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작성자 Vonnie 작성일24-01-10 18:05 조회55회 댓글0건

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DarkPlaces is a Quake modification I have constructed over the course of 6 years on and off experimenting, it acquired considerably of an overhaul when the Quake engine source code was released, and i began growing a customized OpenGL-only engine for it and other mods, which helps Windows WGL and Linux GLX, and has enormously improved graphics and image high quality.

It can not simply be described, because it is solely an improved Quake, not a total conversion (yet, anyway).

The realism of shell casings falling to the floor, a lot improved bullet impacts, 32bit shade alpha blended explosions, blood flying everywhere and sticking to the walls...

Behind the scenes the code has changed a great deal, I was not content material with the original QuakeC code, and I have vastly modified the engine whereas maintaining compatibility with regular quake modifications.

LadyHavoc

Please read the ReadMe for extra info.

Quake art enhancement projects

News

2021-10-02

Status replace: DarkPlaces engine is alive and nicely. We're working on a brand new launch with the help of an additional developer. In different information, we now have an official Discord server for the community, bridged to the existing #darkplaces IRC. We've moved the code repository to GitHub because of popular demand as properly. No ETA on a brand new launch but however we're shaking the bugs out of it.

2014-05-13:

New darkplaces replace: Revised collision code for q3bsp once more, collision_enternudge/collision_leavenudge cvars have been set back to 0 and eliminated as a result of issues on terrain maps such because the Nexuiz map ons-reborn, the opposite collision enhancements ought to nonetheless assist considerably.

2014-05-07:

New darkplaces replace: Fixed a mannequin lighting bug on certain q1bsp maps where some entities have been being lit incorrectly (black inexperienced armor in dm4 being one instance) - thanks to jitspoe for discussion leading to this fix. Fixed the cvar sv_jumpstep which was being inverted (this made it too simple to jump up ledges in id1). Changed collision code to stop getting stuck in many q3bsp maps and a few q1bsp maps (the brand new collision_extendmovelength cvar impacts this, as well as collision_enternudge/leavenudge). Fixed occasional black screens brought on by r_useportalculling (a portal closer than the nearclip plane was being culled in some instances, portal bounds are actually expanded based on r_nearclip). Fixed a bug in vid_delicate when utilizing a custom compiled SDL2 consumer (the regular SDL client is SDL1 based) where the decals would present rubbish due to alpha compositing, alpha compositing is now not used (because of divVerent for fixing this).

2014-04-30:

New darkplaces replace: FXAA added : r_fxaa 1 in console to activate it (thanks graphitemaster) r_glsl_postprocess will not force a blur impact except the corresponding uservecs are in use (thanks divVerent). Updated ip handle for grasp server dpmaster.deathmask.internet and added ip6 address for it as well (someday we'll use threaded dns lookup instead). Increased effectinfo.txt limits as requested by JKoestler who managed to have *that* many effects defined. Allow .rtlights recordsdata to use model -1 for compatibility with fteqw-produced rtlights recordsdata. New vid_desktopfullscreen cvar will use your desktop decision as an alternative of fixing video mode, this is healthier behaved on all platforms however particularly Linux. gl_vbo_dynamicvertex and gl_vbo_dynamicindex have been optimized (but appear to still be slower on desktop GL than utilizing standard vertex arrays). Fixed some points with the unmaintained D3D9 renderer pertaining to vid_sRGB and vid_stereobuffer. Fixed a bug with EF_FLAME and EF_STARDUST results still emitting particles when paused. Changed behavior when caught in brush fashions such you can won't be stuck in an entity such as a door or platform, only stuck if in stable world geometry (an intentional quake habits).

2013-03-04:

New darkplaces replace: Fix a crash on OpenGL 2.Zero (DX9-class) video playing cards the place glGetUniformBlockIndex is NULL, this was not properly guarded with an extension examine, OpenGL 3.1 or larger drivers (DX10-class) have this operate.

2013-03-01:

New darkplaces update: added help for RMQe maps like "Something Wicked This manner Comes" by Tronyn, this map format is slightly worse (smaller coordinate limit) than the BSP2 that darkplaces already supported. fastened bug with the 2 shalrath not spawning in hip2m3 - this took a far-reaching analysis and bugfix effort for droptofloor and MOVETYPE_STEP in general, this should enhance compatibility with different maps too. sv_gameplayfix_ cvars default off now, this should make most mods compatible by default slightly than requiring tweaked cfg information, these cvars do default on for non-quake games however (Nexuiz, Steel Storm: Burning Retribution, etc). skeletal model animation is now hardware accelerated where potential (OpenGL 3 / DX10 playing cards), this drastically improves fps in Nexuiz and different games with skeletal fashions. New dpmod launch to reenable the sv_gameplayfix_ cvars that are disabled by default now.

2012-12-22:

New darkplaces update for the survivors of the tip of the world: support for X360 gamepad (joy_allow 1 required). -quoth help. fixed hip1m1 gold key door bug. fastened some bugs with effectinfo.txt parsing that might cause results to not be correctly initialized. sound() builtin now helps pace control (pitch shifting) and 128 channels with snd_channel*volume cvars controlling their quantity stage independently (make weapon sounds louder/quieter compared to different sound types, and many others). decreased reminiscence usage (sounds at the moment are resampled during mixing fairly than at load time). better support for static (non-animated) iqm models. added dpshaderkillifcvar key phrase in q3 shader recordsdata which permits different shaders for use primarily based on cvars (video games can use this to swap in several sorts of water shader among different things). eliminated r_hdr cvar (use r_viewfbo 2 as a substitute). a number of bugs with vid_sRGB 1 have been fastened. made mdl rendering mode faithful to software Quake by removing an undesirable half-pixel texcoord offset. added cvars r_nearest_2d and r_nearest_conchars which let you determine whether to use nearest filtering on your complete 2D UI or simply the console font. assist for BSP2 format (modified Quake bsp with increased limits) to match the brand new hmap2 function. fix missing runes on the hud (because of previously bugged detection of hipnotic/rogue qc code). mounted playback of intro demos in Malice recreation. mounted a bug the place enjoying again demos and altering slowmo cvar would not immediately take impact. New hmap2 release bringing assist for far more advanced maps (beyond Quake limits), it is way less likely to crash on complicated maps now and will write BSP2 format if crucial. New dpmod launch with some minor fixes.

2011-07-23:

New dpmaster grasp server release from Mathieu Olivier, version 2.2 brings the following features: Flood safety in opposition to abusive purchasers (contributed by Timothee Besset). Support for Return To Castle Wolfenstein servers. Support for Wolfenstein: Enemy Territory servers.

2011-06-28:

New DarkPlaces engine release to fix the following issues with the earlier release: OSX construct now supports .ogg music and .ogv theora video recording as intended (and as the opposite platforms do).

2011-06-26:

New DarkPlaces engine launch to repair the next issues with the earlier release: Really fixed the solid water bug on devoted servers this time.

2011-06-25:

New DarkPlaces engine release to repair the next points with the previous release: Fixed a bug where devoted servers would incorrectly load Quake1 BSP Files and deal with water as solid.

