The steam train continues with release 1.6.2; this updates fixes some bugs and adds some new functionality (some of which is - admittedly - at the experimental stage, but you can't move forward by walking in reverse, can you?)
Get it from the right!
Full list of changes:
- Fixed r_64bitlightmaps 0 on a device that supports 64 bit textures gives 4 x brightness.
- Fixed crash in timedemo demo3 (also potential crash in a number of other scenarios).
- Added sRGB Color Space option (default off) (r_sRGBgamma cvar).
- Removed case sensitivity from cvar tab autocompletion.
- Restored alias models to correct place in draw order.
- Added sRGB support to linear colour operations.
- Added skyalpha support (r_skyalpha).
- Removed loading disc code.
- Switched world surface rendering to front-to-back.
- Resolved various bugs with render states being lost following a device reset.
- Resolved MAJOR cause of slowdown on cards that support hardware T&L.
- Fixed hipnotic particle field was missing.
- Reverted alias model interpolation back to the vertex shader.
- Removed state blocks.
- Added index buffer for world surfs (r_useindexbuffer, default 0), may be faster on some cards.
- Tightened up on video startup by adding a check for fullscreen mode support and texture creation to each format type.
5 comments:
loving this release
no black screen bug this time
slightly darker than previous releases, but overall it runs great
ran it thru quake done quick, blahbilicious, da l337 faust (was hard to track this one down) demos all without any issues
and looked amazing when i threw your lit pack on it as well, great job!
added the quake retexturing pack, but couldn't figure out how to include the model textures, the default model textures still look great on your build tho
Maybe I'm not very bright but I can't get the sRGB thing working. If I change the cvar to 1 in the console it appears to fade out the light intensity. What it doesn't do however is change the staus in the menu - the sRGB option remains greyed out ...
What am I doing wrong?
Cheers, kempie
You have 64 bit lightmaps enabled, and the two currently don't play happy with each other, so you'll need to disable those first.
Re: the black screen, I'm thinking that what happened is that your card is capable of using a back buffer format that Direct3D reports as available but can't create a texture on. Did you get a new card or something similar between 1.5 and 1.6? Anyway, the tightening up seems to have worked, so all is good.
Try it with WarpSpasm, by the way - it loves WarpSpasm.
Coming across some problems with further playtesting. these are with maps and addons which I know are not your priority so maybe just FYI
Seem to skip rendering some movable platforms (lifts and the like) One example is the main elevator in APSP1. Can still use it so long as you know it's there but this could mess with your head if you hadn't played the map before ...
Another is some scary HOM effects esp warp surfaces but also occasional large chunks of solid maps when the map uses a skybox. Marcher fortress and the maps included with the Quoth maps are some examples. The flooded level of Vondur's Koohoo map also didn't play nice
Cheers, kempie
Thanks for the info; although it's not as high a priority as the official stuff, I'm interested in all of it anyway.
Think I know the reason why some of these happen - the skybox for certain! - and I'll see what can be done.
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