Tuesday, April 19, 2011

DirectQ Update - 19th April 2011

Some more changes coming through.

A bug with save games (where it always saved as save_00000 if using the menus) has been fixed. I've also revised the menu slightly to show the savegame name, which might be handy for some folks.

I've disabled timer decoupling for multiplayer games. This is quite intentional - the whole reason for decoupled timers is to resolve physics wonkiness in single player games by running the server at a forced 72 FPS and the client at any arbitrary frame rate; it has no purpose (and may even have detrimental effects) in multiplayer.

I've added optional underwater fog (controlled by setting r_underwaterfog 1). There was a cvar called gl_underwaterfog in earlier versions, but it did nothing and I had chosen a bad default (on by default) for it so I needed to rename it. Ouch - must never do that again. As a first-cut of a new feature this might be a little rough around the edges in places - fair warning.

I'll probably do another release soon enough - in particular the save game bug is serious enough to require one.

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