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작성자 Colleen 댓글 0건 조회 188회 작성일 24-01-10 16:03

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DarkPlaces is a Quake modification I've built over the course of 6 years on and off experimenting, it received considerably of an overhaul when the Quake engine source code was released, and i began growing a customized OpenGL-solely engine for it and other mods, which supports Windows WGL and Linux GLX, and has significantly improved graphics and image quality.

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

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

Behind the scenes the code has changed a terrific deal, I was not content material with the original QuakeC code, and I've drastically changed the engine while maintaining compatibility with regular quake modifications.

LadyHavoc

Please read the ReadMe for additional information.

Quake art enhancement initiatives

News

2021-10-02

Status update: DarkPlaces engine is alive and well. We're engaged on a brand new release with the help of a further developer. In different information, we now have an official Discord server for the community, bridged to the present #darkplaces IRC. We've moved the code repository to GitHub attributable to in style demand as properly. No ETA on a new release yet 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 again to 0 and eliminated resulting from issues on terrain maps such as the Nexuiz map ons-reborn, the opposite collision improvements ought to still help significantly.

2014-05-07:

New darkplaces replace: Fixed a model lighting bug on sure q1bsp maps the place some entities were being lit incorrectly (black inexperienced armor in dm4 being one instance) - due to jitspoe for discussion leading to this repair. Fixed the cvar sv_jumpstep which was being inverted (this made it too easy to jump up ledges in id1). Changed collision code to prevent getting caught in lots of q3bsp maps and a few q1bsp maps (the 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 aircraft was being culled in some circumstances, portal bounds are now expanded based on r_nearclip). Fixed a bug in vid_tender when using a custom compiled SDL2 consumer (the common SDL client is SDL1 based) where the decals would show garbage on account of 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 now not drive a blur effect except the corresponding uservecs are in use (thanks divVerent). Updated ip handle for master server dpmaster.deathmask.internet and added ip6 address for it as properly (someday we'll use threaded dns lookup instead). Increased effectinfo.txt limits as requested by JKoestler who managed to have *that* many results outlined. Allow .rtlights files to use model -1 for compatibility with fteqw-produced rtlights information. New vid_desktopfullscreen cvar will use your desktop resolution as a substitute of changing video mode, this is better behaved on all platforms but especially Linux. gl_vbo_dynamicvertex and gl_vbo_dynamicindex have been optimized (but seem to still be slower on desktop GL than utilizing typical 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 habits when caught in brush fashions such that you could will not be stuck in an entity reminiscent of a door or platform, only stuck if in strong world geometry (an intentional quake habits).

2013-03-04:

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

2013-03-01:

New darkplaces update: added support for RMQe maps like "Something Wicked This way Comes" by Tronyn, this map format is slightly worse (smaller coordinate restrict) than the BSP2 that darkplaces already supported. mounted bug with the 2 shalrath not spawning in hip2m3 - this took a far-reaching evaluation and bugfix effort for droptofloor and MOVETYPE_STEP normally, this should improve compatibility with different maps too. sv_gameplayfix_ cvars default off now, this could make most mods compatible by default reasonably than requiring tweaked cfg recordsdata, these cvars do default on for non-quake games nonetheless (Nexuiz, Steel Storm: Burning Retribution, and so on). skeletal model animation is now hardware accelerated where doable (OpenGL three / DX10 cards), this significantly improves fps in Nexuiz and different video games with skeletal models. New dpmod release 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 assist. fastened hip1m1 gold key door bug. mounted some bugs with effectinfo.txt parsing that might trigger effects to not be properly initialized. sound() builtin now supports speed control (pitch shifting) and 128 channels with snd_channel*quantity cvars controlling their quantity degree independently (make weapon sounds louder/quieter compared to different sound types, etc). reduced memory utilization (sounds are now resampled throughout mixing moderately than at load time). better help for static (non-animated) iqm fashions. added dpshaderkillifcvar key phrase in q3 shader information which allows various shaders for use based mostly on cvars (video games can use this to swap in different kinds of water shader among different issues). eliminated r_hdr cvar (use r_viewfbo 2 as an alternative). a number of bugs with vid_sRGB 1 have been fixed. made mdl rendering mode faithful to software program Quake by removing an undesirable half-pixel texcoord offset. added cvars r_nearest_2d and r_nearest_conchars which allow you to determine whether or not to use nearest filtering on your complete 2D UI or just the console font. support for BSP2 format (modified Quake bsp with higher limits) to match the new hmap2 function. fix lacking runes on the hud (attributable to previously bugged detection of hipnotic/rogue qc code). fastened playback of intro demos in Malice recreation. fastened a bug the place enjoying back demos and changing slowmo cvar wouldn't instantly take effect. New hmap2 launch bringing support for far more complicated maps (past Quake limits), it is far much less likely to crash on advanced maps now and can write BSP2 format if crucial. New dpmod launch with some minor fixes.

2011-07-23:

New dpmaster grasp server launch from Mathieu Olivier, version 2.2 brings the next features: Flood protection against abusive clients (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 repair the following points with the earlier launch: OSX build now supports .ogg music and .ogv theora video recording as intended (and as the other platforms do).

2011-06-26:

New DarkPlaces engine release to fix the next issues with the previous launch: Really fixed the solid water bug on dedicated servers this time.

2011-06-25:

New DarkPlaces engine launch 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 improvements and bugfixes, including: Significantly optimized rendering, much larger framerates than previous launch. Photon traced 3D texture radiosity in realtime world mode (r_shadow_bouncegrid 1). Experimental Software Renderer (vid_smooth 1;vid_delicate_threads 4;vid_restart), not really useful for severe play, framerate is poor (however it renders very accurately), not characteristic full yet; no fog as an illustration... Experimental Direct3D9 renderer alternative (vid_dx9 1;vid_restart), not beneficial because the D3D9 shadowmapping methodology is very sluggish compared to the OpenGL method, with shadows off it performs virtually identically to the OpenGL 2.Zero renderer.

