After the mad gallop to get 1.8.0 released I'm taking a slightly slower approach to 1.8.1, which at the moment I'm seeing as more of a "cleaning things up" release than anything else.
First change is with skybox handling; it's been noticed that skybox settings persist between maps and between games, leading to a situation where if game B had a skybox that wasn't present in game A, after switching to game A the sky textures wouldn't show.
I was aware of this prior to the 1.8.0 release (in fact it dates back to the first implementation of skyboxes in DirectQ) but hadn't fixed it for various reasons. It's now fixed properly; any currently loaded skyboxes are always forcibly unloaded on a game change, and the current skybox is always "revalidated" on a map change.
Sunday, January 24, 2010
First 1.8.1 change is in
Posted by
mhquake
at
9:14 PM
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2 comments:
Hi. Firstly, can I say thanks for the engine! Ever since I got my wide screen monitor I had so many display issues with other engines, I almost gave up on playing Quake completely! But since discovering Directq I have enjoyed playing Quake all over again, so thanks! And I can honestly say its the best engine I have played too.
Secondly, I just DL 1.8 - I normally like using hi res items and textures when playing. But unfortunately I'm having some issues when trying to use the texture pack from "The Quake Retexturing Project". As always i placed it in the ID1 folder but i continually get the message "CSpaceBuffer::Alloc - overflow on "Temp Allocs" memory pool" when it crashes to the desktop??...
Thanks again, Adam
Oh dear, that one's my bad. I have a block of 32 MB set aside for temporary allocs, but I've neglected to rewind the pointer used for that block when loading external textures, meaning that when then total size of all externals goes above 32 MB - kaboom!
I think this one might warrant an emergency patch. If you can recompile yourself the fix is to add Pool_Temp->Rewind () above line 366 in d3d_texture.cpp
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