2011-06-24:

New DarkPlaces engine launch with many enhancements and bugfixes, together with: Significantly optimized rendering, much increased framerates than previous release. Photon traced 3D texture radiosity in realtime world mode (r_shadow_bouncegrid 1). Experimental Software Renderer (vid_soft 1;vid_soft_threads 4;vid_restart), not really helpful for severe play, framerate is poor (nevertheless it renders very accurately), not characteristic full but; no fog for example... Experimental Direct3D9 renderer choice (vid_dx9 1;vid_restart), not recommended because the D3D9 shadowmapping technique could be very gradual in comparison with the OpenGL technique, with shadows off it performs virtually identically to the OpenGL 2.0 renderer.

In different news, the DarkPlaces-powered recreation Steel Storm: Burning Retribution has been released on Steam, for many who love overhead arcade shooters and multiplayer mission enhancing.

Also necessary, the net-based mostly Quake Expo 2011 is well underway and nearing the end of its week-lengthy run, make certain to check out the booths.

Updated download web page with autobuild obtain links for those who wish to observe the newest in-growth version, also added separate downloads for Windows and Windows 64bit with out the Linux and OSX builds to lower obtain measurement for most individuals.

2010-04-08:

New DarkPlaces engine launch with many improvements and bugfixes, together with: Prime quality shadowmapping - r_shadow_shadowmapping 1 to allow, or r_shadows 2 for shadowmapped mannequin shadows solely. New Bounding Interval Hierarchy collision culling system to improve server performance on Q3BSP maps (mod_collision_bih cvar is on by default).

In other news I'm actively engaged on the console Nexuiz sport coming this summer on Playstation Network and Xbox Live Arcade, powered by DarkPlaces engine, I had plenty of fun at GDC, thanks everyone for the assist and this sport is going to rock (on the subject of licensing please see the interview at timedoctor.org), this implies I have even more reason to actively maintain DarkPlaces engine and will continue adding nice options.

There may be now a DarkPlaces wiki for modders, see this inside3d thread for extra information and to contribute.

2010-01-13:

New hmap2 (q1bsp compiler) release with the next modifications: Fixed rotating door compilation, it was producing corrupt hull information for participant and shambler collisions, now works perfectly. (To see this in action in your personal q1 maps, try making a "func_wall" entity and setting the "origin" key to the middle of rotation you need, then set "nextthink" "999999999" and "avelocity" "zero ninety 0" to see it spin 90 degrees per second on yaw and push you around)

2009-08-28:

New dpmaster master server release from Mathieu Olivier, version 2.1 brings the next options of curiosity to recreation developers: A recreation kind value can now be any name, not only a number. (Needed by Warsow 0.5)

2009-07-09:

New DarkPlaces engine construct, that is purely a bugfix launch - the ogg dlls have been lacking within the previous construct, making sound/cdtracks/track002.ogg and different emulated cd tracks fail to play (for those who were not conscious of this feature, see the readme for directions on encoding and installing the Quake CD music for play with out the CD within the drive).

2009-07-07:

New DarkPlaces engine construct, bringing more of the usual optimizations and bugfixes, this launch is mainly to repair a permissions problem that kept the Mac model from starting within the last stable construct.

2009-06-04:

New dpmaster master server launch from Mathieu Olivier, model 2.0 brings the next options of curiosity to game builders: IPv6 support. Logging system. Game kind filters in server checklist queries (and skill to restrict supported games in the master server, could also be of curiosity to recreation groups internet hosting their very own master server). Updated documentation and plenty of fixes and improvements. (Note: dpmaster is just of curiosity to game growth teams who have a recreation engine that helps the Quake3(r) master server protocol, or the extended dpmaster protocol, it is not of interest to users)

2009-01-28:

New DarkPlaces engine build, this release is mainly to fix the crash brought on by current ATI windows drivers when changing decision or quitting.

2008-10-04:

New DarkPlaces engine build with the following major adjustments: Made savegames appropriate with other Quake engines. Extended savegame format with new options (no longer glitches when you reload a savegame on a mod that randomly replaces monsters or items with other ones). Disabled use of GL_ARB_texture_non_energy_of_two extension on Mac as a result of it often crashes or runs slowly (some graphics chips absolutely support it but not all, and crashing is unacceptable).

2008-09-30:

New DarkPlaces engine build adding lacking recordsdata to the Mac build (SDL.framework was not included and thus it wouldn't run).

2008-09-10:

New DarkPlaces engine build with a repair for specular lighting issues.

2008-09-09:

New DarkPlaces engine construct including Mac binaries, largely bugfixes because the earlier release.

2008-08-16:

QuakeExpo 2008 is open as of August 15th and ending on September twelfth (four weeks - longest qexpo ever), make sure to provide it a visit and see what people are doing with Quake, Quake II, and Quake III.

2008-08-08:

New DarkPlaces engine construct, many minor improvements have occurred, in addition to optimizations and bugfixes.

Note: no Mac binaries included this time, I haven't arrange compiling on a Mac I have entry to but, if you happen to need Mac binaries please e-mail me to remind me.

2008-07-15:

New dpmodel construct with fastened md3 normals (they have been being calculated incorrectly - apparently Quake3 uses a wierd latitude/longitude angle format as an alternative of pitch/yaw), this utility converts .smd model files (saved by HalfLife export plugins for numerous modeling programs) to .dpm and .md3 mannequin codecs.

2008-06-16:

New hmap2 build with better time estimates for vis and gentle, still not multithreaded however.

2008-06-15:

Posted Elric's new dpmaster model 1.7, that includes a perl-based check suite, a number of bugfixes and minor one-time reminiscence leak fixes, will increase in default server limits, corrections to techinfo.txt, and different improvements. (Note: this server-checklist database program is just attention-grabbing to independent recreation development teams and tournament administrators)

2007-11-20:

New DarkPlaces construct: Improved efficiency on lowend cards (in all probability only barely) by skipping a screen clear. Improved efficiency of reflections on water. Improved performance of GL 2.0 shader - glow layer was by chance all the time enabled. Improved performance of GL 2.Zero shader - directional shading was being utilized in Quake1 levels despite the fact Quake1 maps should not have any directional model lighting data (Quake3 maps do), this was using a really gradual software program code path to generate directional shading information on fashions, which went unused. Fixed bug with loading a savegame while demos are taking part in. You can now load/save multiplayer video games (simply remember to have everybody rejoin in the same order earlier than loading). Improved performance of decals (break up particle system into particle and decal subsystems with extra finely tuned code for each). Greater than doubled blood opacity, it was onerous to see earlier than at default settings. Probably a few different fixes and adjustments I ought to point out bug forgot about.

Known bugs: water does not replicate sky for unknown causes (not a brand new bug).

New dpmod construct: Updated episode 1 rtlights recordsdata from romi's site.

2007-11-03:

Updated screenshots page attributable to widespread demand.

2007-09-28:

New DarkPlaces build, this is similar because the earlier one however provides Mac OSX binaries which failed to construct last time (resulting from my pal's Mac being offline).

