OK, I've decided to let it out and see what happens. :)
There have been so many changes that bug reports would be very welcome, as always. Don't expect that everything new will work perfectly, this is another medium-rare release.
What you need to know:
- You'll need hardware capable of pixel shaders 2.0 and with minimum 3 texture units. There are no fallback, compatibility, or whatever modes. Note that the Intel Integrated Mobile 910 I've done most of the development work for this on meets the requirement.
- Don't use gl_flashblend 1, please. I know it looks ugly, but them is the breaks.
- I've ripped net_dgrm, protocol and cl_demo code from the BJP engine (credit!), so anything that applies there protocol-wise etc also applies here. Anything bad in my engine that works OK in BJP is my own doing.
- I haven't done any testing of connections with a regular NetQuake exe. This should be able to connect to a server just fine, but may cause problems if used as a server.
- You no longer need to specify -heapsize, you can if you want but it will do nothing.
- This should go up to 150% the speed of the previous release, depending on hardware.
- It can load warpspasm maps - oh yes! In fact, this engine has much higher capacity than even the BJP engine in certain areas.
- Don't try to edit the .rc file in Visual Studio's resource editor - I've used a format that's not compatible, and you'll mess things up.
- If you have any mapshots from the previous engine they'll look funny in this one as I've adjusted them to the same aspect as the screen.
- I haven't fully tested everything new, but I am interested in hearing what does and doesn't work.
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