In other information, the DarkPlaces-powered game Steel Storm: Burning Retribution has been launched on Steam, for those who love overhead arcade shooters and multiplayer mission editing.

Also essential, the net-primarily based Quake Expo 2011 is properly underway and nearing the end of its week-long run, make sure to take a look at the booths.

Updated obtain web page with autobuild obtain links for those who need to observe the newest in-growth version, also added separate downloads for Windows and Windows 64bit without the Linux and OSX builds to decrease download dimension for most people.

2010-04-08:

New DarkPlaces engine release with many improvements and bugfixes, together with: Top 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 efficiency on Q3BSP maps (mod_collision_bih cvar is on by default).

In different news I'm actively working on the console Nexuiz recreation coming this summer time on Playstation Network and Xbox Live Arcade, powered by DarkPlaces engine, I had a number of enjoyable at GDC, thanks everyone for the assist and this recreation is going to rock (on the topic of licensing please see the interview at timedoctor.org), this means I have even more motive to actively maintain DarkPlaces engine and will proceed adding nice options.

There's now a DarkPlaces wiki for modders, see this inside3d thread for more information and to contribute.

2010-01-13:

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

2009-08-28:

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

2009-07-09:

New DarkPlaces engine construct, this is purely a bugfix launch - the ogg dlls have been missing in the previous construct, making sound/cdtracks/track002.ogg and other emulated cd tracks fail to play (if you weren't conscious of this characteristic, see the readme for directions on encoding and putting in the Quake CD music for play with out the CD within the drive).

2009-07-07:

New DarkPlaces engine construct, bringing extra of the usual optimizations and bugfixes, this launch is mainly to repair a permissions problem that saved the Mac model from beginning within the final stable build.

2009-06-04:

New dpmaster grasp server launch from Mathieu Olivier, version 2.Zero brings the next features of curiosity to recreation builders: IPv6 support. Logging system. Game type filters in server record queries (and means to restrict supported games in the master server, could also be of curiosity to sport teams internet hosting their very own grasp server). Updated documentation and many fixes and enhancements. (Note: dpmaster is only of curiosity to sport growth teams who've a game engine that helps the Quake3(r) master server protocol, or the prolonged dpmaster protocol, it's not of curiosity to users)

2009-01-28:

New DarkPlaces engine construct, this release is primarily to fix the crash attributable to latest ATI windows drivers when altering resolution or quitting.

2008-10-04:

New DarkPlaces engine construct with the following major adjustments: Made savegames compatible with other Quake engines. Extended savegame format with new features (now not glitches while you reload a savegame on a mod that randomly replaces monsters or gadgets with different 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 totally help it however not all, and crashing is unacceptable).

2008-09-30:

New DarkPlaces engine construct including lacking information to the Mac construct (SDL.framework was not included and thus it would not run).

2008-09-10:

New DarkPlaces engine build with a fix for specular lighting points.

2008-09-09:

New DarkPlaces engine build together with Mac binaries, principally bugfixes for the reason that earlier release.

2008-08-16:

QuakeExpo 2008 is open as of August fifteenth and ending on September 12th (4 weeks - longest qexpo ever), make sure to offer it a visit and see what persons are doing with Quake, Quake II, and Quake III.

2008-08-08:

New DarkPlaces engine construct, many minor enhancements have occurred, as well as optimizations and bugfixes.

Note: no Mac binaries included this time, I haven't set up compiling on a Mac I've access to yet, when you need Mac binaries please e mail me to remind me.

2008-07-15:

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

2008-06-16:

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

2008-06-15:

Posted Elric's new dpmaster version 1.7, that includes a perl-based check suite, several bugfixes and minor one-time memory leak fixes, increases in default server limits, corrections to techinfo.txt, and different improvements. (Note: this server-listing database program is barely attention-grabbing to unbiased recreation growth groups and tournament directors)

2007-11-20:

New DarkPlaces construct: Improved efficiency on lowend cards (in all probability solely barely) by skipping a screen clear. Improved efficiency of reflections on water. Improved efficiency of GL 2.0 shader - glow layer was by chance always enabled. Improved efficiency of GL 2.0 shader - directional shading was being utilized in Quake1 levels despite the very fact Quake1 maps don't have any directional mannequin lighting information (Quake3 maps do), this was utilizing a very slow software program code path to generate directional shading info on models, which went unused. Fixed bug with loading a savegame whereas demos are enjoying. You can now load/save multiplayer games (just remember to have everybody rejoin in the identical order earlier than loading). Improved efficiency of decals (split particle system into particle and decal subsystems with extra finely tuned code for every). More than doubled blood opacity, it was exhausting to see earlier than at default settings. Probably a number of other fixes and modifications I ought to point out bug forgot about.

Known bugs: water doesn't mirror sky for unknown reasons (not a new bug).

New dpmod build: Updated episode 1 rtlights files from romi's site.

2007-11-03:

Updated screenshots web page as a consequence of fashionable demand.

2007-09-28:

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

2007-09-27:

New DarkPlaces construct: Fixed the guardian boss in mission pack 2 (Dissolution of Eternity) not waking up. Fixed some misplaced code inflicting the score show on the left facet of the hud in multiplayer to show up even at viewsize 120. Added help for mouse button 4 (left facet button on some mice) in -dinput mode (in case anyone truly makes use of that), button 5 (proper side button) nonetheless not supported in -dinput though. Improved fps significantly in some maps reminiscent of masque.bsp (Masque of the Red Death) by using bigger lightmap textures for maps with a number of lightmaps. Rewrote OpenGL 2.0 shader in a method that may make it work with broken GL drivers on Mac OS X (it already worked on ATI Radeon X1600 and above however not other playing cards, let's see if this fixes it on different playing cards). Implemented (very gradual) experimental pixel shader water (Try the next commands if you wish to try it: r_glsl_water 1;r_shadow_bumpscale_basetexture 4;r_restart;r_waterscroll 8;r_novis 1;r_wateralpha 0.1)

In other news I put up a tech notes web page which may be helpful to different engine developers, or to anybody interested in the applied sciences used in darkplaces.