2007-09-27:

New DarkPlaces build: Fixed the guardian boss in mission pack 2 (Dissolution of Eternity) not waking up. Fixed some misplaced code inflicting the score display on the left facet of the hud in multiplayer to show up even at viewsize 120. Added assist for mouse button 4 (left aspect button on some mice) in -dinput mode (in case anybody actually makes use of that), button 5 (right side button) nonetheless not supported in -dinput although. Improved fps considerably in some maps akin to masque.bsp (Masque of the Red Death) through the use of larger lightmap textures for maps with numerous lightmaps. Rewrote OpenGL 2.Zero shader in a approach that will make it work with damaged GL drivers on Mac OS X (it already labored on ATI Radeon X1600 and above however not other playing cards, let's see if this fixes it on other cards). Implemented (very slow) experimental pixel shader water (Try the following commands in the event you want to attempt it: r_glsl_water 1;r_shadow_bumpscale_basetexture 4;r_restart;r_waterscroll 8;r_novis 1;r_wateralpha 0.1)

In other information I put up a tech notes page which could also be helpful to other engine developers, or to anyone interested within the applied sciences utilized in darkplaces.

Rygel's 2.7GB extremely texture pack is superb, be sure you set gl_texturecompression 1 earlier than installing it nevertheless, it could not even load in any other case, and it takes about three minutes to load the primary level!

2007-07-11:

New DarkPlaces build to fix timing points in Nehahra film playback at scene transitions.

2007-07-07:

New DarkPlaces build and dpmod build (only for good measure), many bugfixes and enhancements.

2007-04-12:

New DarkPlaces build, this has the following important adjustments: Renders quicker utilizing the GL_ARB_vertex_buffer_object extension if accessible to retailer the map, models, and shadow volumes on the video card for quicker drawing. Fixed crashes and broken lighting (which largely affected ATI playing cards which have a extra strict shader compiler). Fixed a major concern in timing code that had been causing delicate timing points corresponding to inconsistent ping times, erratic shot timing, jerky movement of gamers utilizing prediction. Known bugs and workarounds: In case your cl_maxfps is near your rendering framerate it may be very jerky, if this happens please enter this in the console: cl_nettimesyncmode 1 (a greater repair is in the works) DarkPlaces source code has moved from the cvs versioning system to the svn versioning system, in case you are an avid DarkPlaces tester obsessed with having the most recent in-development version at all times, or are maintaining patches for darkplaces for your video games/mods, please do a fresh svn checkout and migrate your modifications (use cvs diff >patch.txt after which patch -i patch.txt to apply it in your new svn checkout, you might have to repeat different recordsdata as vital), all future adjustments will solely be committed to the svn, the cvs is not going to be up to date, and will eventually die whenever icculus convinces all different projects to switch to svn.

All future build zips will lack the CVS directories and can't be up to date (sorry, however the .svn directory doubles the scale of every zip, which is unacceptable), if it is advisable to replace please do a checkout as an alternative of downloading a build zip.

This additionally implies that I can now add more developers to the DarkPlaces challenge as I now have control over the logins for DarkPlaces (for cvs, icculus was having so as to add real unix users for every developer and informed me he wouldn't add any extra, so some folks had been only able to submit patches to me, now they will commit directly without my intervention).

If you are just a participant, don't worry about this versioning system nonsense. :)

2007-03-15:

New darkplaces engine and dpmod release: Fixed a really bad bug in dpmod deathmatch 7 code that made all monsters spawn at only one of the spawn factors, moderately than a randomly chosen one as was supposed. Fixed bug that made ambient sounds not play (besides in demos). Doubled default hearable sound range to match ProQuake. Added support for the strange macros typically found in FuhQuake/ezQuake .loc information. Cleaned up the choices menu and added some selectable presets for results and lighting. Changed default worth of con_closeontoggleconsole cvar to 1, to put an finish to the almost 2 years of complaints in regards to the tilde key not closing the console. Added code to setinfo pmodel/emodel when related to a quakeworld server (incase anyone cares about what model of participant.mdl/eyes.mdl are being used). Fixed bugs in server question code when using sv_protocolname QUAKE, the server now correctly responds to quake1 question instruments when running quake protocol. Disabled cl_bobmodel code when cl_bob is zero for higher compatibility with quake configs that anticipated the gun bobbing to be off when view bobbing is off. Fixed a crash within the "maps" command. Optimized "maps" command which was taking seconds to execute with massive numbers of recordsdata. Disabled movement prediction code on Quake servers, because it by no means works right without correct synchronization of strikes (which solely DP6/DP7/QW protocols offer).

2007-03-14:

New darkplaces engine release fixing some bugs with .loc files that proquake accepted but darkplaces didn't parse properly, no different noteworthy adjustments.

2007-03-12:

New darkplaces engine and mod release: Many bugs fixed, some new features, fastened some map compatibility bugs (gadgets falling out of levels and such), fastened many community points (A lot better now), some new community options (resembling computerized downloads of lacking recordsdata from darkplaces servers), absolutely updated readme (which has been converted to HTML and posted right here, and now consists of cvar and command lists), some optimizations, helps extra OpenGL extensions to accelerate stencil shadows and other options, modified the look of rtlights to be a bit extra practical (small performance penalty). Removed pentium3-optimized builds (darkplaces_p3.exe and such) because they weren't really any faster from the few studies I've gotten, this reduces download measurement. No longer posting nexuizengine builds as a result of the Nexuiz staff make their own anyway. Note: no Mac version included in this release both, sorry.

2006-07-25:

New darkplaces engine release: Several bugs fixed, not a lot in the way of latest features. Note: no Mac version included on this release either, sorry. Happy QuakeExpo 2006 everyone!

2006-06-06:

New darkplaces engine release: Many modifications, bugfixes, features, and optimizations... Note: no Mac version included as a result of my pal's Mac is at present out of fee (drive failure, already changed but the system shouldn't be absolutely functioning yet). Happy 6-6-6 everybody!

2005-08-24:

New dpmaster release, model 1.6: Several getserversResponse may now be despatched for a single getservers. A getserversResponse packet can now not exceed 1400 bytes. The maximum variety of servers recorded by default has doubled (now 256). The default hash size has been elevated from 5 bits to 6 bits. Several updates and corrections within the documentation. Compilation on FreeBSD was fastened. A couple of minor modifications in "COMPILING DPMASTER" (in techinfo.txt).

