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작성자 Bella
댓글 0건 조회 47회 작성일 24-01-10 11:57

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DarkPlaces is a Quake modification I've built over the course of 6 years on and off experimenting, it received somewhat of an overhaul when the Quake engine source code was launched, and that i started growing a custom OpenGL-solely engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and picture high quality.

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

The realism of shell casings falling to the ground, much improved bullet impacts, 32bit colour alpha blended explosions, blood flying in every single place and sticking to the walls...

Behind the scenes the code has changed a fantastic deal, I used to be not content with the original QuakeC code, and I have tremendously modified the engine while maintaining compatibility with regular quake modifications.

LadyHavoc

Please learn the ReadMe for additional info.

Quake art enhancement initiatives

News

2021-10-02

Status replace: DarkPlaces engine is alive and nicely. We're engaged on a new release with the help of a further developer. In other news, 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 fashionable demand as properly. No ETA on a brand new launch yet however we're shaking the bugs out of it.

2014-05-13:

New darkplaces update: Revised collision code for q3bsp again, collision_enternudge/collision_leavenudge cvars have been set back to 0 and eliminated as a result of problems on terrain maps such because the Nexuiz map ons-reborn, the opposite collision improvements ought to nonetheless assist significantly.

2014-05-07:

New darkplaces replace: Fixed a model lighting bug on sure q1bsp maps the place some entities have been being lit incorrectly (black green 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 leap up ledges in id1). Changed collision code to prevent getting stuck in lots of q3bsp maps and some 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 aircraft was being culled in some instances, portal bounds are now expanded in response to r_nearclip). Fixed a bug in vid_soft when using a customized compiled SDL2 consumer (the common SDL client is SDL1 based mostly) where the decals would show garbage as a result of alpha compositing, alpha compositing is 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 no longer power a blur effect unless the corresponding uservecs are in use (thanks divVerent). Updated ip tackle for master server dpmaster.deathmask.web and added ip6 tackle for it as effectively (someday we'll use threaded dns lookup as an alternative). Increased effectinfo.txt limits as requested by JKoestler who managed to have *that* many effects outlined. Allow .rtlights files to use model -1 for compatibility with fteqw-produced rtlights files. New vid_desktopfullscreen cvar will use your desktop decision instead of changing video mode, this is better behaved on all platforms however especially Linux. gl_vbo_dynamicvertex and gl_vbo_dynamicindex have been optimized (however seem to still be slower on desktop GL than utilizing conventional 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 effects still emitting particles when paused. Changed habits when stuck in brush fashions such that you can is not going to be caught in an entity equivalent to a door or platform, only stuck if in strong world geometry (an intentional quake behavior).

2013-03-04:

New darkplaces update: Fix a crash on OpenGL 2.0 (DX9-class) video cards the place glGetUniformBlockIndex is NULL, this was not correctly guarded with an extension examine, OpenGL 3.1 or larger drivers (DX10-class) have this operate.

2013-03-01:

New darkplaces replace: added support for RMQe maps like "Something Wicked This fashion Comes" by Tronyn, this map format is slightly worse (smaller coordinate limit) than the BSP2 that darkplaces already supported. fixed bug with the two shalrath not spawning in hip2m3 - this took a far-reaching analysis and bugfix effort for droptofloor and MOVETYPE_STEP generally, this should improve compatibility with other maps too. sv_gameplayfix_ cvars default off now, this should make most mods suitable by default rather than requiring tweaked cfg files, these cvars do default on for non-quake video games nevertheless (Nexuiz, Steel Storm: Burning Retribution, and so on). skeletal model animation is now hardware accelerated the place attainable (OpenGL three / DX10 playing cards), this vastly improves fps in Nexuiz and other video games with skeletal models. New dpmod launch to reenable the sv_gameplayfix_ cvars which might be disabled by default now.

2012-12-22:

New darkplaces update for the survivors of the tip of the world: help for X360 gamepad (joy_enable 1 required). -quoth assist. fastened hip1m1 gold key door bug. fixed some bugs with effectinfo.txt parsing that might cause effects 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 in comparison with other sound types, etc). reduced memory usage (sounds are actually resampled during mixing quite than at load time). higher help for static (non-animated) iqm models. added dpshaderkillifcvar key phrase in q3 shader information which permits alternative shaders for use based on cvars (games can use this to swap in several sorts of water shader amongst other issues). removed r_hdr cvar (use r_viewfbo 2 as an alternative). a number of bugs with vid_sRGB 1 have been mounted. made mdl rendering mode faithful to software Quake by eradicating an unwanted half-pixel texcoord offset. added cvars r_nearest_2d and r_nearest_conchars which let you resolve whether or not to use nearest filtering on the whole 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 (attributable to previously bugged detection of hipnotic/rogue qc code). fixed playback of intro demos in Malice game. fastened a bug where enjoying back demos and changing slowmo cvar would not immediately take effect. New hmap2 release bringing help for rather more complex maps (past Quake limits), it is way less prone to crash on complex maps now and can write BSP2 format if needed. New dpmod release with some minor fixes.

2011-07-23:

New dpmaster master server release from Mathieu Olivier, model 2.2 brings the next options: Flood protection towards 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 issues with the earlier release: OSX construct now supports .ogg music and .ogv theora video recording as meant (and as the opposite platforms do).

2011-06-26:

New DarkPlaces engine release to fix the next points with the earlier launch: Really mounted the solid water bug on devoted servers this time.