Rygel's 2.7GB extremely texture pack is wonderful, you should definitely set gl_texturecompression 1 before installing it nonetheless, it could not even load otherwise, and it takes about 3 minutes to load the primary level!

2007-07-11:

New DarkPlaces construct to fix timing issues in Nehahra movie playback at scene transitions.

2007-07-07:

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

2007-04-12:

New DarkPlaces build, this has the next important changes: Renders quicker using the GL_ARB_vertex_buffer_object extension if out there to store the map, fashions, and shadow volumes on the video card for faster drawing. Fixed crashes and broken lighting (which largely affected ATI cards which have a extra strict shader compiler). Fixed a significant concern in timing code that had been inflicting delicate timing issues corresponding to inconsistent ping times, erratic shot timing, jerky movement of players utilizing prediction. Known bugs and workarounds: If your cl_maxfps is close to your rendering framerate it may be very jerky, if this occurs please enter this within the console: cl_nettimesyncmode 1 (a greater fix is in the works) DarkPlaces source code has moved from the cvs versioning system to the svn versioning system, if you're an avid DarkPlaces tester obsessive about having the latest in-growth model always, or are sustaining patches for darkplaces for your 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 copy different recordsdata as essential), all future modifications will only be committed to the svn, the cvs will not be up to date, and will finally die every time icculus convinces all different projects to modify to svn.

All future construct zips will lack the CVS directories and cannot be updated (sorry, but the .svn listing doubles the scale of each zip, which is unacceptable), if you could replace please do a checkout as a substitute of downloading a build zip.

This also signifies that I can now add more builders to the DarkPlaces undertaking as I now have control over the logins for DarkPlaces (for cvs, icculus was having so as to add real unix users for each developer and informed me he wouldn't add any more, so some people had been only in a position to submit patches to me, now they will commit directly with out my intervention).

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

2007-03-15:

New darkplaces engine and dpmod release: Fixed a extremely bad bug in dpmod deathmatch 7 code that made all monsters spawn at only one of the spawn factors, rather than a randomly chosen one as was supposed. Fixed bug that made ambient sounds not play (besides in demos). Doubled default hearable sound vary to match ProQuake. Added assist for the strange macros usually found in FuhQuake/ezQuake .loc files. Cleaned up the options 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 nearly 2 years of complaints concerning the tilde key not closing the console. Added code to setinfo pmodel/emodel when related to a quakeworld server (incase anyone cares about what version of participant.mdl/eyes.mdl are being used). Fixed bugs in server query code when using sv_protocolname QUAKE, the server now properly responds to quake1 query instruments when running quake protocol. Disabled cl_bobmodel code when cl_bob is 0 for higher compatibility with quake configs that expected 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 giant numbers of information. Disabled movement prediction code on Quake servers, as it by no means works proper without correct synchronization of strikes (which solely DP6/DP7/QW protocols offer).

2007-03-14:

New darkplaces engine release fixing some bugs with .loc information that proquake accepted but darkplaces did not parse properly, no other noteworthy adjustments.

2007-03-12:

New darkplaces engine and mod release: Many bugs mounted, some new features, fastened some map compatibility bugs (gadgets falling out of levels and such), mounted many community issues (Significantly better now), some new community features (resembling automatic downloads of lacking files from darkplaces servers), absolutely updated readme (which has been converted to HTML and posted here, and now includes cvar and command lists), some optimizations, helps more OpenGL extensions to accelerate stencil shadows and other features, changed the look of rtlights to be a bit more reasonable (small performance penalty). Removed pentium3-optimized builds (darkplaces_p3.exe and such) because they weren't actually any sooner from the few reviews I've gotten, this reduces obtain dimension. Now not posting nexuizengine builds as a result of the Nexuiz workforce make their own anyway. Note: no Mac version included on this launch either, sorry.

2006-07-25:

New darkplaces engine launch: Several bugs mounted, not much in the best way of new features. Note: no Mac version included on this launch both, sorry. Happy QuakeExpo 2006 everybody!

2006-06-06:

New darkplaces engine launch: Many modifications, bugfixes, options, and optimizations... Note: no Mac model included as a result of my good friend's Mac is at the moment out of commission (drive failure, already changed but the system is not fully functioning but). Happy 6-6-6 everyone!

2005-08-24:

New dpmaster release, model 1.6: Several getserversResponse might 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 increased from 5 bits to 6 bits. Several updates and corrections in the documentation. Compilation on FreeBSD was mounted. A few minor modifications in "COMPILING DPMASTER" (in techinfo.txt).

2005-08-18:

