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작성자 Carrol 댓글 0건 조회 5회 작성일 24-01-10 18:30

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DarkPlaces is a Quake modification I have constructed over the course of 6 years on and off experimenting, it received considerably of an overhaul when the Quake engine supply code was launched, and i started creating a custom OpenGL-solely engine for it and other mods, which helps Windows WGL and Linux GLX, and has enormously improved graphics and picture quality.

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

The realism of shell casings falling to the floor, much improved bullet impacts, 32bit shade alpha blended explosions, blood flying all over the place and sticking to the partitions...

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

LadyHavoc

Please learn the ReadMe for added info.

Quake artwork enhancement initiatives

News

2021-10-02

Status update: DarkPlaces engine is alive and effectively. We're working on a new release with the assistance of an extra developer. In different information, we now have an official Discord server for the neighborhood, bridged to the prevailing #darkplaces IRC. We've moved the code repository to GitHub as a consequence of widespread demand as well. No ETA on a brand new release yet but 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 removed as a result of problems on terrain maps such as the Nexuiz map ons-reborn, the opposite collision improvements should nonetheless help significantly.

2014-05-07:

New darkplaces update: Fixed a model lighting bug on sure q1bsp maps where some entities have been being lit incorrectly (black inexperienced armor in dm4 being one example) - due to jitspoe for dialogue resulting in this fix. Fixed the cvar sv_jumpstep which was being inverted (this made it too easy to leap 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, in addition to collision_enternudge/leavenudge). Fixed occasional black screens brought on by r_useportalculling (a portal nearer than the nearclip airplane was being culled in some circumstances, portal bounds are now expanded in accordance with r_nearclip). Fixed a bug in vid_mushy when using a custom compiled SDL2 consumer (the common SDL consumer is SDL1 primarily based) where the decals would present rubbish because of alpha compositing, alpha compositing is now not used (due to divVerent for fixing this).

2014-04-30:

New darkplaces update: FXAA added : r_fxaa 1 in console to activate it (thanks graphitemaster) r_glsl_postprocess will now not pressure a blur impact unless the corresponding uservecs are in use (thanks divVerent). Updated ip handle for grasp server dpmaster.deathmask.internet and added ip6 tackle for it as effectively (sometime we'll use threaded dns lookup as an alternative). Increased effectinfo.txt limits as requested by JKoestler who managed to have *that* many results defined. Allow .rtlights information to use model -1 for compatibility with fteqw-produced rtlights information. New vid_desktopfullscreen cvar will use your desktop decision as an alternative of adjusting video mode, this is better behaved on all platforms however especially Linux. gl_vbo_dynamicvertex and gl_vbo_dynamicindex have been optimized (but appear to nonetheless be slower on desktop GL than using standard vertex arrays). Fixed some issues with the unmaintained D3D9 renderer pertaining to vid_sRGB and vid_stereobuffer. Fixed a bug with EF_FLAME and EF_STARDUST effects nonetheless emitting particles when paused. Changed behavior when stuck in brush fashions such that you would be able to is not going to be caught in an entity similar to a door or platform, solely stuck if in solid world geometry (an intentional quake behavior).

2013-03-04:

New darkplaces replace: Fix a crash on OpenGL 2.0 (DX9-class) video cards where glGetUniformBlockIndex is NULL, this was not correctly guarded with an extension verify, OpenGL 3.1 or increased drivers (DX10-class) have this perform.

2013-03-01:

New darkplaces update: added support for RMQe maps like "Something Wicked This manner Comes" by Tronyn, this map format is barely worse (smaller coordinate restrict) 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 typically, this could enhance compatibility with other maps too. sv_gameplayfix_ cvars default off now, this should make most mods suitable by default rather than requiring tweaked cfg recordsdata, these cvars do default on for non-quake games nevertheless (Nexuiz, Steel Storm: Burning Retribution, and so on). skeletal model animation is now hardware accelerated the place potential (OpenGL three / DX10 cards), this drastically improves fps in Nexuiz and other 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 end of the world: help for X360 gamepad (joy_allow 1 required). -quoth assist. fastened hip1m1 gold key door bug. fixed some bugs with effectinfo.txt parsing that might trigger results to not be properly initialized. sound() builtin now supports pace management (pitch shifting) and 128 channels with snd_channel*quantity cvars controlling their volume level independently (make weapon sounds louder/quieter compared to other sound varieties, and so forth). reduced reminiscence utilization (sounds at the moment are resampled during mixing rather than at load time). higher assist for static (non-animated) iqm models. added dpshaderkillifcvar keyword in q3 shader information which allows various shaders to be used based mostly on cvars (video games can use this to swap in several sorts of water shader amongst different things). eliminated r_hdr cvar (use r_viewfbo 2 as an alternative). a number of bugs with vid_sRGB 1 have been fastened. made mdl rendering mode faithful to software program Quake by eradicating an unwanted half-pixel texcoord offset. added cvars r_nearest_2d and r_nearest_conchars which let you decide whether or not to use nearest filtering on the whole 2D UI or just the console font. assist for BSP2 format (modified Quake bsp with higher limits) to match the new hmap2 feature. repair missing runes on the hud (as a result of beforehand bugged detection of hipnotic/rogue qc code). fixed playback of intro demos in Malice sport. mounted a bug where taking part in back demos and altering slowmo cvar wouldn't instantly take effect. New hmap2 launch bringing assist for rather more complex maps (beyond Quake limits), it is way less prone to crash on advanced maps now and will write BSP2 format if necessary. New dpmod release with some minor fixes.

2011-07-23:

New dpmaster grasp server launch from Mathieu Olivier, model 2.2 brings the following options: 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 launch to repair the next issues with the previous launch: OSX build now supports .ogg music and .ogv theora video recording as supposed (and as the other platforms do).