2011-06-25:

New DarkPlaces engine launch to fix the following points with the earlier release: Fixed a bug the place dedicated servers would incorrectly load Quake1 BSP Files and deal with water as stable.

2011-06-24:

New DarkPlaces engine launch with many enhancements and bugfixes, together with: Significantly optimized rendering, a lot higher framerates than previous release. Photon traced 3D texture radiosity in realtime world mode (r_shadow_bouncegrid 1). Experimental Software Renderer (vid_gentle 1;vid_delicate_threads 4;vid_restart), not beneficial for severe play, framerate is poor (but it renders very accurately), not feature full but; no fog as an illustration... Experimental Direct3D9 renderer choice (vid_dx9 1;vid_restart), not advisable as a result of the D3D9 shadowmapping methodology may be very slow in comparison with the OpenGL method, with shadows off it performs virtually identically to the OpenGL 2.0 renderer.

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

Also important, the online-primarily based Quake Expo 2011 is nicely underway and nearing the end of its week-long run, be sure to check out the booths.

Updated download web page with autobuild obtain links for those who wish to follow the most recent in-improvement version, additionally added separate downloads for Windows and Windows 64bit without the Linux and OSX builds to decrease download dimension for most individuals.

2010-04-08:

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

In different information I am actively engaged on the console Nexuiz game coming this summer season on Playstation Network and Xbox Live Arcade, powered by DarkPlaces engine, I had lots of fun at GDC, thanks everyone for the assist and this recreation is going to rock (on the subject of licensing please see the interview at timedoctor.org), this means I have much more reason to actively maintain DarkPlaces engine and can continue adding nice features.

There may be 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 completely. (To see this in motion in your own q1 maps, strive making a "func_wall" entity and setting the "origin" key to the middle of rotation you want, then set "nextthink" "999999999" and "avelocity" "0 90 0" to see it spin 90 levels per second on yaw and push you round)

2009-08-28:

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

2009-07-09:

New DarkPlaces engine build, that is purely a bugfix release - the ogg dlls had been lacking in the earlier build, making sound/cdtracks/track002.ogg and other emulated cd tracks fail to play (should 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 in the drive).

2009-07-07:

New DarkPlaces engine construct, bringing more of the standard optimizations and bugfixes, this launch is mainly to repair a permissions problem that stored the Mac version from starting within the final stable build.

2009-06-04:

New dpmaster master server release from Mathieu Olivier, model 2.Zero brings the following options of curiosity to game builders: IPv6 help. Logging system. Game sort filters in server listing queries (and capacity to restrict supported video games in the master server, may be of curiosity to sport teams internet hosting their own grasp server). Updated documentation and many fixes and improvements. (Note: dpmaster is simply of interest to recreation improvement groups who have a game engine that supports the Quake3(r) grasp server protocol, or the extended dpmaster protocol, it's not of curiosity to customers)

2009-01-28:

New DarkPlaces engine build, this launch is primarily to repair the crash brought on by recent ATI home windows drivers when changing resolution or quitting.

2008-10-04:

New DarkPlaces engine construct with the following major adjustments: Made savegames appropriate with different Quake engines. Extended savegame format with new features (now not glitches if you reload a savegame on a mod that randomly replaces monsters or objects with different ones). Disabled use of GL_ARB_texture_non_power_of_two extension on Mac as a result of it typically crashes or runs slowly (some graphics chips totally assist it however not all, and crashing is unacceptable).

2008-09-30:

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

2008-09-10:

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

2008-09-09:

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

2008-08-16:

QuakeExpo 2008 is open as of August fifteenth and ending on September twelfth (four weeks - longest qexpo ever), be certain to give it a go to and see what persons are doing with Quake, Quake II, and Quake III.

2008-08-08:

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

Note: no Mac binaries included this time, I have not set up compiling on a Mac I've access to but, should you need Mac binaries please e mail me to remind me.

2008-07-15:

New dpmodel construct with fixed md3 normals (they were being calculated incorrectly - apparently Quake3 makes use of a strange latitude/longitude angle format instead of pitch/yaw), this utility converts .smd mannequin files (saved by HalfLife export plugins for varied modeling packages) to .dpm and .md3 model codecs.

2008-06-16:

New hmap2 construct with higher time estimates for vis and light, nonetheless not multithreaded nevertheless.

2008-06-15:

Posted Elric's new dpmaster version 1.7, featuring 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 enhancements. (Note: this server-record database program is just fascinating to independent game development teams and tournament administrators)

2007-11-20:

New DarkPlaces construct: Improved efficiency on lowend cards (probably only barely) by skipping a display clear. Improved performance of reflections on water. Improved performance of GL 2.Zero shader - glow layer was accidentally at all times enabled. Improved efficiency of GL 2.Zero shader - directional shading was being used in Quake1 levels despite the very fact Quake1 maps shouldn't have any directional mannequin lighting information (Quake3 maps do), this was utilizing a really sluggish software code path to generate directional shading data on fashions, which went unused. Fixed bug with loading a savegame while demos are taking part in. Now you can load/save multiplayer video games (simply remember to have everyone rejoin in the identical order earlier than loading). Improved efficiency of decals (break up particle system into particle and decal subsystems with more finely tuned code for each). Greater than doubled blood opacity, it was arduous to see before at default settings. Probably a number of different fixes and adjustments I ought to point out bug forgot about.

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

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

2007-11-03:

Updated screenshots page as a result of widespread demand.