2005-08-18:

New dpmod launch, simply more tweaks and scraps of code of interest to modders, nothing actually new. (Note: I'd welcome a critique of the extremely experimental Ragdoll stick physics code in gore.qc from an skilled physics programmer, I'd prefer to learn how to repair the numerous problems with the stick physics) New darkplaces engine release, monsterously huge abstract of adjustments follows: (the changelog itself is way larger) Fixed a bug that was making models twice as bright as they needs to be within the merged renderer. Added a special examine for entities with NAN origins in server networking code to stop a crash (NAN origin means it has no location in any respect, it's everywhere directly, a really dangerous scenario). Black and LadyHavoc changed regular/tangent smoothing to make use of areaweighting fairly than summing normalized vectors, this appears a bit of better and is a lot less cpu work on animated high poly fashions (r_smoothnormals_areaweighting permits/disables this). Black fixed some bugs stopping Tenebrae light entities in q3bsp maps from loading within the rtlights loader. Elric fastened a crash with the mod coopmod. Improved reminiscence debugging capabilities of developer_memorydebug 1 setting, now detects double-free makes an attempt and other errors fairly reliably. Added v_deathtilt, cl_deathscoreboard, and cl_deathnoviewmodel cvars to make sure clientside loss of life behaviors elective. Fixed a very unhealthy mistake within the consumer login course of, it was sending
(newline) characters at the end of the signon commands (the server does not expect newlines in these commands). Added a small test to stop the "cmd" command from forwarding an empty command to the server when given nothing to ahead. Added help for GL_NV_half_float OpenGL extension for a noticable lighting speedup on GeForce6 and a minor speedup on GeForceFX. Black made changelevel begin a map if there isn't any server operating. (so changelevel is now much like QW's map command. Black added DP_CON_EXPANDCVAR and DP_CON_ALIASPARAMETERS extensions. DarkPlaces ought to now help 64bit file sizes on non-home windows platforms since windows makes it more difficult (that's 16 Exabytes, or 16,384 Petabytes, or 16,777,216 Terabytes, or 17,179,869,184 Gigabytes). Fix problems with missing cubemap textures in GLSL. Tomaz fastened a bug within the Windows client with vsync the place it was not applied when the window first opened. Black merged the menu and server QuakeC digital machines for essentially the most part, in preparation for shopper QuakeC. Fixed a bug that was only permitting one lively lightning beam owned by world. Fixed a uncommon bug where stencil shadow volumes were not projected far sufficient to achieve the sunshine field. Default Offset Mapping off (because it messes up mannequin skins). Black added sv_playerphysicsqc to regulate whether the qc physics perform is called (if it is on the market). Black added assist for loading LNO information produced by fteqcc (for reporting line numbers of QuakeC errors). Black made the server strive up to one hundred ports above the default (26000) if the default one fails to open, automatically assigning ports when running a number of servers. Added a patch from Christian Holmberg to make XK_part key (I have no idea what this is) sort ~ character for binds. Removed r_editlights_rtlightssizescale and r_editlights_rtlightscolorscale cvars (now they behave as if they had been both 1.0) added r_editlights_edit commands radiusscale sizescale and colorscale (use these to repair old-format .rtlights recordsdata). Cured the 'cannot bunnyhop' bug. Black added assist for [515]'s BX_COLORTEXT extension. (BX = Betwix engine. Fixed crashes after level modifications involving lightning bolt models that received unloaded throughout the level change (was happening often in the Ascension of vigil). Changed server to set self to world before calling SetNewParms qc function (to deliberately crash any broken mods which assume self is legitimate in that perform). Fix a bug with savegames containing line breaks of their titles. Tomaz added gl_picmip (Texture Quality) slider and r_restart button (Renderer Restart) to Graphics Options menu. Tomaz added -demo and -demolooponly options (-demo plays a demo after which quits, -demolooponly stays in the demo loops and solely permits the escape key, which quits). Elric added fundamental support for Q3's "getstatus" messages from Q3 server query instruments (based mostly on a patch by divVerent). Fixed several issues in filesystem looking functions (now "dir *.cfg" ought to actually report the proper information, as well as "ls maps/*.bsp" and so forth). Fixed a compile downside on Mandriva Linux (patch by Zero_Dogg). Elric added DP_SOUND_API targets (NULL, OSS, ALSA, BSD, WIN, COREAUDIO) within the makefile to allow selecting different sound drivers. No longer averages ping occasions, just uses the newest ping time (now all of the ping numbers are good spherical multiples of the server sys_ticrate). Fixed several bugs with prydon cursor tracing (including it continuously reporting world origin as the impression point). Fixed a bug that was causing impulses to lost very often. Now only gives shareware Quake warning if running Game_Normal (Quake). Black added the cvars internet_slist_timeout and internet_slist_maxtries to query servers multiple occasions. Server browser now queries servers over time to avoid flooding out requests and getting very bad pings (web_slist_queriespersecond and web_slist_queriesperframe cvars control the rate of queries). EvilTypeGuy added Solaris 10 x86 support. Tomaz revised the embedded font to support all the special Quake font characters. Fixed two severe geometry bugs in the zym loader (which were causing components of fashions to not render). Fixed a bug in SDL shopper which was preventing typing after vid_restart. Fixed some crashes with server commands (kick, view* commands). Fixed an endian swapping difficulty in Q3BSP loading (so Q3BSP loading now works on Mac). Added somewhat hacky support for Mac OS X .app packaging to permit proper Mac OS X binaries to be made. Fixed bmodel trails (if anybody ever dares to try them) to return from the center of the bmodel, this additionally cleaned up the sound code (and mounted a bizarre bug with a sound performed in the identical frame as an entity is removed). Added DarkPlaces7 community protocol with QW-style local participant movement capabilities, warning: this has speedcheat/lagaport potential (and at the moment no approach to force off cl_motion from the server). Added DP_QUAKE3_MAP extension. zym fashions now help TraceBox calls (bullet tracing among other things). Fix bug with ClientDisconnect not being known as if a client drops between "spawn" and "start" commands, now it is reliably referred to as. Dhanged default heartbeat_period to a hundred and twenty seconds in order that normally two packets come in before the 5 minute timeout, this could assist with packet loss in server heartbeats to the grasp servers. Fixed bug that rotated all sounds 90 degrees to the right in Nexuiz (because it has seriously messed up player models). Fix portal clipping of lighting in a single cluster map (box map) which has no portals. Fixed snow fluttering so it really works properly again. Fixed crashes with .lit information of the incorrect measurement (a start.lit in id1 as an example when running a mod which has its personal begin.bsp which isn't compatible with the start.lit from id1). Fixed envmap command to save lots of the proper skybox layout (matching Quake2). Fixed 64bit compatibility points in QuakeC VM, so DarkPlaces 64bit builds now work. Completely merged Q1 mdl, Q2 md2, Q3 md3, Nexuiz zym, Q1 BSP, and Q3 BSP rendering, this is a large code discount and (more importantly) easier to take care of (which