2011-06-26:

New DarkPlaces engine release to repair the next points with the previous release: Really fastened the stable water bug on devoted servers this time.

2011-06-25:

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

2011-06-24:

New DarkPlaces engine release with many enhancements and bugfixes, together with: Significantly optimized rendering, much increased framerates than previous release. Photon traced 3D texture radiosity in realtime world mode (r_shadow_bouncegrid 1). Experimental Software Renderer (vid_tender 1;vid_gentle_threads 4;vid_restart), not really useful for severe play, framerate is poor (nevertheless it renders very accurately), not feature full but; no fog for example... Experimental Direct3D9 renderer alternative (vid_dx9 1;vid_restart), not advisable as a result of the D3D9 shadowmapping method may be very slow compared to the OpenGL technique, with shadows off it performs virtually identically to the OpenGL 2.Zero renderer.

In different news, the DarkPlaces-powered game Steel Storm: Burning Retribution has been launched on Steam, for individuals who love overhead arcade shooters and multiplayer mission modifying.

Also vital, the online-based Quake Expo 2011 is well underway and nearing the tip of its week-long run, be sure to take a look at the booths.

Updated download web page with autobuild download hyperlinks for individuals who want to observe the newest in-improvement version, also added separate downloads for Windows and Windows 64bit without the Linux and OSX builds to decrease download measurement for most individuals.

2010-04-08:

New DarkPlaces engine launch with many enhancements and bugfixes, including: High quality shadowmapping - r_shadow_shadowmapping 1 to enable, or r_shadows 2 for shadowmapped model shadows only. New Bounding Interval Hierarchy collision culling system to enhance server performance 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 on Playstation Network and Xbox Live Arcade, powered by DarkPlaces engine, I had numerous fun at GDC, thanks everybody for the assist and this game goes to rock (on the subject of licensing please see the interview at timedoctor.org), this implies I've much more purpose to actively maintain DarkPlaces engine and will continue including great options.

There is now a DarkPlaces wiki for modders, see this inside3d thread for more info and to contribute.

2010-01-13:

New hmap2 (q1bsp compiler) release with the following changes: Fixed rotating door compilation, it was generating corrupt hull data for participant and shambler collisions, now works completely. (To see this in action in your personal q1 maps, attempt making a "func_wall" entity and setting the "origin" key to the center 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 around)

2009-08-28:

New dpmaster master server release from Mathieu Olivier, version 2.1 brings the following features of interest to sport builders: A recreation type value can now be any identify, not only a number. (Needed by Warsow 0.5)

2009-07-09:

New DarkPlaces engine build, this is purely a bugfix release - the ogg dlls have been lacking within the previous build, making sound/cdtracks/track002.ogg and different emulated cd tracks fail to play (if you were not conscious of this function, 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 extra of the same old optimizations and bugfixes, this release is primarily to fix a permissions downside that kept the Mac version from starting in the last stable build.

2009-06-04:

New dpmaster master server launch from Mathieu Olivier, version 2.Zero brings the next options of curiosity to recreation builders: IPv6 assist. Logging system. Game type filters in server listing queries (and potential to limit supported video games within the grasp server, may be of curiosity to game groups hosting their very own master server). Updated documentation and lots of fixes and enhancements. (Note: dpmaster is simply of interest to recreation improvement teams who've a game engine that supports the Quake3(r) grasp server protocol, or the extended dpmaster protocol, it's not of curiosity to users)

2009-01-28:

New DarkPlaces engine build, this launch is mainly to fix the crash brought on by latest ATI windows drivers when changing resolution or quitting.

2008-10-04:

New DarkPlaces engine build with the next major changes: Made savegames suitable with other Quake engines. Extended savegame format with new features (not glitches once you reload a savegame on a mod that randomly replaces monsters or gadgets with other ones). Disabled use of GL_ARB_texture_non_energy_of_two extension on Mac because it usually crashes or runs slowly (some graphics chips absolutely help it but not all, and crashing is unacceptable).

2008-09-30:

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

2008-09-10:

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

2008-09-09:

New DarkPlaces engine construct including Mac binaries, mostly bugfixes for the reason that previous launch.

2008-08-16:

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

2008-08-08:

New DarkPlaces engine construct, many minor improvements 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 have entry to yet, if you happen to need Mac binaries please e mail me to remind me.

2008-07-15:

New dpmodel construct with fixed md3 normals (they had been being calculated incorrectly - apparently Quake3 makes use of an odd latitude/longitude angle format instead of pitch/yaw), this utility converts .smd mannequin information (saved by HalfLife export plugins for numerous modeling programs) to .dpm and .md3 mannequin formats.

2008-06-16:

New hmap2 build with higher time estimates for vis and mild, nonetheless not multithreaded however.

2008-06-15:

Posted Elric's new dpmaster version 1.7, that includes a perl-based check suite, a number of bugfixes and minor one-time reminiscence leak fixes, will increase in default server limits, corrections to techinfo.txt, and other improvements. (Note: this server-listing database program is only interesting to unbiased recreation improvement groups and tournament administrators)

2007-11-20:

New DarkPlaces build: Improved performance on lowend cards (in all probability only barely) by skipping a display clear. Improved performance of reflections on water. Improved efficiency of GL 2.Zero shader - glow layer was by chance at all times enabled. Improved efficiency of GL 2.Zero shader - directional shading was being used in Quake1 levels regardless of the fact Quake1 maps would not have any directional mannequin lighting data (Quake3 maps do), this was utilizing a very gradual software code path to generate directional shading info on models, which went unused. Fixed bug with loading a savegame whereas demos are enjoying. Now you can load/save multiplayer video games (simply remember to have everybody rejoin in the same order before loading). Improved efficiency of decals (cut up particle system into particle and decal subsystems with extra finely tuned code for each). Greater than doubled blood opacity, it was onerous to see before at default settings. Probably a few other fixes and changes I should mention bug forgot about.

