Thursday, January 1, 2009

List so far for 1.3

Here we go again!

As I said before, most of these changes are very much behind the scenes, there won't be much new to look at.

  • Various changes to the cvar system for better reliability; protection from QC abuse for certain cvars (cvar_allowqc, disabled by default).
  • Changed number of console notify lines to 5.
  • Protected several cvars from QC abuse (disabled by default).
  • Cvar-ized sound_nominal_clip_dist (default 1500).
  • Added sound options menu.
  • Moved "Customize Controls" to Input menu.
  • Fixed mapshots (broke during viewport cleanup).
  • Added "mapshot" command for user to take a mapshot wherever they wish.
  • Added "r_automapshot" cvar (default 0) to take a mapshot automatically on entering a new level (in maps directory).
  • Added mapshot drawing to serverlist menu.
  • Moved sound to DirectSound 8.
  • Removed parts of old "crappy Windows multimedia base".
  • Modified somewhat weird sound startup to be more standardised.
  • Removed sounds from cache memory system.
  • Got rid of COM_LoadCacheFile (never used).
  • Removed entire Cache system.
  • Fixed "items/damage2.wav is not precached" bug on maps where you do impulse 255 with no quad in the map as standard.
  • Removed Zone and Hunk memory systems; replaced with simplified Heap system.
  • Fixed bug where larger player skins would crash R_TranslatePlayerTexture.
  • Implemented texture flushing; those unused after 4 maps get flushed.
  • Added LIT file support.
  • Added -quoth support.
  • Removed hard limit on number of warp update textures.
  • Adjusted r_wateralpha so it's only effective if scene has translucent water or if r_novis is 1; made it an archive cvar.
  • Bumped MAX_DLIGHTS to 128.
  • Added r_monolight cvar to set coloured light off (default 1), requires map reload for static light.
  • Changed rendering order for entities under translucent water.
  • Added extra dynamic lights on many ents and tents, controlled by r_extradlight cvar (default 0).
  • Fixed bug where lightning bolts weren't visible.
  • Fixed model allocation memory leak (unlikely to be hit, but dangerous all the same!)
  • Moved client-side entity lists to dynamic allocation (still fixed size with hard limits though...)
  • Tightened up client side entity allocation memory overhead, 512 initial allocation, over 512 (up to 8192) allocated on-demand.
I think I'm going to include a "manual" of sorts with this one. There are a lot of things going in that are being disabled by default (for behaviour and appearance compatibility with original Quake), but that I know some people are going to want to enable. While the menus do a reasonable job of making it intuitive enough, it'll also be handy to have all the information collected in one place. I also think that I have some explaining to do on some things, so I'll probably include that too.

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