Monday, June 28, 2010

Updates for 27th June 2010

I've decided to call a halt to any new features, so right now we're adding polish and finishing up some things.

Texture filtering modes have been cleaned up and made behave consistently with the "gl_texturemode" command. I've also added them to the video options menu. Anisotropic filtering actually works properly now.

Occlusion queries have had a veritable metric f-ck-load of changes, and are really neat now. At the same time, there are still a few situations where you might get blinky for a frame or two, so I've decided to disable them by default. You can enable them (r_occlusion queries 1 or the menu) if you need them.

Some cvar defaults have changed. The crosshair is now on by default (value 3), lightstyle interpolation is off by default, and fast lightmaps are on for dynamic lights but off for lightstyles. Of course, if you have other values in your cfg they will take priority.

Video startup has been slightly tweaked. DirectQ will now by default (if you have nothing set in your cfg or if you don't use -width and friends) start up in the best of either an 800x600 or a 640x480 windowed mode. If you have an invalid mode number in your cfg it will do the same. Now, some people may be pissed at me for picking a windowed mode as the default, but they're safer, OK? A windowed mode doesn't have exclusive ownership of your screen, so in the unlikely event of anything going wrong during startup you can still have your desktop. And it is your desktop, not mine, so I believe you're entitled to it.

There's a pile of other stuff to finish off right, so that's what further updates before release time will mostly take the shape of. As soon as I get a better idea of how it's shaping up I should be able to give a provisional release date! Wow!

1 comments:

LA said...

I'm in favour of you defaulting to windowed mode, and I wish that more games would do the same...