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

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

2007-11-03:

Updated screenshots web page on account of widespread demand.

2007-09-28:

New DarkPlaces construct, this is the same because the previous one but provides Mac OSX binaries which failed to build last time (attributable to my friend'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 rating display on the left aspect of the hud in multiplayer to show up even at viewsize 120. Added support for mouse button four (left side button on some mice) in -dinput mode (in case anyone really makes use of that), button 5 (proper side button) nonetheless not supported in -dinput although. Improved fps considerably in some maps equivalent to masque.bsp (Masque of the Red Death) by utilizing larger lightmap textures for maps with plenty of lightmaps. Rewrote OpenGL 2.Zero shader in a method that may make it work with damaged GL drivers on Mac OS X (it already worked on ATI Radeon X1600 and above but not other cards, let's see if this fixes it on different playing cards). Implemented (very slow) experimental pixel shader water (Try the next commands in the event 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 page which may be useful to different engine builders, or to anybody fascinated within the applied sciences used in darkplaces.

Rygel's 2.7GB extremely texture pack is wonderful, make sure to set gl_texturecompression 1 earlier than putting in it however, it may not even load otherwise, and it takes about 3 minutes to load the primary level!

2007-07-11:

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

2007-07-07:

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

2007-04-12:

New DarkPlaces construct, this has the following important changes: Renders sooner using the GL_ARB_vertex_buffer_object extension if accessible to store the map, models, and shadow volumes on the video card for sooner drawing. Fixed crashes and damaged lighting (which largely affected ATI cards which have a more strict shader compiler). Fixed a major concern in timing code that had been inflicting subtle timing points similar to inconsistent ping times, erratic shot timing, jerky movement of players utilizing prediction. Known bugs and workarounds: In case your cl_maxfps is near your rendering framerate it may be very jerky, if this happens please enter this in the console: cl_nettimesyncmode 1 (a better repair 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 most recent in-development model at all times, or are maintaining patches for darkplaces on your games/mods, please do a recent svn checkout and migrate your modifications (use cvs diff >patch.txt after which patch -i patch.txt to use it in your new svn checkout, you may need to copy other files as mandatory), all future changes will only be dedicated to the svn, the cvs is not going to be up to date, and can ultimately die every time icculus convinces all other initiatives to switch to svn.

All future construct zips will lack the CVS directories and can not be updated (sorry, however the .svn directory doubles the size of each zip, which is unacceptable), if that you must replace please do a checkout instead of downloading a construct zip.

This also implies that I can now add more developers to the DarkPlaces undertaking as I now have management over the logins for DarkPlaces (for cvs, icculus was having so as to add actual unix customers for each developer and told me he would not add any more, so some individuals have been only in a position to submit patches to me, now they will commit immediately with out my intervention).

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

2007-03-15:

New darkplaces engine and dpmod release: Fixed a really unhealthy bug in dpmod deathmatch 7 code that made all monsters spawn at only one of many spawn factors, rather than a randomly chosen one as was intended. Fixed bug that made ambient sounds not play (except in demos). Doubled default hearable sound vary to match ProQuake. Added support for the unusual macros usually found in FuhQuake/ezQuake .loc files. 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 nearly 2 years of complaints about the tilde key not closing the console. Added code to setinfo pmodel/emodel when related to a quakeworld server (incase anyone cares about what model of participant.mdl/eyes.mdl are being used). Fixed bugs in server query code when using sv_protocolname QUAKE, the server now properly responds to quake1 question tools when operating quake protocol. Disabled cl_bobmodel code when cl_bob is 0 for better 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 motion prediction code on Quake servers, as it by no means works right with out correct synchronization of strikes (which only DP6/DP7/QW protocols offer).

2007-03-14:

New darkplaces engine release fixing some bugs with .loc files that proquake accepted however darkplaces didn't parse properly, no other noteworthy changes.

2007-03-12:

New darkplaces engine and mod release: Many bugs mounted, some new features, fixed some map compatibility bugs (gadgets falling out of ranges and such), mounted many network points (A lot better now), some new community features (resembling automatic downloads of missing information from darkplaces servers), fully up to date readme (which has been transformed to HTML and posted here, and now contains cvar and command lists), some optimizations, helps extra OpenGL extensions to accelerate stencil shadows and other features, modified the look of rtlights to be a bit extra lifelike (small efficiency penalty). Removed pentium3-optimized builds (darkplaces_p3.exe and such) because they weren't really any sooner from the few reports I've gotten, this reduces obtain measurement. Now not posting nexuizengine builds as a result of the Nexuiz staff make their own anyway. Note: no Mac model included on this release both, sorry.

2006-07-25:

New darkplaces engine release: Several bugs fixed, not a lot in the best way of recent options. Note: no Mac model included in this release both, sorry. Happy QuakeExpo 2006 everybody!

2006-06-06:

New darkplaces engine release: Many modifications, bugfixes, options, and optimizations... Note: no Mac model included as a result of my buddy's Mac is currently out of fee (drive failure, already changed however the system isn't absolutely functioning but). Happy 6-6-6 everybody!

