Sunday, February 27, 2011

DirectQ Update - 27th February 2011

There will probably be a beta 3 shortly with some more changes and fixes coming through. This is an unfortunate consequence of waiting so long (and changing so much) between releases, but we'll all have to live with it, and will hopefully get a better end result for everyone out of the process.

I've fixed up MDL lighting so that it more accurately mimics the software Quake formula, is consistent for all models, and doesn't introduce unwanted dark patches. Right now it uses shader branching, which is a little unfriendly - but not impossible - for ps2.0 hardware. I'll most likely eventually move this to a 1D texture lookup, but for now I'm going to suck it and see.

Client angles for ProQuake servers should now be fixed again. This was caused by differences in the rounding formula used, so I've added some extra code to revert to the old (less precise) formula if we're on a ProQuake server. Once again I find myself angry at ProQuake for stuff like this; just bumping the protocol would have made things a whole lot easier. There are a multitude of ugly and nasty hacks in the entire ProQuake messaging system that make any adoption of ProQuake features a total pain.

Speaking of client angles, there is a really weird bug where if you start a map from the command-line (or a batch file) your initial angles are all messed up. I've successfully reproduced this, but the odd thing is that every time I break into the debugger it just goes away of it's own accord. We might have to just live with this one until such a time as I can investigate further.

Depending on how other requirements pan out, this release should happen over the next few days.

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