...how I seem to do my most useful work late at night.
Anyway, been a bit busier than I'd originally intended, maybe moving away from the HLSL rut I'd gotten myself into was of benefit here (I'm one of those people that positively needs variety or I go insane).
The famous next release will have a brand new memory system attached to it. This is something I'd been moving towards for some time, with my removal of alias models and sounds from the cache (I can put them back into my own variant on a cache now...) and removal of the cache and zone systems. I had made an abortive start at it, but rolled back when trying to track down an obscure bug in alias model rendering (can't even remember what the real cause was now). Now it's back, and much much better.
What this really means is that DirectQ's memory will now be unlimited (up to the physical RAM in your PC anyway), and it will no longer be necessary to specify -heapsize. Memory is free to shrink or expand as the requirements of a map dictate. This is a Good Thing to have, as it removes a limit in a nice unobtrusive way without causing any hassle for the user.
I also tracked down a really nasty bug in the old QER interpolation tutorials arising from entities that change models but that still keep interpolation data hanging around. This really only manifested for me with the new memory system, where zombie.mdl was switched to h_zombie.mdl, but one of the pose numbers was left at 48. As the amount of memory allocated to a model is no longer in one big contiguous block, this was a bad pointer and it crashed.
Anyway, I've posted the fix on Inside3D so hopefully everyone will benefit from this.
Monday, January 12, 2009
It's funny...
Posted by
mhquake
at
1:33 AM
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