2007-09-28:

New DarkPlaces build, this is similar as the previous one but adds Mac OSX binaries which failed to construct last time (on account of my buddy'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 causing the rating display on the left side of the hud in multiplayer to show up even at viewsize 120. Added assist for mouse button four (left side button on some mice) in -dinput mode (in case anyone truly makes use of that), button 5 (right facet button) nonetheless not supported in -dinput though. Improved fps considerably in some maps resembling masque.bsp (Masque of the Red Death) by utilizing bigger lightmap textures for maps with lots of lightmaps. Rewrote OpenGL 2.Zero shader in a manner that will make it work with broken GL drivers on Mac OS X (it already labored on ATI Radeon X1600 and above but not other cards, let's see if this fixes it on other cards). Implemented (very sluggish) experimental pixel shader water (Try the next commands for those who wish to strive it: r_glsl_water 1;r_shadow_bumpscale_basetexture 4;r_restart;r_waterscroll 8;r_novis 1;r_wateralpha 0.1)

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

Rygel's 2.7GB extremely texture pack is superb, be sure to set gl_texturecompression 1 earlier than putting in it nonetheless, it may not even load otherwise, 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 construct and dpmod build (just for good measure), many bugfixes and improvements.

2007-04-12:

New DarkPlaces construct, this has the following vital modifications: Renders faster using the GL_ARB_vertex_buffer_object extension if obtainable to retailer the map, models, and shadow volumes on the video card for sooner drawing. Fixed crashes and broken lighting (which largely affected ATI cards which have a more strict shader compiler). Fixed a big concern in timing code that had been inflicting subtle timing issues comparable to inconsistent ping instances, erratic shot timing, jerky movement of players utilizing prediction. Known bugs and workarounds: If your cl_maxfps is close to your rendering framerate it can be very jerky, if this occurs please enter this within the console: cl_nettimesyncmode 1 (a greater repair is in the works) DarkPlaces supply code has moved from the cvs versioning system to the svn versioning system, if you are an avid DarkPlaces tester obsessive about having the most recent in-growth version always, or are sustaining patches for darkplaces for your video games/mods, please do a contemporary svn checkout and migrate your modifications (use cvs diff >patch.txt and then patch -i patch.txt to use it in your new svn checkout, you may have to copy different information as necessary), all future changes will only be committed to the svn, the cvs won't be up to date, and can finally die each time icculus convinces all different projects to modify to svn.

All future construct zips will lack the CVS directories and cannot be up to date (sorry, but the .svn listing doubles the scale of every zip, which is unacceptable), if you might want to replace please do a checkout instead of downloading a build zip.

This additionally means that I can now add more builders to the DarkPlaces mission as I now have control over the logins for DarkPlaces (for cvs, icculus was having so as to add actual unix users for each developer and informed me he wouldn't add any more, so some people had been only able to submit patches to me, now they'll commit directly with out my intervention).

In case you are just a player, don't worry about this versioning system nonsense. :)

2007-03-15:

New darkplaces engine and dpmod launch: Fixed a really bad bug in dpmod deathmatch 7 code that made all monsters spawn at only one of many spawn points, moderately than a randomly chosen one as was intended. Fixed bug that made ambient sounds not play (besides in demos). Doubled default hearable sound range to match ProQuake. Added support for the unusual macros often present in FuhQuake/ezQuake .loc recordsdata. 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 practically 2 years of complaints in regards to the tilde key not closing the console. Added code to setinfo pmodel/emodel when connected to a quakeworld server (incase anybody cares about what model of player.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 in the "maps" command. Optimized "maps" command which was taking seconds to execute with large numbers of recordsdata. Disabled motion prediction code on Quake servers, as it by no means works right without proper synchronization of strikes (which only DP6/DP7/QW protocols supply).

2007-03-14:

New darkplaces engine launch fixing some bugs with .loc information that proquake accepted however darkplaces did not parse correctly, no different noteworthy modifications.

2007-03-12:

New darkplaces engine and mod release: Many bugs fastened, some new options, mounted some map compatibility bugs (items falling out of ranges and such), fastened many community issues (A lot better now), some new community options (equivalent to computerized downloads of missing information from darkplaces servers), absolutely updated readme (which has been converted to HTML and posted here, and now contains cvar and command lists), some optimizations, helps more OpenGL extensions to speed up stencil shadows and other options, changed the look of rtlights to be a bit more lifelike (small performance penalty). Removed pentium3-optimized builds (darkplaces_p3.exe and such) because they weren't actually any sooner from the few studies I've gotten, this reduces obtain size. No longer posting nexuizengine builds because the Nexuiz workforce make their very own anyway. Note: no Mac version included on this launch both, sorry.

2006-07-25:

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

2006-06-06:

New darkplaces engine release: Many adjustments, bugfixes, options, and optimizations... Note: no Mac model included because my good friend's Mac is at present out of fee (drive failure, already replaced however the system will not be totally functioning but). Happy 6-6-6 everyone!