New dpmod launch, just extra 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 like to find out how to repair the various problems with the stick physics) New darkplaces engine release, monsterously big abstract of modifications follows: (the changelog itself is much bigger) Fixed a bug that was making models twice as brilliant as they ought to be within the merged renderer. Added a special verify for entities with NAN origins in server networking code to prevent a crash (NAN origin means it has no location in any respect, it's all over the place without delay, a really unhealthy scenario). Black and LadyHavoc modified regular/tangent smoothing to make use of areaweighting fairly than summing normalized vectors, this seems to be a little bit better and is rather a lot less cpu work on animated high poly models (r_smoothnormals_areaweighting enables/disables this). Black mounted some bugs stopping Tenebrae light entities in q3bsp maps from loading in the rtlights loader. Elric mounted a crash with the mod coopmod. Improved reminiscence debugging capabilities of developer_memorydebug 1 setting, now detects double-free makes an attempt and different errors fairly reliably. Added v_deathtilt, cl_deathscoreboard, and cl_deathnoviewmodel cvars to make certain clientside loss of life behaviors non-obligatory. Fixed a extremely dangerous mistake in the client login course of, it was sending
(newline) characters at the top of the signon commands (the server does not expect newlines in these commands). Added a small examine to forestall the "cmd" command from forwarding an empty command to the server when given nothing to forward. Added assist for GL_NV_half_float OpenGL extension for a noticable lighting speedup on GeForce6 and a minor speedup on GeForceFX. Black made changelevel start a map if there is no server working. (so changelevel is now just like QW's map command. Black added DP_CON_EXPANDCVAR and DP_CON_ALIASPARAMETERS extensions. DarkPlaces should now support 64bit file sizes on non-home windows platforms since home windows makes it harder (that is sixteen Exabytes, or 16,384 Petabytes, or 16,777,216 Terabytes, or 17,179,869,184 Gigabytes). Fix issues with lacking cubemap textures in GLSL. Tomaz fastened a bug within the Windows shopper with vsync the place it was not utilized when the window first opened. Black merged the menu and server QuakeC virtual machines for probably the most part, in preparation for client QuakeC. Fixed a bug that was solely permitting one energetic lightning beam owned by world. Fixed a rare bug where stencil shadow volumes were not projected far sufficient to achieve the sunshine box. Default Offset Mapping off (because it messes up mannequin skins). Black added sv_playerphysicsqc to regulate whether the qc physics perform is named (if it is obtainable). Black added support for loading LNO recordsdata produced by fteqcc (for reporting line numbers of QuakeC errors). Black made the server attempt as much as a hundred ports above the default (26000) if the default one fails to open, automatically assigning ports when running multiple servers. Added a patch from Christian Holmberg to make XK_part key (I do not know what this is) sort ~ character for binds. Removed r_editlights_rtlightssizescale and r_editlights_rtlightscolorscale cvars (now they behave as in the event that they have been both 1.0) added r_editlights_edit commands radiusscale sizescale and colorscale (use these to fix previous-format .rtlights files). Cured the 'cannot bunnyhop' bug. Black added support for [515]'s BX_COLORTEXT extension. (BX = Betwix engine. Fixed crashes after degree modifications involving lightning bolt models that obtained unloaded during the level change (was happening often within the Ascension of vigil). Changed server to set self to world before calling SetNewParms qc operate (to deliberately crash any damaged 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 performs a demo after which quits, -demolooponly stays within the demo loops and only permits the escape key, which quits). Elric added fundamental support for Q3's "getstatus" messages from Q3 server query tools (based mostly on a patch by divVerent). Fixed several issues in filesystem searching functions (now "dir *.cfg" should truly report the appropriate files, as well as "ls maps/*.bsp" and so on). Fixed a compile downside on Mandriva Linux (patch by Zero_Dogg). Elric added DP_SOUND_API targets (NULL, OSS, ALSA, BSD, WIN, COREAUDIO) in the makefile to permit choosing totally different sound drivers. Now not averages ping occasions, simply makes use of the most recent 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 consistently reporting world origin as the affect level). Fixed a bug that was inflicting impulses to lost fairly often. Now only gives shareware Quake warning if operating Game_Normal (Quake). Black added the cvars internet_slist_timeout and internet_slist_maxtries to question servers multiple times. Server browser now queries servers over time to avoid flooding out requests and getting very bad pings (net_slist_queriespersecond and net_slist_queriesperframe cvars control the speed of queries). EvilTypeGuy added Solaris 10 x86 help. Tomaz revised the embedded font to assist all of the special Quake font characters. Fixed two extreme geometry bugs within the zym loader (which have been causing elements of models to not render). Fixed a bug in SDL shopper which was stopping typing after vid_restart. Fixed some crashes with server commands (kick, view* commands). Fixed an endian swapping issue in Q3BSP loading (so Q3BSP loading now works on Mac). Added somewhat hacky help for Mac OS X .app packaging to allow correct Mac OS X binaries to be made. Fixed bmodel trails (if anybody ever dares to attempt them) to come from the center of the bmodel, this additionally cleaned up the sound code (and fixed a bizarre bug with a sound performed in the same body as an entity is removed). Added DarkPlaces7 network protocol with QW-style local player movement capabilities, warning: this has speedcheat/lagaport potential (and at present no way to power off cl_motion from the server). Added DP_QUAKE3_MAP extension. zym fashions now support TraceBox calls (bullet tracing among other issues). Fix bug with ClientDisconnect not being called if a client drops between "spawn" and "start" commands, now it's reliably referred to as. Dhanged default heartbeat_interval to one hundred twenty seconds so that normally two packets are available earlier than the 5 minute timeout, this could assist with packet loss in server heartbeats to the master servers. Fixed bug that rotated all sounds ninety degrees to the appropriate in Nexuiz (because it has critically messed up player fashions). Fix portal clipping of lighting in a single cluster map (field map) which has no portals. Fixed snow fluttering so it works correctly again. Fixed crashes with .lit recordsdata of the wrong measurement (a begin.lit in id1 for instance when running a mod which has its personal begin.bsp which isn't appropriate with the beginning.lit from id1). Fixed envmap command to save the correct skybox structure (matching Quake2). Fixed 64bit compatibility issues 