implies less bugs). Fixed problems with getting caught in wedges in maps (by turning off sv_newflymove cvar). Added sv_gameplayfix_blowupfallenzombies and sv_gameplayfix_findradiusdistancetobox cvars (to permit these modifications to be disabled). Fixed a bug with lifeless explosion shells not being eliminated (leading to them ceasing to work after a while). Fixed a bug that made menu sounds come from world origin (they are actually global). Revised notes in r_shadow.c on Creative Labs' patent on the Carmack's Reverse stencil shadow volume method. Rewrote scissor calculation to make use of brush clipping of the sunshine field to find out which half is on display and limit rendering extra precisely than before. Improved readability of "memlist all" reviews, they now include the filename/linenumber of every allocation. Cleaned up init course of again, now parses configs only as soon as (not twice for video settings and such) and opens video as soon as the primary map/startdemos/connect/playvideo/cd play command is executed (connect really waits until it connects and will not open the window if it fails). Made r_restart/vid_restart reload fashions as intended. Fixed a bug that made view-attached entities render in third person. SDL builds are now enabled by default in the makefile. Silenced some texture loading warnings in dedicated servers (thanks to Biomass for reporting this). Black changed the SDL window icon again to DP's icon. Black modified commands, cvars and aliases to be sorted by identify (for higher console listings). Fixed a silly bug in the te_customflash server qc builtin, it was fading instantly. Fixed a very minor bug in TE_CUSTOMFLASH parsing (forgot so as to add 1 to radius). Fixed lacking gfx/internet.lmp warning (and a few others in gfx.wad), they are actually accessed correctly. Fix a bug that made rtlighting crash (because of Vic for reporting this). No longer exhibits additional time reports in r_speeds report when using r_showtris 1. Added developer_texturelogging cvar (logs all makes an attempt to load photos to textures.log, helpful for texture replacement tasks to know what textures matter to a map). Default DLight shadows on. Fixed a bug the place the player can be caught in place (for a very long time) when going from singleplayer to multiplayer. Added cl_capturevideo_sound cvar (defaulted to 0) to permit enabling/disabling sound saving, with sound disabled it can save you videos at a framerate your machine can't maintain (no sound sync to fret about). Fixed bugs that made doors and other pushers ignore some entities. Fixed transparency issues in q3 shader parsing. Fix fogging in hlbsp by clearing view to fog coloration (since sky polygons are missing in hlbsp). Changed script init in Nexuiz to play the emblem video if there's nothing else to do. Changed crosshair mode to static by default (middle of display reasonably than displaying where your shots will hit on the planet). Changed in_pitch_min/max defaults to ninety degrees so now you can intention straight up/down (unlike in Quake). Fixed an objects parsing bug when enjoying hipnotic demos. gl_texture_anisotropy now only impacts mipmapped textures (ought to repair issues with lightmaps). Fixed a bug the place gl_texturemode was altering textures that are not imagined to be affected by it. Default to insert mode as an alternative of replace mode in console. Cursoring previous the tip of the present commandline no longer takes characters from an outdated commandline. Allow typing worldwide characters in the console (non-ASCII) for mods that use Latin1 fonts relatively than quake's white/brown set. Fixed a crash in community parsing when an entity is tagged to an entity that's exterior the present vary of entities. Fixed a extreme server bug affecting frikbots (the engine was running physics code on disconnected purchasers). Improved compliance with Targa spec in treatment of alpha and colormaps (palettes) in truecolor photographs - Note: this means many Paintshop Pro and Photoshop TGA information are no longer clear, GIMP knows how to put in writing them properly. Renamed r_shadow_cursor cvars to actually have the phrase cursor of their name like they have been purported to. Added playerclip and monsterclip brush help for q3bsp ranges. Elric added the DP_HALFLIFE_SPRITE extension. Fixed a server bug that was only allowing 256 mannequin animation frames to be used. Reduced consumer reminiscence usage by 29MB by making cl_max_entities dynamically grow as needed. Elric fixed quite a lot of bugs within the server browser. Elric added Quake2 sprite assist (DP_QUAKE2_SPRITE extension). Rewrote server timing code again to make the (evil) host_framerate cvar work once more for the game The Ascension Of Vigil. Fix some bugs in HalfLife sprite loading. Black fastened a bug the place a server was pinged a number of occasions for the server record. Added tag attachment support to zym fashions for Nexuiz (to permit participant models to carry weapons, etc). Fixed a bug that messed up the server after a failed level load. Fixed a skybox texture leak on level modifications. Disabled merchandise bobbing by default. Changed intermission behavior a bit to permit Nexuiz to freeze the action at level finish. Fixed a bug with decals that made them never really disappear. Minor memory discount in particles (3.8MB all the way down to 3MB for 32768 particles), troublesome to trim any more. Added a sport mode for The Hunted Chronicles. Early exits (error during startup) now not save a broken config.cfg. Now searchs for servers in your LAN (using a broadcast message to port 26000 like Quake did). Video capture not has 25% sound quantity. Added again particles in teleport splash impact. Improved r_texturestats command output (now offers a total for each pool). Default devoted servers to public (pay attention servers stay non-public by default as they're usually not professionally hosted). Made the key beneath escape bindable and like other binds it solely works while ingame (Note: you could now hit escape to close the console, I take advantage of shift-escape instead). Now pops up the menu at startup if there may be nothing to do and no demo loop. Added splashes to rain effect. Added Venim's dpmaster server (now up to three masters). Black fixed web_slist command to only print servers once. Added DP_CON_STARTMAP extension which defines two configurable aliases to choose a start map. Now easily interpolates weapon recoil (punchangle) in multiplayer. Added key repeat in SDL consumer. Fixed gl_flashblend so it overrides dynamic lighting (as meant). Fixed issues with r_editlights_edit cubemap command. Fixed bugs with cl_particles_size cvar so it works once more. Fixed a bug the place vsync was not restored correctly after a vid_restart. Black added Quake3 coloration codes to text printing (console and elsewhere). Reduced quality of Offset Mapping in GLSL gentle shader to work on ATI Radeon 9500-9800/X300 cards (I hate limits!). Changed q3bsp curve loading slightly to allow finer curves. Skill values outdoors 0-three are now allowed (mainly for Transfusion which uses 0-4). Fixed bugs with zoom in Nexuiz (zoom was being utilized twice to fov). Now detects and avoids software fallbacks in GLSL shaders (primarily restricted ATI Radeon playing cards). All text file access now supports Mac and Windows line endings constantly, and all textual content information (config.cfg, savegames, and information written by QuakeC) are actually saved in UNIX format. Added documentation on glsl cvars to r_shadow_assist. Implemented a GLSL shader per pixel lighting path (enabled by default), it even supports Offset Mapping (aka Parallax Mapping, not nearly as good as Relief Mapping or Virtual Displacement Mapping, but still moderately cool in the correct conditions). Fixed a stupid typo with the cl_netlocalping cvar (it