2005-08-24:

New dpmaster launch, model 1.6: Several getserversResponse may now be despatched for a single getservers. A getserversResponse packet can no longer exceed 1400 bytes. The utmost 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 fixed. A few minor adjustments 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 experienced physics programmer, I'd prefer to find out how to fix the numerous issues with the stick physics) New darkplaces engine launch, monsterously big summary of adjustments follows: (the changelog itself is much larger) Fixed a bug that was making models twice as shiny as they should be within the merged renderer. Added a particular test for entities with NAN origins in server networking code to stop a crash (NAN origin means it has no location in any respect, it is everywhere directly, a really dangerous situation). Black and LadyHavoc modified normal/tangent smoothing to use areaweighting relatively than summing normalized vectors, this seems slightly better and is a lot much less cpu work on animated high poly models (r_smoothnormals_areaweighting allows/disables this). Black fixed some bugs stopping Tenebrae light entities in q3bsp maps from loading within the rtlights loader. Elric fixed a crash with the mod coopmod. Improved memory 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 demise behaviors optional. Fixed a very dangerous mistake within the consumer login process, it was sending
(newline) characters at the end of the signon commands (the server does not count on newlines in these commands). Added a small verify to prevent the "cmd" command from forwarding an empty command to the server when given nothing to forward. Added support 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 a server operating. (so changelevel is now just like QW's map command. Black added DP_CON_EXPANDCVAR and DP_CON_ALIASPARAMETERS extensions. DarkPlaces ought to now assist 64bit file sizes on non-windows platforms since home windows makes it tougher (that is 16 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 fixed 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 virtual machines for the most half, in preparation for client QuakeC. Fixed a bug that was only permitting one lively lightning beam owned by world. Fixed a uncommon bug where stencil shadow volumes weren't projected far sufficient to reach the light box. Default Offset Mapping off (as it messes up mannequin skins). Black added sv_playerphysicsqc to regulate whether or not the qc physics perform is called (if it is available). Black added assist for loading LNO files produced by fteqcc (for reporting line numbers of QuakeC errors). Black made the server try up to one hundred ports above the default (26000) if the default one fails to open, mechanically assigning ports when running a number of servers. Added a patch from Christian Holmberg to make XK_section 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 were both 1.0) added r_editlights_edit commands radiusscale sizescale and colorscale (use these to repair outdated-format .rtlights information). Cured the 'can't bunnyhop' bug. Black added assist for [515]'s BX_COLORTEXT extension. (BX = Betwix engine. Fixed crashes after stage changes involving lightning bolt fashions that received unloaded throughout the extent change (was taking place often within the Ascension of vigil). Changed server to set self to world earlier than calling SetNewParms qc perform (to deliberately crash any broken mods which assume self is valid in that operate). 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 in the demo loops and solely allows the escape key, which quits). Elric added primary help for Q3's "getstatus" messages from Q3 server question instruments (primarily based on a patch by divVerent). Fixed a number of issues in filesystem looking functions (now "dir *.cfg" ought to actually report the suitable information, as well as "ls maps/*.bsp" and so on). Fixed a compile problem on Mandriva Linux (patch by Zero_Dogg). Elric added DP_SOUND_API targets (NULL, OSS, ALSA, BSD, WIN, COREAUDIO) in the makefile to permit selecting totally different sound drivers. Not averages ping occasions, simply uses the newest ping time (now all the ping numbers are nice round multiples of the server sys_ticrate). Fixed several bugs with prydon cursor tracing (together with it consistently reporting world origin as the influence level). Fixed a bug that was inflicting impulses to lost very often. Now solely provides shareware Quake warning if operating Game_Normal (Quake). Black added the cvars internet_slist_timeout and net_slist_maxtries to query servers a number of times. Server browser now queries servers over time to keep away from flooding out requests and getting very dangerous pings (net_slist_queriespersecond and web_slist_queriesperframe cvars control the rate of queries). EvilTypeGuy added Solaris 10 x86 support. Tomaz revised the embedded font to assist all of the particular Quake font characters. Fixed two extreme geometry bugs in the zym loader (which have been causing parts 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 difficulty 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 anyone ever dares to try them) to return from the middle of the bmodel, this additionally cleaned up the sound code (and mounted a weird bug with a sound played in the same body as an entity is removed). Added DarkPlaces7 network protocol with QW-style native participant movement capabilities, warning: this has speedcheat/lagaport potential (and currently no option to power off cl_motion from the server). Added DP_QUAKE3_MAP extension. zym fashions now help TraceBox calls (bullet tracing amongst other issues). Fix bug with ClientDisconnect not being referred to as if a shopper drops between "spawn" and "start" commands, now it's reliably known as. Dhanged default heartbeat_interval to 120 seconds so that often two packets are available earlier than the 5 minute timeout, this should 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 severely 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 really works correctly again. Fixed crashes with .lit files of the incorrect measurement (a begin.lit in id1 for instance when working a mod which has its personal start.bsp which isn't appropriate with the start.lit from id1). Fixed envmap command to save the right skybox layout (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 discount and (extra importantly) easier to keep up (which implies much less bugs). Fixed issues 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 changes to be disabled). Fixed a bug with useless 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 now global). Revised notes in r_shadow.c on Creative Labs' patent on the Carmack's Reverse stencil shadow