0I2MTQ/view?usp=sharing
Let me know when you downloaded it so I can remove it from Google Drive.
Do you need other recordings?
Do I have to change the settings for the ShadowPlay recordings to make the file size smaller?
[/quote]
THX! Got it;) I'll convert it and update the site very soon;) Big thx!
Let me know when you downloaded it so I can remove it from Google Drive.
Do you need other recordings?
Do I have to change the settings for the ShadowPlay recordings to make the file size smaller?
THX! Got it;) I'll convert it and update the site very soon;) Big thx!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
Let's play Turok 2 - Seeds Of Evil in stereo 3D. :)
https://www.youtube.com/watch?v=mNviNAYrDmI
I couldn't get it to run in stereo 3D with dgVOODOO and 3D Vision. I gave it an other try with nGlide and TriDef. It runs really good with nGlide and TriDef. To get the game running with nGlide and TriDef you've got to run both Turok 2 - Seeds Of Evil and TriDef as Admin. You also have to swap the left and right eye. This has to be done everytime you play the game because TriDef doesn't save this to the game profile.
Let's play Turok 2 - Seeds Of Evil in stereo 3D. :)
I couldn't get it to run in stereo 3D with dgVOODOO and 3D Vision. I gave it an other try with nGlide and TriDef. It runs really good with nGlide and TriDef. To get the game running with nGlide and TriDef you've got to run both Turok 2 - Seeds Of Evil and TriDef as Admin. You also have to swap the left and right eye. This has to be done everytime you play the game because TriDef doesn't save this to the game profile.
------------
Quake II
------------
I have been spending some time with Helifax's OpenGL 4.19 wrapper and got Quake II working great in 3D. No issues with shaders! You will need the following mod for higher resolutions and widescreen support. There are also a ton of game options in the new menu. Highly customizable.
[url]http://www.markshan.com/knightmare/[/url]
All you need is the files from the download link next to "The engine (now with update 7):"
Also required if you want to play the mission packs (The Reckoning & Ground Zero), you will need the files linked next to "Official mission pack support (also needed for Pax Imperia):"
Quake II is an awesome FPS and a real blast to play in 3D. I am using some custom commands to create key bindings to toggle show/hide gun models. This can offer some real high convergence and great sense of depth and the in game crosshair can be customized in game menu. I use a small red dot which works great. There is an optional 3rd person mode in the KMQuake 2 menu. You can also activate this mode through console. Two commands "thirdperson" & "firstperson"
1 is on
set thirdperson 1
set firstperson 1
0 is off
See autoexec.cfg code block. You can create a new file if it does not exist and place it inside the main game directory in \baseq2 folder.
I've also installed this high resolution 32 Bit Textures which improves the sharpness of textures while retaining the original art direction. Some other mods I have found change things up too much.
[url]http://www.moddb.com/games/quake-2/addons/quake-2-32-bit-high-resolution-textures-pack[/url]
[b][u]autoexec.cfg[/u][/b]
[code]
set intensity "1.75"
set m_filter "1"
set cl_gun "0"
bind g toggle cl_gun
set fov "110"
//Beginning of Zoom Script
alias +zoom "fov 20; hand 0" alias -zoom "fov 110; hand 0"
bind z "+zoom"
//End of Zoom Script
[/code]
[b][u]4.19 3DVisionWrapper.ini[/u][/b]
[code]
[General]
EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = false | Enables Logging of wrapper internal information
EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE!
EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc).
[3D_Vision_Global_Settings]
Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems.
AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others.
ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode.
ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it.
FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 1.0 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
3DVisionRating = 1.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
| This flag controls how the wrapper works internally.
| LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]
LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;
| Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
| Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
| 0x70 = F1;
| 0x71 = F2;
| 0x72 = F3;
| Mouse:
| Left mouse btn :0x01
| Right mouse btn :0x02
| Middle mouse btn :0x04
|
| For xbox controller use the codes from the following:
| XINPUT_GAMEPAD_DPAD_UP 0x0001
| XINPUT_GAMEPAD_DPAD_DOWN 0x0002
| XINPUT_GAMEPAD_DPAD_LEFT 0x0004
| XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
| XINPUT_GAMEPAD_START 0x0010
| XINPUT_GAMEPAD_BACK 0x0020
| XINPUT_GAMEPAD_LEFT_THUMB 0x0040
| XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
| XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
| XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
| XINPUT_GAMEPAD_A 0x1000
| XINPUT_GAMEPAD_B 0x2000
| XINPUT_GAMEPAD_X 0x4000
| XINPUT_GAMEPAD_Y 0x8000
| Params: (Key Code, separation, convergence, toggle?)
