Thursday, January 1, 2009

Bugs bugs bugs bugs bugs

1.2 had some good ones in it; these are currently being fixed for 1.3:

  • Mapshots are broken; they don't crash the engine but they do take a shot of the top-left corner of the full display, rather than of a reduced size display. Mapshots are kinda set up for the server list menu but not properly finished.
  • Player skins larger than the standard size crash the engine with a stack corruption in R_TranslatePlayerTexture.
  • No texture flushing! You will eventually run out of video memory if you run enough maps.
  • Lightning bolts are not visible; the entity struct has an alphaval of 0 when originally set up and I forgot to adjust it to 255.
  • Nasty memory leak in model allocation; if you load more than 512 unique models over the course of a session you'll crash.
  • Cvar toggle controls in the menus don't work right at all.
1.3 is going to be more of a refinement of 1.2 than any dramatic step forward, I've decided. These items and a few others are going to be tightened up and made more robust. The real new features will likely be confined to sound and coloured light; with the former being entirely behind the scenes, and the latter being disabled by default for the Trad Quakers but with an option to switch on for the FX fans.

I've also been giving the matter of the HUD some thought. I want to retain the Trad HUD as default, but I also want to provide something a little more up-to-date looking, so that might also make it in.

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