2005-08-24:

New dpmaster release, model 1.6: Several getserversResponse might now be despatched for a single getservers. A getserversResponse packet can not exceed 1400 bytes. The utmost variety of servers recorded by default has doubled (now 256). The default hash size has been elevated from 5 bits to 6 bits. Several updates and corrections in the documentation. Compilation on FreeBSD was mounted. A few minor changes 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 highly experimental Ragdoll stick physics code in gore.qc from an experienced physics programmer, I'd wish to find out how to fix the many issues with the stick physics) New darkplaces engine release, monsterously huge summary of changes follows: (the changelog itself is much bigger) Fixed a bug that was making models twice as vivid as they needs to be in the merged renderer. Added a particular verify for entities with NAN origins in server networking code to prevent a crash (NAN origin means it has no location at all, it is everywhere at once, a very unhealthy situation). Black and LadyHavoc changed normal/tangent smoothing to use areaweighting rather than summing normalized vectors, this seems just a little higher and is rather a lot much less cpu work on animated high poly fashions (r_smoothnormals_areaweighting permits/disables this). Black fixed some bugs stopping Tenebrae mild entities in q3bsp maps from loading within the rtlights loader. Elric fastened 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 quite reliably. Added v_deathtilt, cl_deathscoreboard, and cl_deathnoviewmodel cvars to make sure clientside loss of life behaviors elective. Fixed a really bad mistake within the consumer login course of, it was sending
(newline) characters at the top of the signon commands (the server doesn't count on newlines in these commands). Added a small examine to stop the "cmd" command from forwarding an empty command to the server when given nothing to ahead. 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 such thing as a server running. (so changelevel is now much 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-home windows platforms since windows makes it more difficult (that's 16 Exabytes, or 16,384 Petabytes, or 16,777,216 Terabytes, or 17,179,869,184 Gigabytes). Fix issues with missing cubemap textures in GLSL. Tomaz mounted a bug in the Windows consumer 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 half, in preparation for shopper QuakeC. Fixed a bug that was solely allowing one energetic lightning beam owned by world. Fixed a uncommon bug where stencil shadow volumes weren't projected far enough to reach the light field. Default Offset Mapping off (because it messes up model skins). Black added sv_playerphysicsqc to regulate whether the qc physics function is named (if it is offered). Black added assist for loading LNO recordsdata produced by fteqcc (for reporting line numbers of QuakeC errors). Black made the server strive as much as a hundred ports above the default (26000) if the default one fails to open, automatically assigning ports when operating multiple servers. Added a patch from Christian Holmberg to make XK_section key (I do not know what that is) kind ~ character for binds. Removed r_editlights_rtlightssizescale and r_editlights_rtlightscolorscale cvars (now they behave as if they were each 1.0) added r_editlights_edit commands radiusscale sizescale and colorscale (use these to repair 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 adjustments involving lightning bolt fashions that acquired unloaded throughout the level change (was happening usually in the Ascension of vigil). Changed server to set self to world earlier than calling SetNewParms qc operate (to intentionally crash any damaged mods which assume self is valid in that function). 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 solely allows the escape key, which quits). Elric added fundamental support for Q3's "getstatus" messages from Q3 server query instruments (based mostly on a patch by divVerent). Fixed several points in filesystem searching functions (now "dir *.cfg" should really report the proper recordsdata, in addition to "ls maps/*.bsp" and so forth). Fixed a compile downside on Mandriva Linux (patch by Zero_Dogg). Elric added DP_SOUND_API targets (NULL, OSS, ALSA, BSD, WIN, COREAUDIO) within the makefile to allow choosing completely different sound drivers. No longer averages ping instances, just makes use of the newest ping time (now all of the ping numbers are good spherical multiples of the server sys_ticrate). Fixed several bugs with prydon cursor tracing (together with it always reporting world origin because the impression level). Fixed a bug that was causing impulses to lost very often. Now solely offers shareware Quake warning if operating Game_Normal (Quake). Black added the cvars net_slist_timeout and web_slist_maxtries to question servers multiple instances. Server browser now queries servers over time to avoid flooding out requests and getting very bad pings (internet_slist_queriespersecond and internet_slist_queriesperframe cvars management 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 in the zym loader (which had been inflicting components of models to not render). Fixed a bug in SDL consumer 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 permit correct Mac OS X binaries to be made. Fixed bmodel trails (if anyone ever dares to try them) to come from the center of the bmodel, this also 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-fashion local participant movement capabilities, warning: this has speedcheat/lagaport potential (and currently no approach to force off cl_motion from the server). Added DP_QUAKE3_MAP extension. zym fashions now assist TraceBox calls (bullet tracing among other issues). Fix bug with ClientDisconnect not being called if a consumer drops between "spawn" and "start" commands, now it's reliably called. Dhanged default heartbeat_interval to one hundred twenty seconds in order that usually two packets are available before the 5 minute timeout, this should assist with packet loss in server heartbeats to the grasp servers. Fixed bug that rotated all sounds 90 levels to the fitting in Nexuiz (as a result of it has severely messed up participant models). 