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 reduction and (extra importantly) simpler to take care of (which implies much less bugs). Fixed problems with getting stuck in wedges in maps (by turning off sv_newflymove cvar). Added sv_gameplayfix_blowupfallenzombies and sv_gameplayfix_findradiusdistancetobox cvars (to allow these adjustments to be disabled). Fixed a bug with dead explosion shells not being eliminated (resulting in them ceasing to work after a while). Fixed a bug that made menu sounds come from world origin (they are actually international). Revised notes in r_shadow.c on Creative Labs' patent on the Carmack's Reverse stencil shadow quantity method. Rewrote scissor calculation to make use of brush clipping of the light field to find out which part is on screen and restrict rendering extra precisely than before. Improved readability of "memlist all" reports, they now embody the filename/linenumber of each allocation. Cleaned up init process once more, now parses configs only as soon as (not twice for video settings and such) and opens video as quickly as the first map/startdemos/join/playvideo/cd play command is executed (connect truly waits till it connects and will not open the window if it fails). Made r_restart/vid_restart reload models as intended. Fixed a bug that made view-attached entities render in third particular person. SDL builds are now enabled by default in the makefile. Silenced some texture loading warnings in devoted servers (thanks to Biomass for reporting this). Black modified the SDL window icon back to DP's icon. Black changed commands, cvars and aliases to be sorted by identify (for better console listings). Fixed a silly bug within the te_customflash server qc builtin, it was fading instantly. Fixed a really minor bug in TE_CUSTOMFLASH parsing (forgot so as to add 1 to radius). Fixed lacking gfx/internet.lmp warning (and some others in gfx.wad), they are actually accessed correctly. Fix a bug that made rtlighting crash (due to Vic for reporting this). Not shows further time reports in r_speeds report when using r_showtris 1. Added developer_texturelogging cvar (logs all attempts to load pictures to textures.log, helpful for texture alternative initiatives to know what textures matter to a map). Default DLight shadows on. Fixed a bug the place the player could be stuck in place (for a really very long time) when going from singleplayer to multiplayer. Added cl_capturevideo_sound cvar (defaulted to 0) to allow enabling/disabling sound saving, with sound disabled you can save videos at a framerate your machine cannot maintain (no sound sync to worry about). Fixed bugs that made doorways and different pushers ignore some entities. Fixed transparency issues in q3 shader parsing. Fix fogging in hlbsp by clearing view to fog colour (since sky polygons are lacking 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 (center of display screen somewhat than showing the place your pictures will hit in the world). Changed in_pitch_min/max defaults to ninety levels so now you can intention straight up/down (not like in Quake). Fixed an objects parsing bug when playing hipnotic demos. gl_texture_anisotropy now only affects mipmapped textures (ought to fix points with lightmaps). Fixed a bug the place gl_texturemode was changing textures that aren't speculated to be affected by it. Default to insert mode as a substitute of change mode in console. Cursoring past the end of the present commandline no longer takes characters from an previous commandline. Allow typing worldwide characters in the console (non-ASCII) for mods that use Latin1 fonts fairly than quake's white/brown set. Fixed a crash in network parsing when an entity is tagged to an entity that is outside the present range of entities. Fixed a severe server bug affecting frikbots (the engine was running physics code on disconnected shoppers). Improved compliance with Targa spec in treatment of alpha and colormaps (palettes) in truecolor images - Note: this implies many Paintshop Pro and Photoshop TGA recordsdata are not clear, GIMP is aware of how to put in writing them correctly. Renamed r_shadow_cursor cvars to even have the phrase cursor in their identify like they were speculated to. Added playerclip and monsterclip brush assist for q3bsp levels. Elric added the DP_HALFLIFE_SPRITE extension. Fixed a server bug that was solely permitting 256 mannequin animation frames to be used. Reduced shopper memory utilization by 29MB by making cl_max_entities dynamically grow as wanted. Elric mounted various bugs in 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 mounted a bug the place a server was pinged multiple times for the server checklist. Added tag attachment assist to zym models for Nexuiz (to permit player models to carry weapons, etc). Fixed a bug that messed up the server after a failed stage load. Fixed a skybox texture leak on degree changes. Disabled merchandise bobbing by default. Changed intermission habits a bit to permit Nexuiz to freeze the action at stage finish. Fixed a bug with decals that made them by no means actually disappear. Minor memory discount in particles (3.8MB down to 3MB for 32768 particles), troublesome to trim any more. Added a recreation mode for The Hunted Chronicles. Early exits (error during startup) no longer save a damaged 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 volume. Added back particles in teleport splash effect. Improved r_texturestats command output (now offers a total for every pool). Default devoted servers to public (listen servers stay non-public by default as they're usually not professionally hosted). Made the important thing below escape bindable and like other binds it only works while ingame (Note: you must now hit escape to shut the console, I use shift-escape instead). Now pops up the menu at startup if there is nothing to do and no demo loop. Added splashes to rain impact. Added Venim's dpmaster server (now up to three masters). Black mounted net_slist command to only print servers once. Added DP_CON_STARTMAP extension which defines two configurable aliases to decide on a start map. Now easily interpolates weapon recoil (punchangle) in multiplayer. Added key repeat in SDL shopper. Fixed gl_flashblend so it overrides dynamic lighting (as intended). Fixed issues with r_editlights_edit cubemap command. Fixed bugs with cl_particles_dimension cvar so it works again. Fixed a bug where vsync was not restored correctly after a vid_restart. Black added Quake3 color codes to textual content printing (console and elsewhere). Reduced high quality of Offset Mapping in GLSL mild shader to work on ATI Radeon 9500-9800/X300 playing cards (I hate limits!). Changed q3bsp curve loading barely to allow finer curves. Skill values exterior 0-3 are now allowed (mainly for Transfusion which makes use of 0-4). Fixed bugs with zoom in Nexuiz (zoom was being utilized twice to fov). Now detects and avoids software fallbacks in GLSL shaders (mainly limited ATI Radeon playing cards). All textual content file access now helps Mac and Windows line endings constantly, and all text recordsdata (config.cfg, savegames, and files written by QuakeC) are now saved in UNIX format. Added documentation on glsl cvars to