Tuesday, December 30, 2008

First bugs are in, and 1.3 is underway

Two definite bugs so far: r_wateralpha is broken on some cards, and it seems I also broke mapshots right at the very end while cleaning up the viewport code. For now, and until 1.3 comes out, a mapshot will be confined to a 256x256 region of the top-left of your screen.

Some small changes for 1.3 to begin with; the cvar protection system I talked about a while back is in. Mod developers may not like the idea, but the whole purpose of it is to protect user's settings from abuse by QC. How would you like it if a mod jumped all over your input settings, or decided to play with some rendering cvars you had set for performance reasons?

I'm not out to break mods, so I give QC it's own fake copy of the cvar to play with all it wants. The whole system can be overridden by setting "cvar_allowqc 1" (QC can never play with that one).

The following cvars are protected:

  • _snd_mixahead
  • b_gamma
  • bgmvolume
  • cl_bob
  • cl_bobcycle
  • cl_bobup
  • cl_crossx
  • cl_crossy
  • con_lineheight
  • crosshair
  • ds_musicdir
  • g_gamma
  • gl_clear
  • gl_conscale
  • gl_cshiftpercent
  • gl_finish
  • gl_flashblend
  • gl_texturedir
  • host_savedir
  • in_joystick
  • lookspring
  • lookstrafe
  • m_boost
  • m_filter
  • m_forward
  • m_look
  • m_pitch
  • m_side
  • m_yaw
  • r_drawentities
  • r_drawviewmodel
  • r_dynamic
  • r_gamma
  • r_lerpframe
  • r_lerplightstyle
  • r_lerporient
  • r_lightupdatefrequency
  • r_lockpvs
  • r_norefresh
  • r_novis
  • r_shadows
  • r_speeds
  • r_wateralpha
  • scr_ofsx
  • scr_ofsy
  • scr_ofsz
  • scr_screenshotdir
  • scr_screenshotformat
  • sensitivity
  • sound_nominal_clip_dist
  • v_centermove
  • v_centerspeed
  • v_gamma
  • v_idlescale
  • v_ipitch_cycle
  • v_ipitch_level
  • v_iroll_cycle
  • v_iroll_level
  • v_iyaw_cycle
  • v_iyaw_level
  • v_kickpitch
  • v_kickroll
  • v_kicktime
  • vid_mode
  • volume
A somewhat arbitrary list, based on what I thought seemed right at the time. These are cvars that I think are designed for users of the engine to fine-tune their own gameplay experience with, or for map developers to use as aids; not for mod developers to party on.

No doubt the list will change as time goes on.

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