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 flawed size (a start.lit in id1 for example when operating a mod which has its personal begin.bsp which is not suitable with the beginning.lit from id1). Fixed envmap command to avoid wasting the right skybox structure (matching Quake2). Fixed 64bit compatibility points in QuakeC VM, so DarkPlaces 64bit builds now work. Completely merged Q1 mdl, Q2 md2, Q3 md3, Nexuiz zym, Q1 BSP, and Q3 BSP rendering, this is an enormous code discount and (extra importantly) simpler to take care of (which implies less bugs). Fixed issues with getting stuck 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 lifeless 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 volume approach. Rewrote scissor calculation to use brush clipping of the light box to find out which half is on screen and prohibit rendering extra precisely than before. Improved readability of "memlist all" reports, they now embrace the filename/linenumber of every allocation. Cleaned up init process once more, now parses configs solely as soon as (not twice for video settings and such) and opens video as soon as the first map/startdemos/connect/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 models as supposed. Fixed a bug that made view-connected entities render in third individual. SDL builds are now enabled by default in the makefile. Silenced some texture loading warnings in devoted servers (due to Biomass for reporting this). Black changed the SDL window icon again to DP's icon. Black changed commands, cvars and aliases to be sorted by title (for higher console listings). Fixed a stupid bug within the te_customflash server qc builtin, it was fading instantly. Fixed a really minor bug in TE_CUSTOMFLASH parsing (forgot to add 1 to radius). Fixed lacking gfx/internet.lmp warning (and a few others in gfx.wad), they at the moment are accessed correctly. Fix a bug that made rtlighting crash (due to Vic for reporting this). Not shows additional time reports in r_speeds report when using r_showtris 1. Added developer_texturelogging cvar (logs all makes an attempt to load photos to textures.log, helpful for texture replacement projects to know what textures matter to a map). Default DLight shadows on. Fixed a bug where the player would be caught 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 movies at a framerate your machine can't maintain (no sound sync to worry about). Fixed bugs that made doorways and other pushers ignore some entities. Fixed transparency points in q3 shader parsing. Fix fogging in hlbsp by clearing view to fog shade (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 screen somewhat than displaying where your pictures will hit in the world). Changed in_pitch_min/max defaults to ninety degrees so you can now aim straight up/down (in contrast to in Quake). Fixed an items parsing bug when playing hipnotic demos. gl_texture_anisotropy now solely affects mipmapped textures (should fix issues with lightmaps). Fixed a bug where gl_texturemode was altering textures that aren't alleged to be affected by it. Default to insert mode as a substitute of change mode in console. Cursoring previous the end of the current commandline not takes characters from an old commandline. Allow typing international characters in the console (non-ASCII) for mods that use Latin1 fonts reasonably than quake's white/brown set. Fixed a crash in network parsing when an entity is tagged to an entity that's outside the current range of entities. Fixed a severe server bug affecting frikbots (the engine was operating physics code on disconnected shoppers). Improved compliance with Targa spec in therapy of alpha and colormaps (palettes) in truecolor photos - Note: this implies many Paintshop Pro and Photoshop TGA information are no longer clear, GIMP is aware of how to put in writing them properly. Renamed r_shadow_cursor cvars to actually have the word cursor in their title like they have been imagined to. Added playerclip and monsterclip brush help for q3bsp ranges. Elric added the DP_HALFLIFE_SPRITE extension. Fixed a server bug that was only permitting 256 model animation frames to be used. Reduced client memory usage by 29MB by making cl_max_entities dynamically develop as needed. Elric fixed quite a lot of 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 fastened a bug where a server was pinged multiple instances for the server record. Added tag attachment support to zym models for Nexuiz (to allow participant models to hold weapons, etc). Fixed a bug that messed up the server after a failed level load. Fixed a skybox texture leak on stage adjustments. Disabled item bobbing by default. Changed intermission behavior a bit to allow Nexuiz to freeze the action at level end. Fixed a bug with decals that made them never really disappear. Minor memory discount in particles (3.8MB all the way down to 3MB for 32768 particles), tough to trim any more. Added a game mode for The Hunted Chronicles. Early exits (error throughout startup) now not save a damaged config.cfg. Now searchs for servers on your LAN (utilizing a broadcast message to port 26000 like Quake did). Video capture now not has 25% sound volume. Added back particles in teleport splash effect. Improved r_texturestats command output (now gives a total for each pool). Default dedicated servers to public (listen servers stay non-public by default as they are normally not professionally hosted). Made the important thing under escape bindable and like other binds it only works whereas ingame (Note: you will need to now hit escape to close 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 impact. Added Venim's dpmaster server (now up to three masters). Black fixed web_slist command to only print servers once. Added DP_CON_STARTMAP extension which defines two configurable aliases to decide on a begin map. Now smoothly interpolates weapon recoil (punchangle) in multiplayer. Added key repeat in SDL client. Fixed gl_flashblend so it overrides dynamic lighting (as meant). Fixed issues with r_editlights_edit cubemap command. Fixed bugs with cl_particles_size cvar so it works again. Fixed a bug where vsync was not restored correctly after a vid_restart. Black added Quake3 shade codes to text printing (console and elsewhere). Reduced high quality of Offset Mapping in GLSL mild shader to work on ATI Radeon 9500-9800/X300 cards (I hate limits!). Changed q3bsp curve loading barely to permit finer curves. Skill values outdoors 0-three are now allowed (primarily 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 program fallbacks in GLSL shaders (mainly restricted ATI Radeon cards). All textual content file entry now helps Mac and Windows line endings persistently, and all textual content recordsdata (config.cfg, savegames, and files written by QuakeC) are actually 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 as good as Relief Mapping or Virtual Displacement Mapping, however still slightly cool in the precise conditions). Fixed a silly typo with the cl_netlocalping cvar (it is now in milliseconds as meant). Disable vsync by default. Games now have their very own config directories (instead of at all times being ~/.darkplaces) so that Nexuiz doesn't look in ~/.darkplaces/. Newly spawned projectiles (rockets, and many others) not appear in midair at low framerates. Fixed some geometry points with beam polygons (such as the nex beam in nexuiz). Fixed a crash with rtlights exterior the level. Added Ludwig Nussel to Because of part in readme. Fixed pointless warnings about lacking skins/frames on q1bsp/q3bsp models. Fixed a rare "Got signon 1 when at 1" error in client (still not sure why it will get this however). Elric mounted PK3 and Ogg Vorbis support on NetBSD. Fixed a compile error with snd_alsa.c (patch by Ludwig Nussel). Linux/BSD libz, libvorbis, and libvorbisfile .so names at the moment are versioned in order that they work without development packages installed (patch by Ludwig Nussel). Added ~/.darkplaces help to the filesystem (patch by Ludwig Nussel). Tomaz fixed extra memory leaks. Tomaz added CL_Shutdown to repair 14 reminiscence leaks totalling over 30mb. Updated e-mail address in readme. (because of zarquon for mentioning 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 assist on Mac OS X, and fastened an enormous-endian bug in MD3 loading. Black added "sv_progs" cvar (default is progs.dat) to allow loading other QuakeC server applications in Nexuiz. Added vsync support for GLX clients using GLX_SGI_swap_control. Black made video playback system in a position to play a number of movies at once (may be useful to QC menus). Tomaz mounted an issue with sys_ticrate bounds checking which was spamming cvar modified messages in developer mode. Disabled vsync during timedemo. Elric fastened PK3 archive assist on Mac OS X. Made sensitivity cvar affect cl_prydoncursor. Added Bloom impact (r_bloom* cvars or use the menu). Renamed cl_stainmapsclearonload to cl_stainmaps_clearonload and made it default to 1 (this should cease the bug experiences about stainmaps staying after a reload). Filesystem now checks for makes an attempt to entry recordsdata outside the Quake directory and rejects them. Fixed a Sys_Error in enter message building when connected to a QUAKE protocol server. Elric made DarkPlaces work on Mac OS X. Black added ' quote support in script parsing and elsewhere. Black added NEXUIZ_PLAYERMODEL extension. Elric fastened a HalfLife WAD loading bug in the filesystem code. Fixed animation glitches when weaponmodel changes. Now clears display at startup so you do not see leftover garbage from the final 3D software. Added PRYDON_CLIENTCURSOR extension to permit FrikaC's Prydon Gate mod to have a clientside mouse pointer (more responsive, https://leaksoff.com/ even highlights issues as you mouse over them). Added DP_BUTTONUSE extension (+use/-use button). Added DP_BUTTONCHAT extension (true while enter isn't centered on the sport). Added back DP_ENT_COLORMOD extension on account of fashionable request (changed to permit colours above '1 1 1' which might brighten models. Upgraded community protocol to DP6 which uses much less bandwidth and allows precaching models/sounds during the sport (used for participant models in Nexuiz). Added sv_gameplayfix_setmodelrealbox cvar which may be set to 0 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 color space seem accurately on Pc displays) --- THIS Feature Is not 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 structure (front and back had been swapped, and all other sides had been rotated/flipped), now matches Quake2 layout as meant. Fixed Nehahra film assist (again). Fixed a bug that made corpses rapidly stand 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 devoted servers. Files now override paks, this makes it simpler to patch issues and is what users expect (however it masses 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 depth scales, and in addition coronasize, this additionally allows corona-only lights by setting all scales to 0, and added normalmode/realtimemode flags so that lights can appear in normal mode, not simply realtime mode (primarily useful for adding corona results to a normal stage) added ambient mild help to RenderLighting (non-bumpmapped diffuse), and a few dlights now use ambientscale (this has not been exposed as a qc extension yet, 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 allow bots to spawn as actual players on a server (no more scoreboard hacks!). Q3 alphafunc shaders now render as clear. VorteX fixed bugs in gettaginfo and gettagindex builtins. Fixed a runaway loop drawback in server code if machine is simply too sluggish for server. Centerprint can now use full display measurement (no longer limited to forty columns). Added DP_SV_CLIENTCOLORS and DP_SV_CLIENTNAME extensions. Added DP_SV_PING, DP_SV_PUNCHVECTOR, DP_SND_FAKETRACKS, and DP_FS_SEARCH extensions. Added DP_CON_SET and DP_CON_SETA extensions (set and seta commands in console, set creates a cvar, seta creates a saved cvar, or makes one be saved in the future). Black added backslash-" quoting assist within the console and elsewhere. Realtime video capture (see cl_capturevideo cvars, raw yv12 format recommended if you have suitable encoders). Warning: video capture aborts if your machine cannot sustain. Rewrote timing code, renamed host_maxfps to cl_maxfps, eliminated host_minfps, now runs server sooner than client if framerate is too low to honor sys_ticrate cvar. Fixed the "Joe changed name to Joe" bug. * Improved quake.rc config execution to begin a map even when startdemos isn't used. Sound loader now supports sounds with and without sound/ listing, to permit mods to support sound and music entities in Quake3 maps. r_editlights mode now exhibits light number and whole lights. Elric fastened a quick sound bug when a new degree began. 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 fashions that did not load. Elric added FreeBSD assist (NetBSD and OpenBSD already supported). Fixed a bug with traceon/traceoff QC builtins not taking impact immediately (for printing Quakec code because it executes). Added DP_SV_DROPCLIENT extension. Fixed a bug that messed up the first scoreboard entry when players left a server. CD track emulation makes use of three digit alternative tracks (id1/sound/cdtracks/track002.ogg and such. Fixed a crash if dlights try to forged shadows when there isn't any map loaded. Fixed a crash in console logging of a reminiscence corruption (sentinel) error report. RTLights system now supports .ent override information. Fixed a mouse twitch in GLX client after raising/decreasing console (mouse grab). Fixed a messagemode/messagemode2 situation through which you might kind ";stop" as a chat message and have your shopper 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 mild stages (which actually need .bsp), this could repair issues with the GTKRadiant build menu, hmap has not been fastened (it is obsolete).