r_shadow_help. Implemented a GLSL shader per pixel lighting path (enabled by default), it even helps Offset Mapping (aka Parallax Mapping, not pretty much as good as Relief Mapping or Virtual Displacement Mapping, but still reasonably cool in the correct conditions). Fixed a silly typo with the cl_netlocalping cvar (it is now in milliseconds as intended). Disable vsync by default. Games now have their own config directories (as an alternative of all the time being ~/.darkplaces) in order that Nexuiz does not look in ~/.darkplaces/. Newly spawned projectiles (rockets, etc) now not seem in midair at low framerates. Fixed some geometry issues with beam polygons (such as the nex beam in nexuiz). Fixed a crash with rtlights outside the extent. Added Ludwig Nussel to Due to part in readme. Fixed unnecessary warnings about missing skins/frames on q1bsp/q3bsp fashions. Fixed a uncommon "Got signon 1 when at 1" error in client (still not sure why it will get this however). Elric mounted PK3 and Ogg Vorbis assist on NetBSD. Fixed a compile error with snd_alsa.c (patch by Ludwig Nussel). Linux/BSD libz, libvorbis, and libvorbisfile .so names are actually versioned so that they work with out improvement packages put in (patch by Ludwig Nussel). Added ~/.darkplaces support to the filesystem (patch by Ludwig Nussel). Tomaz mounted more reminiscence leaks. Tomaz added CL_Shutdown to repair 14 memory leaks totalling over 30mb. Updated e mail deal with in readme. (due to zarquon for stating that it was outdated. Black improved server browser to support sorting and filtering. Now saves seta cvars with the seta command and normal ones with out it. Elric fixed 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 other QuakeC server programs in Nexuiz. Added vsync help for GLX shoppers utilizing GLX_SGI_swap_control. Black made video playback system capable of play multiple videos directly (may be helpful to QC menus). Tomaz fastened a difficulty with sys_ticrate bounds checking which was spamming cvar modified messages in developer mode. Disabled vsync throughout timedemo. Elric fastened PK3 archive assist on Mac OS X. Made sensitivity cvar have an effect on 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 attempts to entry recordsdata exterior the Quake listing and rejects them. Fixed a Sys_Error in input message building when related to a QUAKE protocol server. Elric made DarkPlaces work on Mac OS X. Black added ' quote help in script parsing and elsewhere. Black added NEXUIZ_PLAYERMODEL extension. Elric fastened a HalfLife WAD loading bug within the filesystem code. Fixed animation glitches when weaponmodel changes. Now clears display screen at startup so you do not see leftover garbage from the final 3D utility. Added PRYDON_CLIENTCURSOR extension to allow FrikaC's Prydon Gate mod to have a clientside mouse pointer (more responsive, https://leaksoff.com/ even highlights things as you mouse over them). Added DP_BUTTONUSE extension (+use/-use button). Added DP_BUTTONCHAT extension (true while enter just isn't focused on the game). Added back DP_ENT_COLORMOD extension because of in style request (modified to permit colors above '1 1 1' which may brighten fashions. Upgraded network protocol to DP6 which uses less bandwidth and permits precaching fashions/sounds during the game (used for participant models in Nexuiz). Added sv_gameplayfix_setmodelrealbox cvar which will be set to zero to enhance compatibility with some damaged mods (TargetQuake, QuakeRally, probably others). Changed loading plaque to easily 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 shade space appear appropriately on Pc screens) --- THIS Feature Is just not A BUG. Elric fixed a bug that was making ambient sounds silent. Fixed a bug with invisible dlights in FrikaC's Vile mod. Fixed skybox structure (front and back were swapped, and all different sides have been rotated/flipped), now matches Quake2 layout as intended. Fixed Nehahra film assist (once more). Fixed a bug that made corpses shortly rise up and fall down once more in Nexuiz. Reduced cpu use when at cl_maxfps restrict. Improved showfps 1 accuracy. Fixed a cpu hogging bug in dedicated servers. Files now override paks, this makes it easier to patch things and is what users expect (nevertheless it hundreds slower). Fixed a rendering crash if unused lightmaps exist in q1bsp. Fixed bug that called PlayerPreThink and PlayerPostThink on unspawned clients. Upgraded rtlights format to have separate ambient, diffuse, and specular intensity scales, and also coronasize, this also permits corona-only lights by setting all scales to 0, and added normalmode/realtimemode flags so that lights can seem in regular mode, not just realtime mode (primarily useful for adding corona results to a normal degree) added ambient mild help to RenderLighting (non-bumpmapped diffuse), and some dlights now use ambientscale (this has not been exposed as a qc extension but, 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 gamers on a server (no more scoreboard hacks!). Q3 alphafunc shaders now render as transparent. VorteX mounted bugs in gettaginfo and gettagindex builtins. Fixed a runaway loop drawback in server code if machine is just too slow for server. Centerprint can now use full screen dimension (now not limited to 40 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 in the future). Black added backslash-" quoting assist within the console and elsewhere. Realtime video capture (see cl_capturevideo cvars, uncooked yv12 format beneficial in case you have appropriate encoders). Warning: video seize aborts in case your machine cannot keep up. Rewrote timing code, renamed host_maxfps to cl_maxfps, eliminated host_minfps, now runs server quicker than shopper if framerate is simply too low to honor sys_ticrate cvar. Fixed the "Joe changed title to Joe" bug. * Improved quake.rc config execution to begin a map even if startdemos will not be used. Sound loader now supports sounds with and with out sound/ directory, to allow mods to support sound and music entities in Quake3 maps. r_editlights mode now reveals light number and total lights. Elric mounted a quick sound bug when a new stage started. Fixed a uncommon sound crash that apparently happens in Fiend Run Lite demos. Don't spam the console with warnings about missing frames and skins in models that did not load. Elric added FreeBSD assist (NetBSD and OpenBSD already supported). Fixed a bug with traceon/traceoff QC builtins not taking effect instantly (for printing Quakec code as it executes). Added DP_SV_DROPCLIENT extension. Fixed a bug that messed up the first scoreboard entry when gamers left a server. CD monitor emulation uses three digit substitute tracks (id1/sound/cdtracks/track002.ogg and such. Fixed a crash if dlights attempt to cast shadows when there is no such thing as a map loaded. Fixed a crash in console logging of a reminiscence corruption (sentinel) error report. RTLights system now helps .ent override information. Fixed a mouse twitch in GLX consumer after elevating/reducing console (mouse grab). Fixed a messagemode/messagemode2 concern in which you might type ";give up" as a chat message and have your client quit. Fixed an r_restart crash in skybox code.

