Obviously I've only been working on it for half an hour or so, so there's not too much here! It's a pity I didn't think of these before releasing 1.7.3 as it would have been nice to include them, but ah well.
- Increased console buffer to 256k.
- Removed dosisms.h (unused).
- Added protocol selection to Multiplayer/New Game menu (included descriptive text for each protocol).
- Improved texture resource management slightly.
- Relaxed restriction on size of sky textures - can use 4x2 or upwards.
It's always nice beginning work on a new version as it means that I'm more free to make radical changes without too much fear of disrupting a working codebase in the face of a looming release deadline. It's also nice to do some small things like this as a way of easing into the new version.
I'll post more on the major things I have planned as it begins to take shape.
4 comments:
Forgive me if you've mentioned this before somewhere, but why are you against working further on DirectQII, considering how stellar you've got this project going?
No real reason other than Quake II doesn't really "do it for me" the same way as Q1 does. It's what I get the most enjoyment, personal satisfaction, and sense of achievement from really.
Any chance of adding in a v_gunkick cvar to control the kickback during weapon firing?
This is something I've grown used to using other Q1 engines (PQ, DP, Qrack, etc...)
Anyways. Keep up the great work. I'm loving DirectQ!
Yup, I'll do this!
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