[Alternative_3D_Settings]
NewKeyShortcut|(0x55, -1.0, 0.5, true)
[End]
[Shader_Stereo_Injection]
Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine.
EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing!
VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE!
| Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection1 = "#version"
UniformInjection2 = "NULL"
UniformInjection3 = "NULL"
UniformInjection4 = "NULL"
| Part of a STRING that is FOUND in all the VERTEX SHADERS.
VertexInjectionPoint1 = "gl_Position ="
VertexInjectionPoint2 = "NULL"
VertexInjectionPoint3 = "NULL"
VertexInjectionPoint4 = "NULL"
VertexInjectionPoint5 = "NULL"
VertexInjectionPoint6 = "NULL"
VertexInjectionPoint7 = "NULL"
VertexInjectionPoint8 = "NULL"
VertexInjectionPoint9 = "NULL"
VertexInjectionPoint10 = "NULL"
VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
VertexStereoString2 = ""
VertexStereoString3 = ""
VertexStereoString4 = ""
VertexStereoString5 = ""
VertexStereoString6 = ""
VertexStereoString7 = ""
VertexStereoString8 = ""
VertexStereoString9 = ""
VertexStereoString10 = ""
| insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1".
VertexOperation1 = insert
VertexOperation2 = insert
VertexOperation3 = insert
VertexOperation4 = insert
VertexOperation5 = insert
VertexOperation6 = insert
VertexOperation7 = insert
VertexOperation8 = insert
VertexOperation9 = insert
VertexOperation10 = insert
| Part of a STRING that is FOUND in all the PIXEL SHADERS.
PixelInjectionPoint1 = "gl_FragData[0] ="
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n"
PixelStereoString2 = ""
PixelStereoString3 = ""
PixelStereoString4 = ""
PixelStereoString5 = ""
PixelStereoString6 = ""
PixelStereoString7 = ""
PixelStereoString8 = ""
PixelStereoString9 = ""
PixelStereoString10 = ""
| insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1".
PixelOperation1 = insert
PixelOperation2 = insert
PixelOperation3 = insert
PixelOperation4 = insert
PixelOperation5 = insert
PixelOperation6 = insert
PixelOperation7 = insert
PixelOperation8 = insert
PixelOperation9 = insert
PixelOperation10 = insert
ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well
ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well.
| The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!!
VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n"
PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n"
//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////
[Shader_Compiler_Options] | ONLY IN DEV MODE!
EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders.
DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered.
ExceptStartShader = -1 | Start Vertex Shader Index.
ExceptEndShader = -1 | End Vertex Shader Index.
DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered.
ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List.
| Custom 3D params sent to shaders: (ProgId, x, y, z, w).
| If progId = -1 values are sent to all shaders.
| For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence;
[Stereo_Custom_Params]
ShaderProgram(0, 1, 1, 1, 1)
[End]
[/code]
That is it. You can also find a ton of mods and Quake II commands by the way of a google search if you want to experiment. Activating the console while in game is simply using the tilde key.
Have fun!
I have been spending some time with Helifax's OpenGL 4.19 wrapper and got Quake II working great in 3D. No issues with shaders! You will need the following mod for higher resolutions and widescreen support. There are also a ton of game options in the new menu. Highly customizable.
All you need is the files from the download link next to "The engine (now with update 7):"
Also required if you want to play the mission packs (The Reckoning & Ground Zero), you will need the files linked next to "Official mission pack support (also needed for Pax Imperia):"
Quake II is an awesome FPS and a real blast to play in 3D. I am using some custom commands to create key bindings to toggle show/hide gun models. This can offer some real high convergence and great sense of depth and the in game crosshair can be customized in game menu. I use a small red dot which works great. There is an optional 3rd person mode in the KMQuake 2 menu. You can also activate this mode through console. Two commands "thirdperson" & "firstperson"
1 is on
set thirdperson 1
set firstperson 1
0 is off
See autoexec.cfg code block. You can create a new file if it does not exist and place it inside the main game directory in \baseq2 folder.