2005-06-21:

New hmap2 launch which now works properly when given .map filenames for vis and gentle phases (which really want .bsp), this could repair problems with the GTKRadiant build menu, hmap has not been fixed (it is out of date).

2005-03-08:

I've moved all obtain information to the recordsdata directory to make beta builds simply accessible (I don't make frequent official releases as a result of work involved in making the "What's new" descriptions). This breaks any pages immediately linking to previous betas, please replace links to level to the brand new directory as a substitute. A couple videos of the laborious talent hall in start have been added to the screenshots web page to display the darkplaces expertise (completely inventory data apart from a .rtlights file).

2005-01-31:

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

2005-01-22:

Released some outdated maps (ladyhavocmaps.pk3) with source .map recordsdata included: ctfgold8 - my map for the CTF Gold pack, designed to be a very linear map from base to base with two paths by the center space, and a quad to spice issues up, the bases are nicely geared up for extended fights, however filled with deadly corners which make fight freightening at greatest in the bottom itself, the rooftop is relatively protected, and the traps on the sniper outposts are fairly an odd touch, it has 1 quad and 2 purple armors, 1 yellow armor, three rocket launchers, and all the opposite weapons can also be discovered, one goal of this map was to be difficult to rapidly flag run regardless of being a small map, but because of the grappling skillz of many this turned out to be one of the quickest flag run maps and spawned a small competition to see the fastest cap attainable, the fastest ever recorded on my server was 13 seconds (9 seconds has been reported from singleplayer utilizing slow motion cheats to excellent it exactly, however that doesn't count). lhca1 - a Clan Arena map with a dm3 theme comprised of three massive interconnected arenas connected to eachother in a ring fashion with a central hub that was the positioning of many heated battles as it was smaller than the arenas themselves, the arenas turned out too giant scale (Quake rockets aren't that fast), inspired 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 well, never acquired used as a result of it was too small so I expanded it a bit, after which was told it was too large, go determine (previously unreleased). metlhell - a DM map I made very early, far too experimental and I used to be considering extra in a singleplayer theme after i made it, which resulted in terrible connectivity and lava laden rooms somewhat than arenas conducive to combat. (beforehand unreleased). rampcity - a DM map based on a very simple idea, this turned out higher than expected, virtually infuriatingly tough vertical fight map, and the primary map I ever made in the BSP map editor - still my favorite editor. (beforehand unreleased).

2004-11-18:

New hmap2 launch, what's new: Vic despatched a patch that checks for incomplete brushes, removes them and prints warnings as a substitute of exiting with a CheckWinding error (Thanks to Tomaz for committing the patch). mounted origin key dealing with in brush loader, so rotating bmodels should work correctly (I hope). added -harshshade option.

2004-10-19:

New darkplaces launch, what's new: Fixed various problems with scoreboard updates (names/colors/frags) within the server. Fixed duplicate title bug in client mini-scoreboard (the one to the proper 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 example one has been posted on the download page). Quitting with out utilizing the "give up" command within the console now disconnects from the server, and properly kicks off everybody on a neighborhood server. Credited romi and |Rain| for their contributions in the readme. Added 32bit colour help to SDL builds.

2004-10-17:

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

2004-10-16:

New darkplaces release with various bugfixes, what's new: Now detects a number of quake3 shader varieties to make quake3 maps look principally right (additive shaders are detected, as well as autosprite/autosprite2, and twosided shaders, additionally hundreds first cross texture if it can't discover a texture of the identical title as the shader, and clear textures in quake3 maps now require a shader to point they are transparent). Fixed a bug that was stopping dynamic lights from lighting up quake3 maps. Now prints 8 QuakeC opcodes as an alternative of 5 when a crash or warning occurs. MoALTz mounted the r_stereo_separation code so the anaglyph stereo glasses support works correctly now. Rewrote chat message dealing with code to be cleaner. Added DP_LITSPRITES extension string (the characteristic existed already however was not documented). Fixed connect status messages in join recreation menu (it was solely showing them in server listing menu). Simplified cl_web* cvars to simply cl_netlocalping and cl_netpacketloss and removed sv_netpacketloss cvars. Made tenebrae mild cubemaps work on model entities again (they had been being disabled because the requested pores and skin didn't exist in the mannequin, so the cubemap was being set to 0). Greatly optimized findradius builtin (it now uses the physics culling information to keep away from looking all entities). Removed cl_nodelta cvar because it never worked correctly, and is pointless with the present network protocol. Fixed a bug that made the sport world seem to freeze after a degree change in multiplayer (networking was falling apart). Fixed framegroup animation on regular entities (static entities like Quake's torches labored already). Changed motion interpolation a bit to raised handle less frequent updates on far away entities. Fixed a "blue dlight" bug when a map makes use of tenebrae dlights however the progs.dat did not assist them (it was a foolish typo within the engine). Fixed a crash when dedicated servers tried to talk to the gamers. Fixed a "blue glow_path" bug, it was not correctly deciphering the palette shade.

2004-10-06:

New darkplaces launch with various bugfixes, what's new: fixed lingering entities in quake protocol, demos for instance added cl_beams_* cvars to effects choices menu now can connect to another server whereas remaining linked to present server up until the connection is accepted now reveals loading screen at applicable occasions which also stops sound mounted nehahra movie help sprites now assist EF_NODEPTHTEST watershader now disabled on lightmapped water now compiles on x86_sixty four efficiently, server nonetheless crashes though (shall be fastened sooner or later) added commandline choices to readme mounted an entity colormapping bug which precipitated players to be white in dpmod skybox works in hlbsp again mounted weird player model angles when trying down detrimental frags display accurately again Mathieu mounted a logging downside which was not recording cvar creation notices to the log Mathieu mounted sound channel quantity clipping to work the identical on 16bit and 8bit sounds eliminated detection of GL_NV_vertex_array_vary as it isn't used added -novideosync disable for WGL swap management 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 people taking part in that map.