is now in milliseconds as supposed). Disable vsync by default. Games now have their very own config directories (as a substitute of all the time being ~/.darkplaces) so that Nexuiz does not look in ~/.darkplaces/. Newly spawned projectiles (rockets, etc) now not seem in midair at low framerates. Fixed some geometry points with beam polygons (such because the nex beam in nexuiz). Fixed a crash with rtlights outside the extent. Added Ludwig Nussel to Thanks to part in readme. Fixed unnecessary warnings about lacking skins/frames on q1bsp/q3bsp models. Fixed a uncommon "Got signon 1 when at 1" error in client (nonetheless undecided why it gets this nonetheless). Elric mounted PK3 and Ogg Vorbis support on NetBSD. Fixed a compile error with snd_alsa.c (patch by Ludwig Nussel). Linux/BSD libz, libvorbis, and libvorbisfile .so names at the moment are versioned so they work with out growth packages put in (patch by Ludwig Nussel). Added ~/.darkplaces assist to the filesystem (patch by Ludwig Nussel). Tomaz fixed extra reminiscence leaks. Tomaz added CL_Shutdown to repair 14 memory leaks totalling over 30mb. Updated e-mail tackle in readme. (thanks to zarquon for mentioning that it was outdated. Black improved server browser to assist sorting and filtering. Now saves seta cvars with the seta command and normal ones without it. Elric mounted JPEG and Ogg Vorbis support on Mac OS X, and fastened a big-endian bug in MD3 loading. Black added "sv_progs" cvar (default is progs.dat) to allow loading different QuakeC server applications in Nexuiz. Added vsync assist for GLX purchasers utilizing GLX_SGI_swap_control. Black made video playback system in a position to play a number of videos directly (could also be useful to QC menus). Tomaz fastened a problem with sys_ticrate bounds checking which was spamming cvar changed messages in developer mode. Disabled vsync during timedemo. Elric mounted PK3 archive assist on Mac OS X. Made sensitivity cvar affect cl_prydoncursor. Added Bloom impact (r_bloom* cvars or use the menu). Renamed cl_stainmapsclearonload to cl_stainmaps_clearonload and made it default to 1 (this should cease the bug stories about stainmaps staying after a reload). Filesystem now checks for makes an attempt to entry files outside the Quake listing and rejects them. Fixed a Sys_Error in input message constructing when linked to a QUAKE protocol server. Elric made DarkPlaces work on Mac OS X. Black added ' quote support in script parsing and elsewhere. Black added NEXUIZ_PLAYERMODEL extension. Elric fixed a HalfLife WAD loading bug within the filesystem code. Fixed animation glitches when weaponmodel modifications. Now clears display screen at startup so you do not see leftover garbage from the last 3D software. Added PRYDON_CLIENTCURSOR extension to permit FrikaC's Prydon Gate mod to have a clientside mouse pointer (more responsive, https://leaksoff.com/ even highlights issues as you mouse over them). Added DP_BUTTONUSE extension (+use/-use button). Added DP_BUTTONCHAT extension (true whereas enter is just not targeted on the game). Added back DP_ENT_COLORMOD extension as a consequence of well-liked request (changed to allow colours above '1 1 1' which might brighten fashions. Upgraded network protocol to DP6 which makes use of much less bandwidth and permits precaching models/sounds during the sport (used for participant models in Nexuiz). Added sv_gameplayfix_setmodelrealbox cvar which could be set to 0 to improve compatibility with some broken mods (TargetQuake, QuakeRally, in all probability others). Changed loading plaque to simply be an overlay on the final fram rendered. Added cl_capturevideo_rawyv12 mode (supported by some mpeg instruments). Added scr_screenshot_gamma cvar (defaults to 2.2 gamma to make quake's linear colour space seem accurately on Pc displays) --- THIS Feature Is just not A BUG. Elric mounted a bug that was making ambient sounds silent. Fixed a bug with invisible dlights in FrikaC's Vile mod. Fixed skybox format (entrance and again were swapped, and all different sides were rotated/flipped), now matches Quake2 format as supposed. Fixed Nehahra film support (once more). Fixed a bug that made corpses shortly rise up and fall down again in Nexuiz. Reduced cpu use when at cl_maxfps limit. Improved showfps 1 accuracy. Fixed a cpu hogging bug in dedicated servers. Files now override paks, this makes it simpler to patch issues and is what users count on (nonetheless it hundreds slower). Fixed a rendering crash if unused lightmaps exist in q1bsp. Fixed bug that called PlayerPreThink and PlayerPostThink on unspawned shoppers. Upgraded rtlights format to have separate ambient, diffuse, and specular depth scales, and also coronasize, this also allows corona-solely lights by setting all scales to 0, and added normalmode/realtimemode flags in order that lights can seem in normal mode, not just realtime mode (primarily helpful for adding corona results to a normal degree) added ambient light help to RenderLighting (non-bumpmapped diffuse), and some dlights now use ambientscale (this has not been exposed as a qc extension yet, qc lights stay the identical). Fixed a nasty bug with bind ";" in config saving. Removed "lightmapindex -3" warning in q3bsp maps compiled with q3map2. Now warns about missing textures in q3bsp maps. Added DP_SV_BOTCLIENT extension to allow bots to spawn as precise players on a server (no more scoreboard hacks!). Q3 alphafunc shaders now render as transparent. VorteX fixed bugs in gettaginfo and gettagindex builtins. Fixed a runaway loop downside in server code if machine is simply too sluggish for server. Centerprint can now use full display screen measurement (not restricted to forty columns). Added DP_SV_CLIENTCOLORS and DP_SV_CLIENTNAME extensions. Added DP_SV_PING, DP_SV_PUNCHVECTOR, DP_SND_FAKETRACKS, and DP_FS_SEARCH extensions. Added DP_CON_SET and DP_CON_SETA extensions (set and seta commands in console, set creates a cvar, seta creates a saved cvar, or makes one be saved sooner or later). Black added backslash-" quoting help in the console and elsewhere. Realtime video capture (see cl_capturevideo cvars, uncooked yv12 format really useful when you have suitable encoders). Warning: video seize aborts in case your machine cannot sustain. Rewrote timing code, renamed host_maxfps to cl_maxfps, removed host_minfps, now runs server faster than consumer if framerate is just too low to honor sys_ticrate cvar. Fixed the "Joe changed title to Joe" bug. * Improved quake.rc config execution to start out a map even when startdemos isn't used. Sound loader now supports sounds with and with out sound/ directory, to allow mods to help sound and music entities in Quake3 maps. r_editlights mode now reveals gentle number and complete lights. Elric fastened a short sound bug when a new level started. Fixed a uncommon sound crash that apparently occurs in Fiend Run Lite demos. Don't spam the console with warnings about missing frames and skins in fashions that failed to load. Elric added FreeBSD help (NetBSD and OpenBSD already supported). Fixed a bug with traceon/traceoff QC builtins not taking impact instantly (for printing Quakec code because it executes). Added DP_SV_DROPCLIENT extension. Fixed a bug that messed up the first scoreboard entry when players left a server. CD observe emulation makes use of 3 digit substitute tracks (id1/sound/cdtracks/track002.ogg and such. Fixed a crash if dlights attempt to forged shadows when there isn't a map loaded. Fixed a crash in console logging of a memory corruption (sentinel) error report. RTLights system now supports .ent override files. Fixed a mouse twitch in GLX consumer after raising/decreasing console (mouse grab). Fixed a messagemode/messagemode2 challenge wherein you might sort ";quit" as a chat message and have your consumer stop. Fixed an r_restart crash in skybox code.