quantity technique. Rewrote scissor calculation to make use of brush clipping of the sunshine field to find out which part is on display screen and restrict rendering extra precisely than before. Improved readability of "memlist all" studies, they now embody the filename/linenumber of every allocation. Cleaned up init process once more, now parses configs only once (not twice for video settings and such) and opens video as quickly as the first map/startdemos/join/playvideo/cd play command is executed (join truly waits till it connects and won't open the window if it fails). Made r_restart/vid_restart reload fashions as meant. Fixed a bug that made view-hooked up entities render in third person. SDL builds at the moment are enabled by default in the makefile. Silenced some texture loading warnings in dedicated servers (because of Biomass for reporting this). Black changed the SDL window icon back to DP's icon. Black modified commands, cvars and aliases to be sorted by title (for better console listings). Fixed a silly bug in the te_customflash server qc builtin, it was fading immediately. Fixed a really minor bug in TE_CUSTOMFLASH parsing (forgot to add 1 to radius). Fixed lacking gfx/net.lmp warning (and a few others in gfx.wad), they are now accessed properly. Fix a bug that made rtlighting crash (thanks to Vic for reporting this). Now not shows extra time experiences in r_speeds report when using r_showtris 1. Added developer_texturelogging cvar (logs all makes an attempt to load photographs to textures.log, helpful for texture replacement projects to know what textures matter to a map). Default DLight shadows on. Fixed a bug where the player could be stuck in place (for a very 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 cannot maintain (no sound sync to worry about). Fixed bugs that made doorways and other pushers ignore some entities. Fixed transparency issues in q3 shader parsing. Fix fogging in hlbsp by clearing view to fog color (since sky polygons are missing in hlbsp). Changed script init in Nexuiz to play the brand video if there's nothing else to do. Changed crosshair mode to static by default (middle of display screen moderately than showing where your shots will hit on the earth). Changed in_pitch_min/max defaults to 90 levels so you can now intention straight up/down (not like in Quake). Fixed an items parsing bug when playing hipnotic demos. gl_texture_anisotropy now only affects mipmapped textures (should repair points with lightmaps). Fixed a bug where gl_texturemode was changing textures that aren't presupposed to be affected by it. Default to insert mode as a substitute of replace mode in console. Cursoring previous the top of the current commandline not takes characters from an old commandline. Allow typing worldwide characters in the console (non-ASCII) for mods that use Latin1 fonts reasonably than quake's white/brown set. Fixed a crash in community parsing when an entity is tagged to an entity that is outdoors the current range of entities. Fixed a extreme server bug affecting frikbots (the engine was working physics code on disconnected shoppers). Improved compliance with Targa spec in remedy of alpha and colormaps (palettes) in truecolor images - Note: this implies many Paintshop Pro and Photoshop TGA recordsdata are now not transparent, GIMP knows how to write them properly. Renamed r_shadow_cursor cvars to even have the phrase cursor in their name like they had been supposed 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 for use. Reduced client reminiscence utilization by 29MB by making cl_max_entities dynamically develop as wanted. Elric mounted a lot of bugs in the server browser. Elric added Quake2 sprite support (DP_QUAKE2_SPRITE extension). Rewrote server timing code once more to make the (evil) host_framerate cvar work again for the sport The Ascension Of Vigil. Fix some bugs in HalfLife sprite loading. Black fixed a bug where a server was pinged multiple instances for the server checklist. Added tag attachment support to zym fashions for Nexuiz (to allow player fashions to carry weapons, and many others). Fixed a bug that messed up the server after a failed stage load. Fixed a skybox texture leak on degree modifications. Disabled item bobbing by default. Changed intermission conduct a bit to allow Nexuiz to freeze the action at level finish. Fixed a bug with decals that made them never actually disappear. Minor memory reduction in particles (3.8MB right down to 3MB for 32768 particles), difficult to trim any more. Added a sport mode for The Hunted Chronicles. Early exits (error throughout startup) now not save a damaged config.cfg. Now searchs for servers in your LAN (using a broadcast message to port 26000 like Quake did). Video seize not has 25% sound quantity. Added again particles in teleport splash effect. Improved r_texturestats command output (now gives a complete for every pool). Default dedicated servers to public (listen servers remain non-public by default as they're normally not professionally hosted). Made the key beneath escape bindable and like different binds it only works whereas ingame (Note: you could now hit escape to shut the console, I use shift-escape as an alternative). Now pops up the menu at startup if there's nothing to do and no demo loop. Added splashes to rain effect. Added Venim's dpmaster server (now up to 3 masters). Black fastened net_slist command to only print servers as soon as. Added DP_CON_STARTMAP extension which defines two configurable aliases to decide on a start map. Now smoothly interpolates weapon recoil (punchangle) in multiplayer. Added key repeat in SDL shopper. Fixed gl_flashblend so it overrides dynamic lighting (as supposed). Fixed points with r_editlights_edit cubemap command. Fixed bugs with cl_particles_measurement cvar so it really works again. Fixed a bug the place vsync was not restored correctly after a vid_restart. Black added Quake3 shade codes to textual content printing (console and elsewhere). Reduced quality of Offset Mapping in GLSL light shader to work on ATI Radeon 9500-9800/X300 cards (I hate limits!). Changed q3bsp curve loading slightly to permit finer curves. Skill values outdoors 0-3 at the moment are 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 (mainly restricted ATI Radeon cards). All textual content file access now helps Mac and Windows line endings persistently, and all textual content recordsdata (config.cfg, savegames, and recordsdata written by QuakeC) are now 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 as good as Relief Mapping or Virtual Displacement Mapping, however nonetheless fairly cool in the appropriate situations). 