Monday, January 25, 2010

1.8.1 is Out

Owing to the fact that we also now have a crash bug in e2m3 I'm getting this out now. I had originally hoped to include a little more, but fixing this takes absolute priority.

Here's the full list of changes:

  • Forced a skybox unload on game change and revalidation of the current skybox every map change.
  • Removed "Loaded n skybox components" message from worldspawn skyboxes.
  • Fixed bad texture crash on e2m3 (and possibly others) (again).
  • Added missing call to SV_PushRotate.
  • Fixed crash with > 32MB of external textures in use.
  • Reworked game loading to load pak0 to pak9 before any other pak, pk3 or zip files.
  • Removed cheesy rapid fire dlight effect and fixed screen-shaking with lightning gun.
  • Increased temp memory buffer to 128 MB.
  • Added ability to delete a save from the save/load menus.
  • Fixed several crash bugs in the save/load menus when no items were present.
Get it here.

I must be mad. I've only just released this and now I've gone and done a very significant performance enhancement for 1.8.2; optimization of the water warp shader giving something between 10 and 40 extra frames in scenes with heavy liquid content. Sorry, but you'll have to wait for this one.

11 comments:

=peg= said...

When playing online with both 1.8.0 final and 1.8.1, I noticed that sometimes grenade models don't render (only the smoke trail).. I suspect it has to do with the occlusion-queries and I'm guessing the server ticrate also plays a role in this.. (so far I have not seen this in single-player games)

Also when circle-strafing around a player who is just standing still doing nothing, that player appears to jitter a bit..

Something that may or may not be related, is that when firing the LG there is a major fps drop (crawling down to sub 40 fps when two or more players fire LG at the same time).

And yeah, I noticed DirectQ is rather slow on maps with lots of water/lava/slime surfaces, so a 40 fps boost would be cool! :D

(Btw, if you need a map to test performance on, this one might come in handy ;)

mhquake said...

I can sort those out easily enough. Nails and the grenade shouldn't be subject to queries anyway as they have so few triangles in them, but I'll double-check. I can also remove queries from player models.

Not sure about the LG but I think it may be dynamic lights. If you set "r_fastlightmaps 3" it would help confirm.

=peg= said...

"r_fastlightmaps 3" does not seem to make any difference..

mhquake said...

OK, let me try out a few things later on. I might pop a few test versions to you via PM on I3D or Q1.com if that's OK.

rovaman said...

I've noticed that elevators tend to "bounce" a bit when descending. Here's a short demo to show you what I mean:

http://www.filefactory.com/file/a2fh7eg/n/e1m1_elev.dem

Ascending is smooth -- only descending is affected.

=peg= said...

"I might pop a few test versions to you via PM on I3D or Q1.com if that's OK."
--mhquake

Sure, use q1.com

"I've noticed that elevators tend to "bounce" a bit when descending."
--rovaman

I'm pretty sure that's a result of host_maxfps being higher then 72 (it's the same on other clients)

rovaman said...

Yeah that got rid of it, =peg=. :)

Strangely enough, the bouncing is also gone if you set host_maxfps to multiples of 72.

mhquake said...

Wacky Quake physics makes the world go round (or "bouncy bouncy bouncy" as the case may be).

Some day I'm going to put the server in it's own thread and run it at a flat 72FPS, but not today.

mhquake said...

=peg= said...
"(Btw, if you need a map to test performance on, this one might come in handy ;)"

You'll need to try harder than that. :) Eats it for breakfast, easy peasy.

=peg= said...

Done some testing with the test-build s you send me. For the results, see my reply to your PM on quakeone.com.

As for both test-builds:
No more disappearing grenades :D

mhquake said...

Cheers, I'll check it out when I get home from work!