I've also installed this high resolution 32 Bit Textures which improves the sharpness of textures while retaining the original art direction. Some other mods I have found change things up too much.
set intensity "1.75"
set m_filter "1"
set cl_gun "0"
bind g toggle cl_gun
set fov "110"
//Beginning of Zoom Script
alias +zoom "fov 20; hand 0" alias -zoom "fov 110; hand 0"
bind z "+zoom"
//End of Zoom Script
4.19 3DVisionWrapper.ini
[General]
EnableSplashScreen = true | Enables or Disables the splashscreen. Usefull to know if the wrapper is being loaded or not.
EnableLog = false | Enables Logging of wrapper internal information
EnableShaderDump = false | Enable Shader Dump. Shaders will be written to disk as soon as they are created. ONLY IN DEV MODE!
EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).ONLY IN DEV MODE!
EnableDevMode = false | Enable developer MODE. (Shader hunting/dumping/selecting, etc).
[3D_Vision_Global_Settings]
Enable3DVision = true | Enable or Disable 3D VISION SUPPORT. If disabled the game will render normally (2D).
SyncToMonitorRefreshRate = true | Should we sync to monitor Refresh rate? Or leave it run "Wild"? Try this setting to see if you get "less eye-sync" problems.
AlternateFramesRendering = false | Default value: OFF. Frames are rendered: 1/2->show; 3/4->show; 5/6->show. If ON, frames are rendered: 1/2->show; 2/3->show; 3/4->show. Setting to ON MIGHT improve eye-sync on some systems or decrease on others.
ForceFullScreen = false | Flag used only in SLI configurations. Forces the DX Device to be created in FullScreen Mode.
ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it.
FullScreenDetection = false | Enable of Disable Fullscreen detection. Some games will enter in a loop if this is enabled.
DepthMultiplicationFactor = 1.0 | Depth Hack. The Current depth Value will be multiplied with this factor. Ex: Current depth (NVpanel) is 50%. Factor is 2. Actual Depth will be 100%.
DefaultConvergence = 0x428D4A02 | The default convergence value 0x40828F42 that is used for this game when the nVidia Profile is created. If you saved a different convergence (via hotkeys) this value will be ignored. Must be a hex value. This value overides the value read from the nip file.
ForceNVProfileLoad = true | This will force the Nvidia Profile to be loaded each time the wrapper is started!!! Your saved convergence value will be overwriten with the one above !!! Requires at least one game restart to take effect!
3DVisionRating = 1.0 | Possible values: 0.0 - 3D Vision Ready; 1.0 - Excelent; 2.0 - Good; 3.0 - Fair; 4.0 - Not Recommended
| This flag controls how the wrapper works internally.
| LegacyMode is for old applications (OpenGL prior to version v.3.x)
[Legacy_OpenGL_Calls]
LegacyMode = true | Currently used in older games like: Star Wars: Knights of the Old Republic 1&2
LegacyHUDSeparation = 0.0 | 0.0 is no separation; Positive values will "push-in" the UI; Negative values will "pop-out" the UI;
| Enable Toggle Mode: if set to true it will toggle between values. If set to false a value will be applied as long as you keep that key pressed.
| Use only HEX NUMBERS: for both Keyboard Keys and Mouse Buttons
| 0x70 = F1;
| 0x71 = F2;
| 0x72 = F3;
| Mouse:
| Left mouse btn :0x01
| Right mouse btn :0x02
| Middle mouse btn :0x04
|
| For xbox controller use the codes from the following:
| XINPUT_GAMEPAD_DPAD_UP 0x0001
| XINPUT_GAMEPAD_DPAD_DOWN 0x0002
| XINPUT_GAMEPAD_DPAD_LEFT 0x0004
| XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
| XINPUT_GAMEPAD_START 0x0010
| XINPUT_GAMEPAD_BACK 0x0020
| XINPUT_GAMEPAD_LEFT_THUMB 0x0040
| XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
| XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
| XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
| XINPUT_GAMEPAD_A 0x1000
| XINPUT_GAMEPAD_B 0x2000
| XINPUT_GAMEPAD_X 0x4000
| XINPUT_GAMEPAD_Y 0x8000
Enable = false | Enable StereoScopic 3D Injection. If Disabled the engine will render 2 images from the SAME perspective (2D).