2004-10-01:

New darkplaces release, what's new: It works rather a lot better than the previous release, has many extra menu options, has a readme, GOOD network efficiency (smoother than qw, though no prediction or clientside motion) It's just plain better :) Thanks once more to Tomaz for his ongoing efforts to beat down the todo list. P.S. Hopefully I will not be so lazy about posting new releases sooner or later; then once more I've said that a number of instances earlier than. New darkplaces mod release: More of the standard little modifications and stability tweaks, obtained rid of nailgun casings because they appeared a bit foolish (although cool for making a pile of casings) and dragged down community performance lots, added back nails sticking in walls although (and you can blast them free).

2004-09-07:

New model dpmaster launched: - version 1.5: Address mapping added (see Address MAPPING in readme) Servers on a loopback address are accepted once more if they've a mapping A sound "infoReponse" is now rejected if its challenge has timed out The scale of the challenge sent with "getinfo" has been made random A timed-out server is now removed as quickly as a brand new server needs a slot Several little modifications within the printings to make them more informative A technical documentation was added Compiling dpmaster with MSVC works again

2004-08-31:

Fixed hyperlink to download hmap2, sorry about that. Thanks to Gleeb for reporting this.

2004-08-27:

Updated sv_consumer.qc with bugfixes equipped by Sajt, it now not moves slower when wanting up/down, pitch no longer affects swim up/down when underwater, and FL_ONGROUND is cleared when noclipping or swimming, thanks Sajt!

2004-08-12:

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

2004-05-21:

Tomaz modified the web site layout and cleaned it up to use css. Thanks Tomaz!

Posted a new litsupport zip up to date by Tomaz to repair just a few minor things (no precise bugs, just passing one parameter too many to a operate, and fastened some begin/end feedback).

2004-05-20:

Changed electronic mail deal with because my telefragged account stopped working (and I do not assume I can get it again, I have no telefragged site), I was also getting 10 spams a day, and telefragged has ssslllooowww e mail (300 spams downloaded in quarter-hour)... So my email has modified, and is not a easy e-mail link to confuse spammers. (Yes there's still a brand new construct in the works, it's delayed till I rewrite the networking to fix an annoying bug)

2004-01-28:

romi has accomplished his .rtlights file assortment for Quake Mission Pack 1: Scourge of Armagon (also known as hipnotic), and for those not aware of his Quake .rtlights file collection as well, I like to recommend it :) romi additionally has some videos within the works to show his lighting creations higher than the screenshots do. (If anyone does not remember, to experience an rtlights file it have to be positioned within the maps directory, make sure that within the Video Options menu that you are in 32bit colour mode (sorry this cannot be performed on a 3Dfx Voodoo1/2/3/Rush/Banshee), load up the map you want, after which merely kind r_shadow_realtime_world 1 within the console, get pleasure from. Maps without rtlights files are sometimes slower and fewer colorful.)

2004-01-17:

U8Poo has despatched a pleasant screenshot operating of realtime lighting mode in a q3bsp map he made, to spice up the screenshots part, thanks! In other information another release continues to be in the works (as expected), already mounted some significant physics bugs (which date back to july) but for some motive still am not quite in the temper to launch it.

2003-12-07:

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

New engine launch: Not limits framerate to 20fps whereas in console as a result of I received so many complaints about this (no Really that was not a bug like everybody assumes, that was a feature, just a really misunderstood one), so now it only drops to 20fps when not the active window (it already did this). Changed hardware gamma handling in glx to not turn on/off primarily based on mouse being in the window or not, however simply whether it is the active window. Fixed 16bit video modes in Linux help. (oww this was broken, I solely use 32bit :) Fixed a bug with console parsing that existed in almost all variations of quake except quakeworld by switching to the qwcl COM_Parse for console parsing (in english: fixed join commands involving a port, like 127.0.0.1:26000), thanks very a lot to Fuh for mentioning this bug. Removed want for gfx/menuplyr.lmp, some old unused code required it, no thought why that was still there (in english: this has no significance to quake players, solely modders making standalone stuff).

2003-11-30:

Due to widespread demand I put up some new screenshots of qe1 textures in e1m1 working realtime lighting mode.

2003-11-29:

New engine launch, now parses scripts/*.shader information (including inside pak/pk3 archives) when loading q3bsp maps to check for surfaceparms (nodraw and trans and such) this fixed up q3bsp rendering a bit (a minimum of within the sense that transparent textures for difficult opaque shaders are actually rendered opaque). Another new engine release, now makes use of the surfaceflags contained in the q3bsp for all flags it will possibly (transparency is still learn from shader surfaceparms as there is no surfaceflag for it), this will likely or might not have an effect on anybody but it is extra appropriate.

2003-11-19:

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

2003-11-18:

New engine launch, this one has a few identified bugs (brief summary: rtlights do not handle animated textures or water motion) but fixes sufficient very annoying bugs to warrant a new launch anyway, and provides some features, comparable to: Quake3 BSP file loading with rtlight assist. (rtlight editing be aware: q3map2 and probably q3map itself, take away light entities when compiling, so do not count on any lights until you add some) Now defaults to 32bit colour (I think it will nonetheless work on 3Dfx as a result of I know they support 32bit display modes with 16bit rendering) and stencil is now routinely enabled on 32bit shade modes. Added r_editlights_help and r_shadow_assist commands to offer some data so individuals do not should ask me about these subsystems. Added quite a lot of QuakeC builtin error checking regarding bogus entities being handed in (like attempting to copyentity to/from world for example, or a free entity). Input sticking by means of a degree change has been mounted! (thanks very much to Black for his work on this and other bugfixes in the input system :) Now helps non-QWERTY keyboards in home windows (it already supported them in Linux). (due to Black and Mercury for his or her mixed work on this) Added Anisotropic Filter setting to menu. (due to zinx for coding this, observe: use r_restart to reload textures to make it take impact) DirectSound ought to work in home windows again (been a very 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 issues with many drivers with no window open) and the sound system is restarted by snd_restart or vid_restart (because of the window). Note: q3bsp support has NO SHADERS, this was meant for mods to use, to not play present maps (which regularly have very odd alpha textures for shader effects), and as but has no global fog assist or volumetric fog assist because of lacking shaders, and there aren't any plans to add q3 shader assist as

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