2005-03-08:

I have moved all download files to the recordsdata listing to make beta builds easily accessible (I do not make frequent official releases as a result of work concerned in making the "What's new" descriptions). This breaks any pages instantly linking to previous betas, please replace links to level to the new directory as a substitute. A couple movies of the onerous talent corridor in begin have been added to the screenshots web page to display the darkplaces expertise (totally stock knowledge aside from a .rtlights file).

2005-01-31:

Released new model of lmp2pcx with .tga output, and conversion of .mip recordsdata (it already converted .lmp), now additionally outputs .lmp from gfx.wad photographs (in summary: wad outputs .mip/.lmp/.bin (depending on lump type) plus .pcx and .tga of each image, lmp and mip output .pcx and .tga of every picture).

2005-01-22:

Released some previous maps (ladyhavocmaps.pk3) with supply .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 through the middle space, and a quad to spice things up, the bases are nicely outfitted for prolonged fights, but filled with deadly corners which make fight freightening at greatest in the base itself, the rooftop is relatively secure, and the traps at the sniper outposts are quite an odd touch, it has 1 quad and 2 purple armors, 1 yellow armor, three rocket launchers, and all the other weapons will also be found, one aim of this map was to be tough to shortly flag run despite being a small map, however as a result of grappling skillz of many this turned out to be one of many 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 perfect it exactly, however that does not count). lhca1 - a Clan Arena map with a dm3 theme comprised of 3 huge interconnected arenas connected to eachother in a ring fashion with a central hub that was the positioning of many heated battles because it was smaller than the arenas themselves, the arenas turned out too large scale (Quake rockets aren't that fast), inspired dpdm1 connectivity and design. (beforehand unreleased). lhdm4 - a DM map I made on request for a DM tourney, very inconsistent connectivity and format, though different in theme as properly, never got used because it was too small so I expanded it a bit, and then was informed it was too large, go figure (beforehand unreleased). metlhell - a DM map I made very early, far too experimental and I was pondering more in a singleplayer theme when i made it, which resulted in horrible connectivity and lava laden rooms relatively than arenas conducive to fight. (beforehand unreleased). rampcity - a DM map primarily based on a quite simple idea, this turned out better than anticipated, virtually infuriatingly difficult vertical combat map, and the primary map I ever made within 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 instead of exiting with a CheckWinding error (Thanks to Tomaz for committing the patch). fixed origin key dealing with in brush loader, so rotating bmodels should work properly (I hope). added -harshshade choice.

2004-10-19:

New darkplaces launch, what's new: Fixed quite a lot of problems with scoreboard updates (names/colours/frags) in the server. Fixed duplicate title bug in consumer mini-scoreboard (the one to the fitting 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 web page). Quitting without using the "give up" command within the console now disconnects from the server, and properly kicks off everyone on an area server. Credited romi and |Rain| for his or her contributions within the readme. Added 32bit coloration support 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 where md3 mannequin tags and connected entities are, thanks VorteX!

2004-10-16:

New darkplaces launch with varied bugfixes, what's new: Now detects just a few quake3 shader varieties to make quake3 maps look principally appropriate (additive shaders are detected, as well as autosprite/autosprite2, and twosided shaders, additionally masses first pass texture if it cannot discover a texture of the same name 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 instead of 5 when a crash or warning happens. MoALTz fastened the r_stereo_separation code so the anaglyph stereo glasses help works properly now. Rewrote chat message handling code to be cleaner. Added DP_LITSPRITES extension string (the function existed already but was not documented). Fixed join status messages in be part of game menu (it was only exhibiting them in server listing menu). Simplified cl_net* cvars to simply cl_netlocalping and cl_netpacketloss and removed sv_netpacketloss cvars. Made tenebrae light cubemaps work on model entities once more (they had been being disabled as a result of the requested pores and skin didn't exist within the model, so the cubemap was being set to 0). Greatly optimized findradius builtin (it now makes use of the physics culling data to avoid searching 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 worked already). Changed movement interpolation a bit to higher 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 didn't support them (it was a silly typo in the engine). Fixed a crash when dedicated servers tried to talk to the gamers. Fixed a "blue glow_path" bug, it was not properly decoding the palette shade.

2004-10-06:

New darkplaces launch with various bugfixes, what's new: fixed lingering entities in quake protocol, demos for example added cl_beams_* cvars to effects choices menu now can join to a different server whereas remaining connected to present server up till the connection is accepted now reveals loading display at appropriate instances which additionally stops sound mounted nehahra movie support sprites now help EF_NODEPTHTEST watershader now disabled on lightmapped water now compiles on x86_64 successfully, server still crashes though (shall be mounted at some point) added commandline choices to readme fixed an entity colormapping bug which triggered gamers to be white in dpmod skybox works in hlbsp once more mounted weird player mannequin angles when looking down unfavourable frags display appropriately again Mathieu mounted a logging downside which was not recording cvar creation notices to the log Mathieu mounted sound channel volume clipping to work the same on 16bit and 8bit sounds removed detection of GL_NV_vertex_array_vary as it isn't used added -novideosync disable for WGL swap control fastened qc builtin cvar_string to not crash engine if the cvar does not exist

2004-10-02:

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

2004-10-01:

New darkplaces release, what's new: It really works a lot better than the earlier launch, has many extra menu choices, has a readme, GOOD community performance (smoother than qw, although no prediction or clientside motion) It's just plain better :) Thanks again to Tomaz for his ongoing efforts to beat down the todo checklist. P.S. Hopefully I will not be so lazy about posting new releases in the future; then again I've stated that a number of instances earlier than. New darkplaces mod release: More of the same old little modifications and steadiness tweaks, got rid of nailgun casings as a result of they looked a bit silly (though cool for making a pile of casings) and dragged down network efficiency quite a bit, added again nails sticking in walls although (and you'll blast them free).