2005-06-21:

New hmap2 launch which now works correctly when given .map filenames for vis and mild stages (which actually need .bsp), this could repair problems with the GTKRadiant construct menu, hmap has not been fixed (it's obsolete).

2005-03-08:

I have moved all download recordsdata to the files directory to make beta builds easily accessible (I do not make frequent official releases due to the work involved in making the "What's new" descriptions). This breaks any pages straight linking to previous betas, please replace links to point to the brand new listing instead. A couple movies of the onerous ability corridor in begin have been added to the screenshots web page to reveal the darkplaces experience (completely inventory data aside from a .rtlights file).

2005-01-31:

Released new version of lmp2pcx with .tga output, and conversion of .mip files (it already converted .lmp), now also outputs .lmp from gfx.wad photographs (in abstract: wad outputs .mip/.lmp/.bin (depending on lump sort) plus .pcx and .tga of each picture, lmp and mip output .pcx and .tga of every image).

2005-01-22:

Released some outdated maps (ladyhavocmaps.pk3) with source .map information included: ctfgold8 - my map for the CTF Gold pack, designed to be a really linear map from base to base with two paths by means of the center area, and a quad to spice issues up, the bases are well outfitted for extended fights, however filled with deadly corners which make combat freightening at best in the bottom itself, the rooftop is comparatively secure, and the traps at the sniper outposts are fairly an odd touch, it has 1 quad and a couple of pink armors, 1 yellow armor, three rocket launchers, and all the opposite weapons may also be found, one goal of this map was to be tough to shortly flag run regardless of being a small map, but because of the grappling skillz of many this turned out to be one of the fastest flag run maps and spawned a small competition to see the quickest cap potential, the fastest ever recorded on my server was thirteen seconds (9 seconds has been reported from singleplayer using slow movement cheats to perfect it precisely, however that does not count). lhca1 - a Clan Arena map with a dm3 theme comprised of 3 massive interconnected arenas related to eachother in a ring fashion with a central hub that was the site of many heated battles because it was smaller than the arenas themselves, the arenas turned out too massive scale (Quake rockets aren't that fast), impressed dpdm1 connectivity and design. (previously unreleased). lhdm4 - a DM map I made on request for a DM tourney, very inconsistent connectivity and structure, although various in theme as effectively, by no means bought used as a result of it was too small so I expanded it a bit, and then was told it was too massive, go determine (previously unreleased). metlhell - a DM map I made very early, far too experimental and I was considering extra in a singleplayer theme when i made it, which resulted in horrible connectivity and lava laden rooms reasonably than arenas conducive to combat. (beforehand unreleased). rampcity - a DM map based mostly on a quite simple concept, this turned out higher than anticipated, nearly infuriatingly difficult vertical fight map, and the first map I ever made within the BSP map editor - still my favorite editor. (beforehand unreleased).

2004-11-18:

New hmap2 release, what's new: Vic sent a patch that checks for incomplete brushes, removes them and prints warnings instead of exiting with a CheckWinding error (Because of Tomaz for committing the patch). fixed origin key handling in brush loader, so rotating bmodels ought to work properly (I hope). added -harshshade choice.

2004-10-19:

New darkplaces release, what's new: Fixed quite a lot of problems with scoreboard updates (names/colours/frags) within the server. Fixed duplicate title bug in client mini-scoreboard (the one to the appropriate of the statusbar in multiplayer). Tomaz enlarged particle font from 256x256 to 512x512 and added some code to permit saving it to a .tga (and an instance one has been posted on the obtain web page). Quitting with out utilizing the "stop" command within the console now disconnects from the server, and properly kicks off everyone on a local server. Credited romi and |Rain| for his or her contributions within the readme. Added 32bit shade help to SDL builds.

2004-10-17:

New darkplaces release, what's new: Rewrote Quake3 curve loading which lastly makes maps look right in all circumstances. Added DP_QC_GETTAGINFO extension written by VorteX so modders can find out the place md3 model tags and connected entities are, thanks VorteX!

2004-10-16:

New darkplaces release with numerous bugfixes, what's new: Now detects a few quake3 shader sorts to make quake3 maps look largely appropriate (additive shaders are detected, in addition to autosprite/autosprite2, and twosided shaders, additionally loads first cross texture if it cannot find a texture of the identical name as the shader, and transparent textures in quake3 maps now require a shader to point they're clear). Fixed a bug that was stopping dynamic lights from lighting up quake3 maps. Now prints 8 QuakeC opcodes instead of 5 when a crash or warning occurs. MoALTz fixed the r_stereo_separation code so the anaglyph stereo glasses help works properly now. Rewrote chat message handling code to be cleaner. Added DP_LITSPRITES extension string (the feature existed already but was not documented). Fixed connect status messages in join recreation menu (it was solely displaying them in server record menu). Simplified cl_web* cvars to simply cl_netlocalping and cl_netpacketloss and eliminated sv_netpacketloss cvars. Made tenebrae gentle cubemaps work on mannequin entities again (they have been being disabled because the requested skin didn't exist in the model, so the cubemap was being set to 0). Greatly optimized findradius builtin (it now makes use of the physics culling information to avoid searching all entities). Removed cl_nodelta cvar because it by no means worked correctly, and is pointless with the current community protocol. Fixed a bug that made the game world appear to freeze after a degree change in multiplayer (networking was falling apart). Fixed framegroup animation on normal entities (static entities like Quake's torches worked already). Changed motion interpolation a bit to higher handle much less frequent updates on far away entities. Fixed a "blue dlight" bug when a map uses tenebrae dlights however the progs.dat didn't support them (it was a foolish typo in the engine). Fixed a crash when devoted servers tried to speak to the gamers. Fixed a "blue glow_trail" bug, it was not correctly interpreting the palette coloration.

2004-10-06:

New darkplaces release with varied bugfixes, what's new: fastened lingering entities in quake protocol, demos for instance added cl_beams_* cvars to effects choices menu now can join to another server whereas remaining connected to present server up till the connection is accepted now shows loading display screen at applicable occasions which additionally stops sound fixed nehahra film support sprites now assist EF_NODEPTHTEST watershader now disabled on lightmapped water now compiles on x86_sixty four successfully, server still crashes though (might be mounted sooner or later) added commandline options to readme mounted an entity colormapping bug which brought about gamers to be white in dpmod skybox works in hlbsp once more fastened weird player mannequin angles when trying down destructive frags show accurately again Mathieu mounted a logging problem which was not recording cvar creation notices to the log Mathieu fastened sound channel quantity clipping to work the same on 16bit and 8bit sounds removed detection of GL_NV_vertex_array_range as it's not used added -novideosync disable for WGL swap control fastened qc builtin cvar_string to not crash engine if the cvar doesn't exist

2004-10-02:

New darkplaces mod release: Just added my dpdm1.rtlights file, only of concern to individuals enjoying that map.

2004-10-01:

New darkplaces release, what's new: It works lots higher than the previous release, has many extra menu options, has a readme, GOOD network efficiency (smoother than qw, though no prediction or clientside movement) It's simply plain better :) Thanks once more to Tomaz for his ongoing efforts to beat down the todo checklist. P.S. Hopefully I won't be so lazy about posting new releases sooner or later; then once more I've mentioned that a few occasions earlier than. New darkplaces mod launch: More of the same old little changes and steadiness tweaks, got rid of nailgun casings as a result of they looked a bit silly (although cool for making a pile of casings) and dragged down community efficiency loads, added back nails sticking in walls although (and you may blast them unfastened).

