Sunday, August 16, 2009

DirectQ 1.7 Updates List

Been a while since we had one of these...

  • Cleared open file handles on a game change.
  • Fixed .alpha "illegible server message".
  • Renamed vid_mode cvar to d3d_mode (prevent invalid values in a config from causing problems).
  • Removed display of total monsters or total secrets when either is 0 (remake quake compatibility).
  • Lightened default contents cshifts for better underwater visibility.
  • Fixed automap scaling and positioning.
  • Cleaned out matrix handling.
  • Transitioned 2D rendering back to fixed functionality.
  • Transitioned particles back to fixed functionality.
  • Transitioned underwater warp back to fixed functionality.
  • Transitioned sprites back to fixed functionality.
  • Transitioned alias models back to fixed functionality.
  • Transferred initial camera position to view matrix so that default world matrix is always identity (easier save/restore).
  • Transitioned instanced brush models back to fixed functionality.
  • Completed transition to fixed functionality for all remaining items and removed HLSL framework.
  • Ported FitzQuake's "old style" "correct warp" water warp render.
  • Removed MH sky sphere warp.
  • Split opaque water drawing to a separate dedicated pass.
  • Signficantly reworked alias model drawing.
  • Added .alpha support to brush models, alias models and sprite models.
  • Reworked edict allocation and fixed potential crash bug when loading edicts from saves.
  • Fixed (I hope!) long-standing DirectQ crash bug in Draw_CachePic.
  • Added simple sky alternative for r_skywarp 0.
  • Fixed static entity removal was not working.
  • Added permanent gibs cvar (sv_permagibs, default 0).
  • Reworked entire Heap memory allocation system to use virtual pools instead.
  • Reverted to compressed vis (for faster map loading and memory overhead reduction).
  • Added gl_compressedtextures cvar, default 1, set to 0 to disable texture compression on new textures.
  • Restored alias model caching.
  • Restored sound caching.
  • Added sprite caching.
  • Fixed crash bug in multiplayer setup menu.
  • Fixed colour change doesn't take effect until after map change.
  • Added gl_maxtextureretention cvar (default 3) to control how long unused textures are retained for.
  • Switched particle render to use indexed primitives for performance.
  • Implemented particle filtering by contents to fully resolve particle above water/below water issues.
  • Implemented entity depth sorting for alpha resolving.
  • Added fog (usual cvars) with parsing from worldspawn.
  • Added zone memory using new memory system.
  • Completely relocated all malloc calls to new memory pool system for better reporting of memory use.
  • Added fog options menu.
  • Added correct contents colour shifts depending on colour of liquid texture.
These normally get posted when a release is becoming imminent, and I suppose it's getting near that time. I'm not too certain if it's ready or if it needs more work though, but I have been doing some fairly heavy testing.

I think that when I do release I'm going to revert it back to "beta" status; there have been so many changes to how so many things work that I can't honestly call it a stable engine until it's been out there and used by people.

1 comments:

xaGe said...

..That is some list there. I can't wait for the next beta. This is your WIP & thus I always treat them as beta no matter how stable they usually do run... Good stuff as usual.. ty