DIRECTQ 1.8.3a UPDATE --------------------- - Fixed bug in cvar and cmd compatibility layer where the original cvar or cmd could sometimes be accidentally stomped. - Fixed bug where crosshair colour wasn't working. DIRECTQ 1.8.3 UPDATE -------------------- - Added test and failure cases to web download code for several less likely scenarios. - Added more robust OS versioning. - Allowed a PS version that's downlevel from the VS version and enabled shader optimizations. - Optimized surface bbox culling by only checking on surfs where both the leaf and the node intersect the frustum. - Removed "hard-coding" of release version from the splash screen. - Removed all static linking dependencies from DirectX DLLs. - Added d3dx_version cvar to switch between different versions of the D3DX DLLs (default 42). - Resolved massive speed drain from drawing the console and strings on some platforms. - Tidied up interpolation somewhat and switched it to cubic interpolation. - Removed fixed pipeline fog (shader model 3 compatibility). - Added HLSL path for underwater warp and optimized by incorporating polyblend with the post-process. - Improved timer to only wrap if DirectQ itself is running for > ~49 days. - Reworked FPS counter more to my liking. - Optimized vertex buffers a little better. - Cleaned up render to texture interface a little. - Disabled Windows key and accessibility shortcuts while DirectQ is running. - Enabled better non-power-of-2 texture support. - Generalised Draw_PicTranslate better and made it more robust. - Tweaked lightmaps slightly for faster and smoother rendering. - Optimized vertex buffer usage for most critical object types. - Randomised base animation for skin and frame groups on alias models (consistency with software Quake). - Implemented better quake.rc handling that works with custom quake.rc files provided by those wacky modders! - Added cvar and command compatibility layer to prevent cvars and commands that I've removed from throwing a warning if invoked from QC.