Recently keres, a new member of the team, took it upon himself to update Lava Croft's original level, Catfight.
Our accomplished designer TRaK recently undertook remaking the formative classic The Frag Pipe. The remake, while very faithful to the original, is a ground-up rebuild, and uses high-resolution textures from the Quake2Evolved project along with per-pixel lighting.
This weekend, fate dealt the old jdolan.dyndns.org server a healthy serving of irony, with a side of "screw you." Just days after much of the content hosted here was updated or even overhauled, the box suffered a hard drive failure while running a backups script. Some data was corrupted beyond repair or just plain lost.
I've moved the site to a new managed hosting facility, and am in the process of restoring services -- or at least piecing them back together.
Some of you may have noticed the new look around here. I'm happy to report that the site has been migrated from Drupal 5.1 to Drupal 6.6, and is sporting a new customized theme as well as numerous enhancements and fixes.
I've also installed some new modules to help the site scale and provide optimal SEO. For that reason, you may find that your old bookmarks no longer work. Sorry about that, but the new path conventions are here to stay thanks to the Pathauto module.
You can now find the Quake2World team on Facebook. The group is open, everyone is free to join it and peep our ugly mugs.
I took a few moments this evening to update the Screenshots section with some new stills of Aghast and Torn Glory, both of which recently received the per-pixel re-rub. The old screenshots have been archived and are available here.
Some screenshots of TRaK's second beta of Devolver, which was released about a month ago. It is a quick deathmatch map with some lovely detail. All screens can be seen in this gallery.
Some screens showing off deluxe and bump mapping on Cardo's Torn Glory. The effect is intentionally overdone so that it's evident in still images. I owe LordHavoc for guiding me through this implementation, and taking the time to point out defects and shortcomings in my approach. Thanks very much, LH.
For the past week or two I've been attempting to add bump mapping to Quake2World's realtime lighting shaders. It's proven to be quite difficult; I've rewritten my shaders from scratch at least 3 times so far. Nevertheless, here are some carefully selected screenshots showing off way-overdone specular highlights on q2dm1.