EnableUnity5 = false | Unity 5 Game Engine Mode. Legacy Mode must be enabled. Unity 5 Engine uses both Legacy + Shaders and is a hybrid engine.
EmbedProgramIdInCRC32 = false | IS the ProgramNumber embedded in the CRC value? This is used for some ID5 engines to get a better granularity in shaders!! LEAVE disabled unless you know what you are doing!
VertexAutoStereoInjectionInfo = false | If enabled will display all the Vertex Shaders in which the Stereoscopy wasn't inserted. ONLY IN DEV MODE!
| Part of a STRING that is FOUND in all the VERTEX and PIXEL shaders. The Uniforms (required by "Stereo String") will be inserted after this line.
UniformInjection1 = "#version"
UniformInjection2 = "NULL"
UniformInjection3 = "NULL"
UniformInjection4 = "NULL"
| Part of a STRING that is FOUND in all the VERTEX SHADERS.
VertexInjectionPoint1 = "gl_Position ="
VertexInjectionPoint2 = "NULL"
VertexInjectionPoint3 = "NULL"
VertexInjectionPoint4 = "NULL"
VertexInjectionPoint5 = "NULL"
VertexInjectionPoint6 = "NULL"
VertexInjectionPoint7 = "NULL"
VertexInjectionPoint8 = "NULL"
VertexInjectionPoint9 = "NULL"
VertexInjectionPoint10 = "NULL"
VertexStereoString1 = "gl_Position.x -= g_eye * g_eye_separation * (gl_Position.w - g_convergence);\n"
VertexStereoString2 = ""
VertexStereoString3 = ""
VertexStereoString4 = ""
VertexStereoString5 = ""
VertexStereoString6 = ""
VertexStereoString7 = ""
VertexStereoString8 = ""
VertexStereoString9 = ""
VertexStereoString10 = ""
| insert: Will insert the "VertexStereoString1" after all matches for "VertexInjectionPoint1". "replace": Will replace the string in "VertexInjectionPoint1" with "VertexStereoString1".
VertexOperation1 = insert
VertexOperation2 = insert
VertexOperation3 = insert
VertexOperation4 = insert
VertexOperation5 = insert
VertexOperation6 = insert
VertexOperation7 = insert
VertexOperation8 = insert
VertexOperation9 = insert
VertexOperation10 = insert
| Part of a STRING that is FOUND in all the PIXEL SHADERS.
PixelInjectionPoint1 = "gl_FragData[0] ="
PixelInjectionPoint2 = "NULL"
PixelInjectionPoint3 = "NULL"
PixelInjectionPoint4 = "NULL"
PixelInjectionPoint5 = "NULL"
PixelInjectionPoint6 = "NULL"
PixelInjectionPoint7 = "NULL"
PixelInjectionPoint8 = "NULL"
PixelInjectionPoint9 = "NULL"
PixelInjectionPoint10 = "NULL"
PixelStereoString1 = "tmpvar_1.x -= g_eye * g_eye_separation *(tmpvar_1.z - g_convergence) / gl_ProjectionMatrix[0].x;\n"
PixelStereoString2 = ""
PixelStereoString3 = ""
PixelStereoString4 = ""
PixelStereoString5 = ""
PixelStereoString6 = ""
PixelStereoString7 = ""
PixelStereoString8 = ""
PixelStereoString9 = ""
PixelStereoString10 = ""
| insert: Will insert the "PixelStereoString1" after all matches for "PixelInjectionPoint1". "replace": Will replace the string in "PixelInjectionPoint1" with "PixelInjectionPoint1".
PixelOperation1 = insert
PixelOperation2 = insert
PixelOperation3 = insert
PixelOperation4 = insert
PixelOperation5 = insert
PixelOperation6 = insert
PixelOperation7 = insert
PixelOperation8 = insert
PixelOperation9 = insert
PixelOperation10 = insert
ShaderSwapIsContinous = true | Stop after one shader have been found and swapped? or look for more identical shaders and swap them as well
ShaderPairSwapIsContinous = false | Stop after one PAIR shader(Must match CRC of Vertex + Pixel) have been found and swapped? or look for more identical shaders and swap them as well.
| The Disable Code will be appended AFTER VertexInjectionPoint1 & PixelInjectionPoint1 points ONLY!!!
