Monday, November 30, 2009

And it's out!

Release 1.7.666.

How could I have called it anything else?

There's a lot of new stuff in here, not enough to justify a bump to 1.8, but too much for 1.7.4, so something in between seems right. There may be problems for some people with some of this, but right now the fix is "use 1.7.3 instead". I am interested in hearing of any issues, of course.

I've dropped the status back to "Beta" to reflect this, but it should nonetheless be good for general use in most cases.

1.8.0 is not likely to appear this side of 2010, and the plans I have for that (primarily a restructure of some parts of the renderer to work better) are still on the cards.

Oh, and apologies to the people whos server I connected to while testing the Multiplayer menu. That wasn't nice of me...

10 comments:

Andy said...

Oh my, oh my, my, my. I can't wait to play. . .

=peg= said...

Woot!

Doing some extensive testing on this rather crappy Geforce5200FX card and so far I'm loving it!

Will post more useful feedback later, just a thumbs-up for now :D

Anonymous said...

Sadly, this is still such a bugfest.

- If you bring up the options screen with F4 instead of hitting ESC and choosing it, then you won't be able to exit it at all (ESC stops working for whatever reason).

- Lots of flickering on bmodels, medkits almost look like a checkerboard up close. I have an ATI card, if that matters.

- Disappearing polygons on some models. E.g. the shotgun viewmodel when looking down.

Kudos for the underwater warp effect, though. It's just like in the software renderer. How did you do it?

Stefan said...

I also have the "flickering" when picking up health, ammo, or weapons. For me it's a red semi-transparent triangle flash effect.

Using Intel GMA 3100 onboard graphics.

Chip said...

For Windows 7 I needeed this pack: http://www.microsoft.com/downloads/details.aspx?FamilyId=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en

Also, when using 1.7.666 with OpenQuartz and fog activated, the far sky was no completely rendered, it was black. As I moved inside the map the far distance changed with me. I hope you know what I mean.

Intel 965 Express onboard graphics here, but no flickering on models.

mhquake said...

I haven't seen the model flickering on either Intel or NVIDIA. Could someone who has it comfirm whether or not it happened with 1.7.3 please?

I've posted before about the DirectX update requirement, and have also added it to the documentation on the CodePlex site a while back, as well as added it as a persistent link on the right-hand side of this site.

The menu thing - yeah, I missed that, my bad.

Fog and sky - I'll download OpenQuartz and test it. I did make some changes to how sky is handled and the symptoms match what I would expect if it broke. Again though I haven't seen it myself on anything else.

What I really need is a dedicated tester, someone who has different hardware, a collection of mods, and is willing to put in the time.

=peg= said...

About the farclip:

I noticed something similar with "Soul Of Evil:Indian Summer" mod:

my settings
long range
medium range
short range

Btw, is there a gl_subdivide_size cvar or something equivalent?

I *love* r_wireframe 1 and the auto-map feature! :D

More feed back later..

mhquake said...

Right, I know what's wrong with the sky. What we have here is somebody using a large cube to seal a map, or something similar. Fortunately it's easy to fix.

There's no gl_subdivide_size, the subdivision is fixed. I know the water is fairly heavily tesselated, but that's required for the correct warp. Is it a performance issue?

gnounc said...

Finally played around with it, I noticed sv_aim was on...likely an error in my config since I keep just swapping various copies of my id folder around, but when i turned it back off (I was in e1m3) I noticed the zombies behaving like they had very very tall hitboxes, I was shooting a full zombie length above them (from above) and getting bleeding air.

Also with the lastweap you put in for me (thanks much, the quickshots were a good touch too)
it doesnt remember your current weapon (and thus doesnt set it) when you switch away. Only when you use a quickshot.

So if I impulse 9 and go to the shotgun, and hit quickshot(shotgun) it doesnt fire shotgun and then switch back to shotgun instead it fires shotgun and switches to rocket launcher, which wasnt the weapon it was switching from.

That makes the lastweapon command not do anything really. But all the quickshots work for the most part (except for only switching between quickshots and not back to your previously selected weapon)

mhquake said...

sv_aim is the very same as in ID Quake (0.93), no changes on my part there. Can you confirm what value you set it to?

Lastweapon remembers the last impulse you entered, which is the only really reliable way that the engine has of tracking weapons. Impulse 9 followed by lastweapon will actually switch back to impulse 9, which also includes a switch to the RL as part of it's behaviour. (I'm going to read this tomorrow and it won't make sense to me).

In other words it's correct behaviour so far as Quake is concerned, even though it's not what you want.

Try it without using impulse 9, or switch around a few weapons after impulse 9 but before issuing lastweapon and see what happens.