Not much to say this time, just been ploughing ahead with bugfixes, minor changes, nips and tucks, and so on. Some of the bigger ones are:
BSP models are now properly lit. This is optional (of course) as in some maps they're not really intended to be. RMQ is moving to MDL for most of these, but there are still a few cases where BSP comes in handy (it can also bring the number of verts in a map - and vis times - down a bit).
The Save/Load menus have been overhauled a bit more. They now only show the actual saves you've made, with one empty slot at the top for new saves, and are capable of showing any save irrespective of it's name. There will be a few exceptions to that last one for RMQ as it does checkpoint saves during a map and autosaves when you enter a map.
Some MDL skin bugs have been fixed. These caused a little bit of trouble as the original code didn't support external MDL skins, and they needed to be made work seamlessly with texture padding and in cases where not all skins in the model have an external replacement.
Some parts of the code have gained some more speed; one example is the mini-coronas drawn on dynamic lights.
Regarding cvars and defaults, for DirectQ I've been setting cvar defaults to more or less the same as what GLQuake (and WinQuake, where appropriate) did, but for RMQ I'm of the opinion that - as the engine is being specifically made for the mod - I can set the defaults to what the content creators wish to have in the mod. This means that in some places the engine won't have an absolutely "pure" GLQuake look, but then again it's not meant to.
Till next time!
Tuesday, November 30, 2010
Updates for Monday 29th November 2010
Posted by
mhquake
at
12:02 AM
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