VertexDisableString = "\n if(g_vertexEnabled < 1.0)\n{gl_Position = vec4(0.0);}\n"
PixelDisableString = "\n if(g_pixelEnabled < 1.0)\n{gl_FragData[0] = vec4(0.0);}\n"
//////////////////////////////////DEVELOPER ONLY OPTIONS///////////////////////////////////
///////////////////// PRESS F11 to reload this section on the fly//////////////////////////
[Shader_Compiler_Options] | ONLY IN DEV MODE!
EnableCompilerOptions = true | Enable or Disable the Shader Compiler. The shaders in this range will be displayed in 2D (No Stereo will be applied). Good for looking for shaders.
DisableExceptShaderInterval = false | Disable or not the shaders between Star and End indexes specified below. A disabled shader will not be rendered.
ExceptStartShader = -1 | Start Vertex Shader Index.
ExceptEndShader = -1 | End Vertex Shader Index.
DisableCurrentShaders = false | Disable the current selected vertex shader or pixel shader? A disabled shader will not be rendered.
ShaderCompilerStartIndex = -1 | Specify the Program_Id from where the Shader Compiler will start the Shader List.
| Custom 3D params sent to shaders: (ProgId, x, y, z, w).
| If progId = -1 values are sent to all shaders.
| For UNITY 5 Engine these params are sent to glMatrix(). x= separation; y = convergence;
[Stereo_Custom_Params]
ShaderProgram(0, 1, 1, 1, 1)
[End]
That is it. You can also find a ton of mods and Quake II commands by the way of a google search if you want to experiment. Activating the console while in game is simply using the tilde key.
Do you need ShadowPlay recordings from the games for you website?
3D Vision Fix: https://dl.dropboxusercontent.com/u/525714/EnemyTerritory-QUAKEWars-3DVisionOGL.rar
If you want to share the ShadowPlay movie sure:) I can't say no to that;)
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
Thanks, can you post your Quake4Config.cfg?
Let me know when you downloaded it so I can remove it from Google Drive.
Do you need other recordings?
Do I have to change the settings for the ShadowPlay recordings to make the file size smaller?
THX! Got it;) I'll convert it and update the site very soon;) Big thx!
1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc
My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com
(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)
I couldn't get it to run in stereo 3D with dgVOODOO and 3D Vision. I gave it an other try with nGlide and TriDef. It runs really good with nGlide and TriDef. To get the game running with nGlide and TriDef you've got to run both Turok 2 - Seeds Of Evil and TriDef as Admin. You also have to swap the left and right eye. This has to be done everytime you play the game because TriDef doesn't save this to the game profile.
Quake II
------------
I have been spending some time with Helifax's OpenGL 4.19 wrapper and got Quake II working great in 3D. No issues with shaders! You will need the following mod for higher resolutions and widescreen support. There are also a ton of game options in the new menu. Highly customizable.
http://www.markshan.com/knightmare/
All you need is the files from the download link next to "The engine (now with update 7):"
Also required if you want to play the mission packs (The Reckoning & Ground Zero), you will need the files linked next to "Official mission pack support (also needed for Pax Imperia):"
Quake II is an awesome FPS and a real blast to play in 3D. I am using some custom commands to create key bindings to toggle show/hide gun models. This can offer some real high convergence and great sense of depth and the in game crosshair can be customized in game menu. I use a small red dot which works great. There is an optional 3rd person mode in the KMQuake 2 menu. You can also activate this mode through console. Two commands "thirdperson" & "firstperson"
1 is on
set thirdperson 1
set firstperson 1
0 is off
See autoexec.cfg code block. You can create a new file if it does not exist and place it inside the main game directory in \baseq2 folder.
I've also installed this high resolution 32 Bit Textures which improves the sharpness of textures while retaining the original art direction. Some other mods I have found change things up too much.
http://www.moddb.com/games/quake-2/addons/quake-2-32-bit-high-resolution-textures-pack
autoexec.cfg
4.19 3DVisionWrapper.ini
That is it. You can also find a ton of mods and Quake II commands by the way of a google search if you want to experiment. Activating the console while in game is simply using the tilde key.
Have fun!