Progress has been good since I sorted out that old menus issue, I'm now at the stage where I have 3 items left to do - slist, join game at and video. Once I have the first 2 (in particular) done I'm going to run some LAN tests to establish correct operation of everything.
I also want to run some more tests of the renderer on a few different cards. Didn't get to check out NVIDIA today but I will tomorrow. All going well it should be released by the 4th January latest.
Why the delay? Quite simple really; this is probably the biggest update I've ever done, even counting the old GL engines from years ago. Firstly that means there's a lot of work involved, secondly it also means that there's a lot of testing and bugfixing involved. Of course I won't know all the bugs until it goes public, but at least I want to be satisfied that I've done my best to reduce them to as few as possible.
But don't panic - when I say "biggest update" I don't mean something that's suddenly going to wildly diverge from classic Quake. Most of the changes were very much behind the scenes, with menus being the only really visible one. They don't diverge too wildly either; they still use the classic font and graphics.
Now that a date is looking more likely, here's a summary of some of the main (overdue, in some cases) features that have made it in (or have made it back):
- Interpoaltion.
- r_wateralpha.
- gl_flashblend 1.
- External textures.
- Better chase camera.
- Improved water and sky warps (more solid and WinQuake-ey).
- Faster dynamic lightmaps.
- MP3 support.
- Hardware gamma.
- Menus.
- Better configurability.
- Tons of bugfixes and behind-the-scenes tweaks.
- r_shadows 1 improvements.
- Fullbright colours.
- Exposing more options in the menus.
- Support for water and sky surfaces on ammo boxes.
- Loads more bugfixes and behind-the-scenes tweaks!
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