2004-09-07:

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

2004-08-31:

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

2004-08-27:

Updated sv_consumer.qc with bugfixes provided by Sajt, it no longer moves slower when looking up/down, pitch now 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 on hmap, and with further additions by me, tyrlite suitable (hlight lighting not supported, sorry), compiles q1/hammer/q2/q3/doom3 .map recordsdata (bp texturing not supported in q3 map recordsdata, texturing not properly supported in doom3 map recordsdata 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 a number of minor things (no precise bugs, simply passing one parameter too many to a function, and fastened some start/finish comments).

2004-05-20:

Changed e mail handle as a result of my telefragged account stopped working (and I don't assume I can get it back, I have no telefragged site), I used to be additionally getting 10 spams a day, and telefragged has ssslllooowww electronic mail (300 spams downloaded in 15 minutes)... So my electronic mail has changed, and is no longer a easy e mail hyperlink to confuse spammers. (Yes there's still a brand new construct in the works, it is delayed till I rewrite the networking to fix an annoying bug)

2004-01-28:

romi has completed his .rtlights file collection for Quake Mission Pack 1: Scourge of Armagon (also called hipnotic), and for these not aware of his Quake .rtlights file assortment as properly, I like to recommend it :) romi additionally has some movies in the works to point out his lighting creations better than the screenshots do. (If anyone doesn't remember, to expertise an rtlights file it should be placed in the maps directory, make sure that in the Video Options menu that you are in 32bit colour mode (sorry this cannot be completed on a 3Dfx Voodoo1/2/3/Rush/Banshee), load up the map you want, after which simply kind r_shadow_realtime_world 1 in the console, get pleasure from. Maps without rtlights files are sometimes slower and fewer colorful.)

2004-01-17:

U8Poo has sent a nice screenshot running of realtime lighting mode in a q3bsp map he made, to spice up the screenshots part, thanks! In other information one other launch remains to be within the works (as anticipated), already mounted some significant physics bugs (which date back to july) but for some cause nonetheless am not fairly within the temper to release it.

2003-12-07:

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

New engine release: No longer limits framerate to 20fps whereas in console as a result of I got 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 lively window (it already did this). Changed hardware gamma handling in glx to not activate/off based on mouse being in the window or not, but simply whether it is the active window. Fixed 16bit video modes in Linux support. (oww this was damaged, I solely use 32bit :) Fixed a bug with console parsing that existed in nearly all versions 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 much to Fuh for mentioning this bug. Removed need for gfx/menuplyr.lmp, some outdated unused code required it, no thought why that was still there (in english: this has no significance to quake gamers, only modders making standalone stuff).

2003-11-30:

As a consequence of well-liked demand I put up some new screenshots of qe1 textures in e1m1 operating realtime lighting mode.

2003-11-29:

New engine release, now parses scripts/*.shader files (together with inside pak/pk3 archives) when loading q3bsp maps to test for surfaceparms (nodraw and trans and such) this fastened up q3bsp rendering a bit (a minimum of within the sense that clear textures for difficult opaque shaders at the moment are rendered opaque). Another new engine release, now uses the surfaceflags contained in the q3bsp for all flags it could actually (transparency remains to be learn from shader surfaceparms as there is no surfaceflag for it), this will likely or might not affect anyone however it's more 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 release with some enhancements by Vic: hqbsp now correctly calculates node bounding containers making them much smaller for non-axial planes (this implies maps run sooner in engines apart from darkplaces; darkplaces already did this on loading) detects and skips degenerate edges corrected CheckWindingArea for portals area checking exact .prt recordsdata output (might repair some vis errors on advanced maps) New dpmaster launch from Elric, this fixes two buffer overflow vulnerabilities so anyone internet hosting a dpmaster grasp server should replace. Here's the readme's words on the matter: - model 1.3.1: Security WARNING: 2 exploitable buffer overflows had been fixed Verbose possibility parsing mounted Paranoid buffer overflow checkings added, in case of future code changes

2003-11-18:

New engine release, this one has a number of known bugs (brief abstract: rtlights do not handle animated textures or water motion) but fixes sufficient very annoying bugs to warrant a new launch anyway, and adds some options, resembling: Quake3 BSP file loading with rtlight help. (rtlight enhancing be aware: q3map2 and possibly q3map itself, take away mild entities when compiling, so do not expect any lights till you add some) Now defaults to 32bit coloration (I think this may nonetheless work on 3Dfx because I do know they assist 32bit display screen modes with 16bit rendering) and stencil is now routinely enabled on 32bit color modes. Added r_editlights_help and r_shadow_assist commands to offer some data so individuals do not need to ask me about these subsystems. Added lots of QuakeC builtin error checking regarding bogus entities being handed in (like trying to copyentity to/from world for instance, or a free entity). Input sticking by means of a stage change has been fixed! (thanks very a lot to Black for his work on this and other bugfixes within the input system :) Now helps non-QWERTY keyboards in home windows (it already supported them in Linux). (thanks to Black and Mercury for his or her combined work on this) Added Anisotropic Filter setting to menu. (thanks to zinx for coding this, observe: use r_restart to reload textures to make it take impact) DirectSound should work in windows again (been a very long time since this worked because of DirectSound strangely needing an open window) so the sound charge 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 (due to the window). Note: q3bsp help has NO SHADERS, this was meant for mods to use, to not play present maps (which frequently have very odd alpha textures for shader effects), and as yet has no global fog support or volumetric fog help because of missing shaders, and there are not any plans so as to add q3 shader assist as a result of they are fairly incompatible with rtlights. I would also like to announce that a brand new member called Black has joined the darkplaces staff, and has been contribut

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