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 a substitute of all the time being ~/.darkplaces) so that Nexuiz does not look in ~/.darkplaces/. Newly spawned projectiles (rockets, and many others) not seem in midair at low framerates. Fixed some geometry issues with beam polygons (such because the nex beam in nexuiz). Fixed a crash with rtlights exterior the level. Added Ludwig Nussel to Because of section in readme. Fixed unnecessary warnings about missing skins/frames on q1bsp/q3bsp fashions. Fixed a rare "Got signon 1 when at 1" error in client (nonetheless undecided why it will get this nevertheless). Elric fixed 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 at the moment are versioned so that they work with out growth packages installed (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 electronic mail address in readme. (due to zarquon for declaring that it was outdated. Black improved server browser to assist sorting and filtering. Now saves seta cvars with the seta command and normal ones with out it. Elric mounted JPEG and Ogg Vorbis support on Mac OS X, and mounted an enormous-endian bug in MD3 loading. Black added "sv_progs" cvar (default is progs.dat) to permit loading different QuakeC server packages in Nexuiz. Added vsync assist for GLX purchasers utilizing GLX_SGI_swap_management. Black made video playback system capable of play multiple movies at once (could also be useful to QC menus). Tomaz fastened a problem with sys_ticrate bounds checking which was spamming cvar modified messages in developer mode. Disabled vsync during timedemo. Elric fixed PK3 archive help on Mac OS X. Made sensitivity cvar affect cl_prydoncursor. Added Bloom effect (r_bloom* cvars or use the menu). Renamed cl_stainmapsclearonload to cl_stainmaps_clearonload and made it default to 1 (this could stop the bug studies about stainmaps staying after a reload). Filesystem now checks for makes an attempt to access information outside the Quake listing and rejects them. Fixed a Sys_Error in enter message constructing when connected to a QUAKE protocol server. Elric made DarkPlaces work on Mac OS X. Black added ' quote assist in script parsing and elsewhere. Black added NEXUIZ_PLAYERMODEL extension. Elric mounted a HalfLife WAD loading bug within the filesystem code. Fixed animation glitches when weaponmodel adjustments. Now clears display screen at startup so you do not see leftover garbage from the last 3D application. Added PRYDON_CLIENTCURSOR extension to allow FrikaC's Prydon Gate mod to have a clientside mouse pointer (extra responsive, https://leaksoff.com/ even highlights things as you mouse over them). Added DP_BUTTONUSE extension (+use/-use button). Added DP_BUTTONCHAT extension (true whereas enter shouldn't be focused on the sport). Added again DP_ENT_COLORMOD extension as a consequence of popular request (changed to permit colours above '1 1 1' which might brighten fashions. Upgraded community protocol to DP6 which uses much less bandwidth and permits precaching models/sounds throughout the sport (used for player fashions in Nexuiz). Added sv_gameplayfix_setmodelrealbox cvar which will be set to zero to improve compatibility with some broken mods (TargetQuake, QuakeRally, probably 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 shade house appear appropriately on Pc monitors) --- THIS Feature Shouldn't be A BUG. Elric fastened 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 had been swapped, and all other sides have been rotated/flipped), now matches Quake2 format as meant. Fixed Nehahra movie assist (again). Fixed a bug that made corpses rapidly get up and fall down again 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 issues and is what users anticipate (nonetheless it masses slower). Fixed a rendering crash if unused lightmaps exist in q1bsp. Fixed bug that known as PlayerPreThink and PlayerPostThink on unspawned purchasers. Upgraded rtlights format to have separate ambient, diffuse, and specular depth scales, and likewise coronasize, this also allows corona-solely lights by setting all scales to 0, and added normalmode/realtimemode flags so that lights can seem in regular mode, not simply realtime mode (primarily helpful for including corona effects to a normal level) added ambient mild assist to RenderLighting (non-bumpmapped diffuse), and some dlights now use ambientscale (this has not been exposed as a qc extension but, qc lights remain the identical). Fixed a nasty bug with bind ";" in config saving. Removed "lightmapindex -3" warning in q3bsp maps compiled with q3map2. Now warns about lacking textures in q3bsp maps. Added DP_SV_BOTCLIENT extension to permit bots to spawn as precise gamers on a server (no extra scoreboard hacks!). Q3 alphafunc shaders now render as clear. VorteX fastened bugs in gettaginfo and gettagindex builtins. Fixed a runaway loop downside in server code if machine is just too slow for server. Centerprint can now use full display dimension (no longer 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 sooner or later). Black added backslash-" quoting help in the console and elsewhere. Realtime video seize (see cl_capturevideo cvars, raw yv12 format really helpful if you have suitable encoders). Warning: video seize aborts in case your machine cannot sustain. Rewrote timing code, renamed host_maxfps to cl_maxfps, eliminated host_minfps, now runs server sooner than shopper if framerate is too low to honor sys_ticrate cvar. Fixed the "Joe changed name to Joe" bug. * Improved quake.rc config execution to start a map even when startdemos will not be used. Sound loader now supports sounds with and with out sound/ listing, to permit mods to help sound and music entities in Quake3 maps. r_editlights mode now reveals mild quantity and whole lights. Elric fixed a short sound bug when a brand new stage began. Fixed a rare 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 didn't load. Elric added FreeBSD assist (NetBSD and OpenBSD already supported). Fixed a bug with traceon/traceoff QC builtins not taking effect immediately (for printing Quakec code because it executes). Added DP_SV_DROPCLIENT extension. Fixed a bug that messed up the primary scoreboard entry when players left a server. CD track emulation uses three digit replacement tracks (id1/sound/cdtracks/track002.ogg and such. Fixed a crash if dlights attempt to forged shadows when there isn't any map loaded. Fixed a crash in console logging of a memory corruption (sentinel) error report. RTLights system now helps .ent override files. Fixed a mouse twitch in GLX client after elevating/lowering console (mouse seize). Fixed a messagemode/messagemode2 difficulty by which you could possibly type ";give up" as a chat message and have your client stop. 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 levels (which actually need .bsp), this could fix issues with the GTKRadiant construct menu, hmap has not been fixed (it's out of date).