2004-09-07:

New version dpmaster launched: - model 1.5: Address mapping added (see Address MAPPING in readme) Servers on a loopback handle are accepted again if they have a mapping A legitimate "infoReponse" is now rejected if its problem has timed out The dimensions of the problem despatched with "getinfo" has been made random A timed-out server is now eliminated as quickly as a brand new server wants a slot Several little adjustments within the printings to make them more informative A technical documentation was added Compiling dpmaster with MSVC works again

2004-08-31:

Fixed link to download hmap2, sorry about that. Due to Gleeb for reporting this.

2004-08-27:

Updated sv_consumer.qc with bugfixes supplied by Sajt, it no longer moves slower when wanting up/down, pitch no longer impacts swim up/down when underwater, and FL_ONGROUND is cleared when noclipping or swimming, thanks Sajt!

2004-08-12:

First launch of hmap2, a mixed hqbsp/hvis/hlight/bsp2prt/bspinfo utility written by Vic based mostly on hmap, and with additional additions by me, tyrlite suitable (hlight lighting not supported, sorry), compiles q1/hammer/q2/q3/doom3 .map recordsdata (bp texturing not supported in q3 map recordsdata, texturing not correctly supported in doom3 map information which use bp texturing exclusively).

2004-05-21:

Tomaz changed the website format and cleaned it up to use css. Thanks Tomaz!

Posted a new litsupport zip updated by Tomaz to repair a couple of minor things (no precise bugs, simply passing one parameter too many to a perform, and fixed some start/end feedback).

2004-05-20:

Changed e mail tackle as a result of my telefragged account stopped working (and I do not assume I can get it back, I haven't any telefragged site), I was also getting 10 spams a day, and telefragged has ssslllooowww electronic mail (300 spams downloaded in 15 minutes)... So my email has changed, and is now not a simple email link to confuse spammers. (Yes there's still a brand new build within the works, it is delayed till I rewrite the networking to repair an annoying bug)

2004-01-28:

romi has completed his .rtlights file assortment for Quake Mission Pack 1: Scourge of Armagon (also called hipnotic), and for those not conscious of his Quake .rtlights file collection as properly, I recommend it :) romi also has some movies within the works to show his lighting creations better than the screenshots do. (If anybody does not remember, to experience an rtlights file it should be positioned within the maps listing, ensure within the Video Options menu that you're in 32bit color mode (sorry this can't be performed on a 3Dfx Voodoo1/2/3/Rush/Banshee), load up the map you want, and then merely sort r_shadow_realtime_world 1 in the console, take pleasure in. Maps without rtlights files are sometimes slower and less colorful.)

2004-01-17:

U8Poo has despatched a nice screenshot working of realtime lighting mode in a q3bsp map he made, to spice up the screenshots part, thanks! In other news another release remains to be in the works (as anticipated), already fastened some vital physics bugs (which date again to july) however for some purpose nonetheless am not quite within the mood to launch it.

2003-12-07:

Another new engine release (20031207b): Added r_wateralpha cvar to the results options menu.

New engine release: Not limits framerate to 20fps whereas in console as a result of I bought so many complaints about this (no Really that was not a bug like everybody assumes, that was a feature, simply a very misunderstood one), so now it only drops to 20fps when not the energetic window (it already did this). Changed hardware gamma handling in glx to no longer activate/off based on mouse being in the window or not, but merely whether it is the active window. Fixed 16bit video modes in Linux assist. (oww this was broken, I solely use 32bit :) Fixed a bug with console parsing that existed in virtually all variations of quake besides quakeworld by switching to the qwcl COM_Parse for console parsing (in english: fastened connect commands involving a port, like 127.0.0.1:26000), thanks very a lot to Fuh for mentioning this bug. Removed need for gfx/menuplyr.lmp, some old unused code required it, no concept why that was nonetheless there (in english: this has no significance to quake players, solely modders making standalone stuff).

2003-11-30:

Because of well-liked demand I put up some new screenshots of qe1 textures in e1m1 running realtime lighting mode.

2003-11-29:

New engine release, now parses scripts/*.shader information (including inside pak/pk3 archives) when loading q3bsp maps to check for surfaceparms (nodraw and trans and such) this mounted up q3bsp rendering a bit (not less than in the sense that transparent textures for tricky opaque shaders are actually rendered opaque). Another new engine release, now makes use of the surfaceflags contained in the q3bsp for all flags it may possibly (transparency continues to be learn from shader surfaceparms as there isn't any surfaceflag for it), this may occasionally or could not affect anybody however it is more right.

2003-11-19:

New engine launch, this fixes the bullet holes in Scourge of Armagon (and some other mods utilizing oriented sprites). New hmap launch with some enhancements by Vic: hqbsp now properly calculates node bounding bins making them a lot smaller for non-axial planes (this means maps run sooner in engines aside from darkplaces; darkplaces already did this on loading) detects and skips degenerate edges corrected CheckWindingArea for portals area checking exact .prt information output (may repair some vis errors on advanced maps) New dpmaster release from Elric, this fixes two buffer overflow vulnerabilities so anybody hosting a dpmaster master server ought to replace. Here's the readme's phrases on the matter: - model 1.3.1: Security WARNING: 2 exploitable buffer overflows had been fastened Verbose option parsing fixed Paranoid buffer overflow checkings added, in case of future code changes

2003-11-18:

New engine release, this one has a couple of recognized bugs (brief abstract: rtlights don't handle animated textures or water motion) however fixes enough very annoying bugs to warrant a brand new launch anyway, and provides some options, such as: Quake3 BSP file loading with rtlight help. (rtlight modifying note: q3map2 and doubtless q3map itself, take away light entities when compiling, so don't expect any lights till you add some) Now defaults to 32bit colour (I think this can still work on 3Dfx as a result of I know they assist 32bit display modes with 16bit rendering) and stencil is now automatically enabled on 32bit color modes. Added r_editlights_help and r_shadow_assist commands to provide some data so people don't should ask me about these subsystems. Added a variety of QuakeC builtin error checking concerning bogus entities being handed in (like trying to copyentity to/from world for example, or a free entity). Input sticking by means of a level change has been fixed! (thanks very much to Black for his work on this and other bugfixes within the enter system :) Now helps non-QWERTY keyboards in windows (it already supported them in Linux). (thanks to Black and Mercury for their mixed work on this) Added Anisotropic Filter setting to menu. (thanks to zinx for coding this, observe: use r_restart to reload textures to make it take impact) DirectSound ought to work in windows once more (been a long time since this labored because of DirectSound strangely needing an open window) so the sound fee has been bumped to 44khz (44khz ran into points with many drivers with no window open) and the sound system is restarted by snd_restart or vid_restart (as a result of window). Note: q3bsp support has NO SHADERS, this was meant for mods to make use of, not to play current maps (which often have very odd alpha textures for shader results),

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