Monday, November 9, 2009

Monday Updates

I think I'm going into bugfixing and testing mode on the new release; pretty much everything I want to achieve from it is now done.

What didn't make it is the full PQ messaging system, so that means no scoreboard ping, no iplog, etc. The code is a lot more involved than you would think, and has all kinds of interesting tentacles inserted into all kinds of interesting places. Fragments of it have been added, and I'll probably work over it again post-release.

The surface refresh wasn't touched too much. I know it's a slightly horrible mess right now, but it would require some major work to clean up. This release was originally intended to be a fairly minor incremental update, so I never really got the chance to schedule time for it.

I did do some optimization in some places, so speed should be up on most machines. Some of this is potentially at the expense of some entities showing through when crossing water boundaries (just like GLQuake - sigh) and I'm interested in hearing if anyone notices. It should only be an issue on maps that haven't been re-vissed for translucent water. In the end the code I had was suboptimal and wasn't working right in places so I did a quick-n-dirty replacement that should work fine in 90% or more cases.

I do consider it a quite major graphical glitch but I'm also not willing to trade the framerate hit I had for it.

Code has been tidied up in some other places, but the big offenders remain. This isn't going to be remedied overnight but I am working towards it.

Hopefully I'll be releasing within a week.

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