Graphic improvements:
- Realtime per-pixel lighting and shadow volumes
- Bumpmap (normalMaps)
- Detailed normalMaps
- SpecularMaps
- HeightMaps (parallax mapping)
- Luminous textures
- Fence textures
- Optical distorts
- Caustics surfaces
- Mirrors
- Layered fog
- Non sphere lights, cubemap lighfilters
- Lights linked with moving and rotating brush models
- Advanced particle system, emitters, linkable to brush models
- Advanced decal system. Marks the brush models
- Animated or static, client- or server-sided misc_model, linkable to brush models
- World's brush and model smoothing based in depending on corners between planes
- Simple FX system: chrome, power, shells, mapping, styles and etc
- Simple material system: custom decals, sounds and debrises per material
- Additional model properties through simple MFX system
- MD2, MD3 and ASE model support
- SP2 and new SP3 sprite support
- Hi-res images PCX, WAL, TGA, JPG, PNG and DDS support
- Lens and sun flares
Different render paths:
- Generic4: using basic OpenGL features and 4 GPU's conveyers
- Generic6: using basic OpenGL features and 6 GPU's conveyers
- nVidia4: using nVidia's register combiners and 4 GPU's conveyers
- ATI4: using ATI's fragment shaders and 4 GPU's conveyers
- ATI6: using ATI's fragment shaders and 6 GPU's conveyers
- ARB4: using ARB vertex and fragment programs and 4 GPU's conveyers
- ARB6: using ARB vertex and fragment programs and 6 GPU's conveyers
- Simple render path for old GPUs with 2 conveyers; no lighting and shadows.
In-game editor:
- Storage of additional map's properties in separate .lit files
- Re-light support
- Custom targeted lights, models and emitters support
- Custom map models, decals, emitters, skyWorld, fog and etc support
- Comfortable management: great number of editor's commands
- Checksum protection for .lit in multiplayer: all clients must have identical .lit
Other graphics technologies:
- Vertex buffer objects (VBO)
- ARB occlusion test for per-pixel culling of lights and alias/brush models
- Some other OpenGL extensions...
Other changes and improvements:
- New cvars and commands, advanced console system
- Improved menu and layout strings override
- New 3D or classic 2D hud support
- Flexible texture, gl_progs, lightfilters and decals override
- Caching some info for textures, models, maps and file system
- Using hashes for speed-up string processing
- Some alternate math libraries, automatic selection for fastest functions, depending on CPU
- PK2 (zip) support instead PAK for data compression
- Levelshots support
- Quake2 net-protocol or new modified protocol support: datagram comression, some optimizations, client-side debrises, screen-effects, partial userinfo transmission and other...
- New game features: footstep decals, fast rockets (like in Quake), many new entities (such as modified teleporters, item_invisibility and etc...)
- New FlyQBE monster with or instead flies
- Squashed many Q2 bugs in client, render and server
Home site:
berserker.quakegate.netdownload:
Setup.exeThis package contain the executables, berserker's media, manuals, source code, sample maps and some re-light maps. Included full re-texture pack from Jim and Chris Waurzyniak collection with some normalmaps, parallax and effects.
Berserker@Quake2 needs for high quality normalMaps, parallaxMaps for all textures, high poly models and re-lights for all maps.