2005-03-08:

I have moved all download information to the information listing 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 outdated betas, please replace hyperlinks to point to the brand new directory instead. A couple movies of the arduous ability hall in begin have been added to the screenshots page to display the darkplaces expertise (completely inventory data aside 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 photos (in abstract: wad outputs .mip/.lmp/.bin (relying on lump type) plus .pcx and .tga of each image, lmp and mip output .pcx and .tga of each picture).

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 way of the center space, and a quad to spice things up, the bases are properly geared up for prolonged fights, however stuffed with deadly corners which make combat freightening at greatest in the base itself, the rooftop is comparatively protected, and the traps at the sniper outposts are quite an odd touch, it has 1 quad and a pair of red armors, 1 yellow armor, three rocket launchers, and all the opposite weapons may also be discovered, one objective of this map was to be difficult to quickly flag run despite being a small map, but due to 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 potential, the fastest ever recorded on my server was thirteen seconds (9 seconds has been reported from singleplayer using gradual motion cheats to good it exactly, but that doesn't count). lhca1 - a Clan Arena map with a dm3 theme comprised of 3 large interconnected arenas related 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 large scale (Quake rockets aren't that quick), inspired dpdm1 connectivity and design. (beforehand unreleased). lhdm4 - a DM map I made on request for a DM tourney, very inconsistent connectivity and layout, although various in theme as properly, never obtained used because it was too small so I expanded it a bit, and then was instructed it was too large, go figure (beforehand 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 relatively than arenas conducive to fight. (beforehand unreleased). rampcity - a DM map based mostly on a very simple idea, this turned out better than anticipated, virtually infuriatingly troublesome vertical fight map, and the first map I ever made in the BSP map editor - still my favorite editor. (previously 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). fastened origin key handling in brush loader, so rotating bmodels ought to work correctly (I hope). added -harshshade choice.

2004-10-19:

New darkplaces release, what's new: Fixed various problems with scoreboard updates (names/colors/frags) within the server. Fixed duplicate name bug in consumer mini-scoreboard (the one to the right 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 page). Quitting without utilizing the "give up" command within the console now disconnects from the server, and correctly kicks off everyone on a local server. Credited romi and |Rain| for his or her contributions within the readme. Added 32bit color support to SDL builds.

2004-10-17:

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

2004-10-16:

New darkplaces launch with varied 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 masses first pass texture if it can't discover a texture of the same title as the shader, and clear textures in quake3 maps now require a shader to indicate they're transparent). Fixed a bug that was preventing dynamic lights from lighting up quake3 maps. Now prints 8 QuakeC opcodes instead of 5 when a crash or warning happens. MoALTz fastened the r_stereo_separation code so the anaglyph stereo glasses support works properly now. Rewrote chat message dealing with code to be cleaner. Added DP_LITSPRITES extension string (the function existed already however was not documented). Fixed join standing messages in join sport menu (it was solely exhibiting them in server listing menu). Simplified cl_internet* cvars to just cl_netlocalping and cl_netpacketloss and eliminated sv_netpacketloss cvars. Made tenebrae mild cubemaps work on model entities once more (they had been being disabled as a result of the requested skin did not exist within the model, so the cubemap was being set to 0). Greatly optimized findradius builtin (it now makes use of the physics culling information to keep away from looking out all entities). Removed cl_nodelta cvar because it by no means worked correctly, and is pointless with the present community protocol. Fixed a bug that made the sport world appear to freeze after a level change in multiplayer (networking was falling apart). Fixed framegroup animation on normal entities (static entities like Quake's torches labored already). Changed movement interpolation a bit to better handle much less frequent updates on far away entities. Fixed a "blue dlight" bug when a map makes use of tenebrae dlights but the progs.dat did not support them (it was a silly typo within the engine). Fixed a crash when dedicated servers tried to speak to the gamers. Fixed a "blue glow_path" bug, it was not correctly decoding the palette colour.

2004-10-06:

New darkplaces release with varied bugfixes, what's new: fastened lingering entities in quake protocol, demos for example added cl_beams_* cvars to results choices menu now can connect to another server while remaining linked to present server up until the connection is accepted now exhibits loading display screen at applicable times which additionally stops sound fastened nehahra movie support sprites now help EF_NODEPTHTEST watershader now disabled on lightmapped water now compiles on x86_64 successfully, server nonetheless crashes although (will probably be fixed at some point) added commandline choices to readme fixed an entity colormapping bug which brought on players to be white in dpmod skybox works in hlbsp once more fastened bizarre player model angles when trying down destructive frags display appropriately once more Mathieu fixed a logging downside which was not recording cvar creation notices to the log Mathieu fixed sound channel quantity clipping to work the same 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 mounted qc builtin cvar_string to not crash engine if the cvar doesn't exist

2004-10-02:

New darkplaces mod launch: Just added my dpdm1.rtlights file, solely of concern to individuals taking part in that map.

2004-10-01:

New darkplaces release, what's new: It works so much better than the previous launch, has many more menu options, has a readme, GOOD network efficiency (smoother than qw, though no prediction or clientside motion) It's just plain better :) Thanks again to Tomaz for his ongoing efforts to beat down the todo list. P.S. Hopefully I won't be so lazy about posting new releases in the future; then once more I've stated that a number of times before. New darkplaces mod launch: More of the usual little adjustments and steadiness tweaks, bought rid of nailgun casings because they appeared a bit foolish (though cool for making a pile of casings) and dragged down network efficiency rather a lot, added back nails sticking in partitions although (and you'll blast them unfastened).

2004-09-07:

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

2004-08-31:

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

2004-08-27:

Updated sv_user.qc with bugfixes provided by Sajt, it now not moves slower when wanting up/down, pitch not impacts swim up/down when underwater, and FL_ONGROUND is cleared when noclipping or swimming, thanks Sajt!

2004-08-12:

First release of hmap2, a combined hqbsp/hvis/hlight/bsp2prt/bspinfo utility written by Vic based mostly on hmap, and with further additions by me, tyrlite appropriate (hlight lighting no longer supported, sorry), compiles q1/hammer/q2/q3/doom3 .map information (bp texturing not supported in q3 map files, texturing not properly supported in doom3 map recordsdata which use bp texturing solely).

2004-05-21:

Tomaz changed the web site structure and cleaned it up to make use of css. Thanks Tomaz!

Posted a new litsupport zip up to date by Tomaz to fix a couple of minor issues (no actual bugs, just passing one parameter too many to a perform, and fixed some start/finish comments).

2004-05-20:

Changed electronic mail address as a result of my telefragged account stopped working (and I do not suppose I can get it back, I don't have any telefragged site), I was also getting 10 spams a day, and telefragged has ssslllooowww e-mail (300 spams downloaded in quarter-hour)... So my electronic mail has modified, and is no longer a easy email link to confuse spammers. (Yes there's nonetheless a new build in the works, it's delayed till I rewrite the networking to repair an annoying bug)

2004-01-28:

romi has accomplished his .rtlights file collection for Quake Mission Pack 1: Scourge of Armagon (also referred to as hipnotic), and for these not conscious of his Quake .rtlights file collection as nicely, I recommend it :) romi also has some videos in the works to indicate his lighting creations higher than the screenshots do. (If anyone would not remember, to expertise an rtlights file it must be positioned in the maps directory, ensure in the Video Options menu that you're in 32bit shade mode (sorry this can't be done on a 3Dfx Voodoo1/2/3/Rush/Banshee), load up the map you want, and then simply kind r_shadow_realtime_world 1 in the console, enjoy. Maps with out rtlights information are sometimes slower and fewer colorful.)

2004-01-17:

U8Poo has despatched a nice screenshot operating of realtime lighting mode in a q3bsp map he made, to spice up the screenshots section, thanks! In other news another launch is still in the works (as anticipated), already fixed some significant physics bugs (which date back to july) however for some motive nonetheless am not fairly in the mood to launch it.

2003-12-07:

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

New engine launch: No longer limits framerate to 20fps while in console because I obtained so many complaints about this (no Really that was not a bug like everyone assumes, that was a function, just a very misunderstood one), so now it solely drops to 20fps when not the energetic window (it already did this). Changed hardware gamma dealing with in glx to no longer turn on/off primarily based on mouse being in the window or not, but simply whether or not it's 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 nearly all variations of quake besides quakeworld by switching to the qwcl COM_Parse for console parsing (in english: fastened join 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 previous 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:

Attributable to fashionable demand I put up some new screenshots of qe1 textures in e1m1 running realtime lighting mode.

2003-11-29:

New engine launch, now parses scripts/*.shader files (together with inside pak/pk3 archives) when loading q3bsp maps to examine for surfaceparms (nodraw and trans and such) this fastened up q3bsp rendering a bit (at least in the sense that clear textures for tough opaque shaders at the moment are rendered opaque). Another new engine launch, now uses the surfaceflags inside the q3bsp for all flags it could actually (transparency is still learn from shader surfaceparms as there is no surfaceflag for it), this may occasionally or might not affect anyone however it's more correct.

2003-11-19:

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

2003-11-18:

New engine launch, this one has a few identified bugs (brief summary: rtlights do not handle animated textures or water movement) but fixes sufficient very annoying bugs to warrant a brand new release anyway, and provides some features, resembling: Quake3 BSP file loading with rtlight support. (rtlight modifying word: q3map2 and possibly q3map itself, take away gentle entities when compiling, so do not expect any lights until you add some) Now defaults to 32bit coloration (I think this may nonetheless work on 3Dfx as a result of I do know they help 32bit screen modes with 16bit rendering) and stencil is now robotically enabled on 32bit coloration modes. Added r_editlights_assist and r_shadow_help commands to present some data so folks don't should ask me about these subsystems. Added lots of QuakeC builtin error checking concerning bogus entities being passed in (like trying to copyentity to/from world for example, or a free entity). Input sticking by means of a level change has been fastened! (thanks very much to Black for his work on this and other bugfixes in the input system :) Now supports non-QWERTY keyboards in home windows (it already supported them in Linux). (due to Black and Mercury for their mixed work on this) Added Anisotropic Filter setting to menu. (because of zinx for coding this, observe: use r_restart to reload textures to make it take impact) DirectSound should work in windows once more (been a long time since this labored because of DirectSound strangely needing an open window) so the sound charge 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 (because of the window). Note: q3bsp assist has NO SHADERS, this was meant for mods to make use of, not to play present maps (which frequently have very odd alpha textures for shader effects), and as but has no international fog help or volumetric fog support because of lacking shaders, and there are no plans to add q3 shader help as a result of they are fairly incompatible with rtlights. I might additionally wish to announce

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