I was kind of hoping that 1.8.4 would mark the end of the 1.8 line, but a problem has come up with certain routers and/or certain servers that needs fixing. The cause is a partial NAT fix that has been implemented in DirectQ, but in some cases it seems as though it's not enough.
Right now I'm porting over huge chunks of the ProQuake netcode to get this done, so in addition to more robust NAT support you're going to get rcon and maybe one or two other things. I'm not certain how robust the bonus stuff is going to be with this next release, so I'd advise you that while it will be there you shouldn't rely on it too much. ;)
The full NAT fix is absolute top priority in other words.
My current intention is that 1.8.5 will definitely be the last, so we're on to 1.9 after that. Wish lists are closed for 1.8.5, but stil open for 1.9 (of course).
Friday, June 4, 2010
1.8.5 is now definite
Posted by
mhquake
at
12:11 AM
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8 comments:
Hope I'm not wooting too soon but.. WOOT!! :D
Unfortunately I won't be able to test anything for at least a week, but I'm definitely looking forward to 1.8.5 ;)
All your hard work is much appreciated!
Thanks alot alot for all your hard work. as you said. Til saturday !
I know incorporating them into an engine is irresponsible and unprofessional, but I'd kill for a competently executed, funny easter egg. :)
There´s something that i´d like to see at any time in the future,if possible:
Typing "r_ambient 15" in Darkplaces makes almost everything on the map even in dark corners clearly visible,without the unnatural "Grey-Effect" that would occur when you would be just using the Brightness-Slider.
It doesn´t brighten the whole engine,only the map and comes quite handy when you´re playing in bright daylight or when you just want to see everything.
That would be very nice to have in
DirectQuake,imo.
P.S:I hope it´s understandable what i mean...i´m trying.
I've a good idea what you mean, yeah. It would involve setting a baseline brightness for all lightmaps. The MP crew might consider it "cheating", but since the engine source is out anyway, why be so concerned>
If an MP person (=peg=???) has objections to this I won't do it, otherwise it's so damn simple that I will.
Could you just restrict it's exposure so that it only works if r_ambient is > 1 AND not multiplayer?
If it is a multiplayer game then they will be stuck with cranking the brightness as folks are presently
Just a thought ...
BTW have you come across the H2 engine mod that allows use of the base game without needing a seperate pak file with all the mission pack bits and bobs (ie does it all engine side)?
Both HoT - http://uhexen2.sourceforge.net/ (http://uhexen2.sourceforge.net/ReleaseNotes-140.txt)
and UQE -
http://www.quake-engine.com/change.aspx?game=hx2
Cheers, kempie
r_ambient is in; disabled for multiplayer. I'm going to look at that Hexen 2 source; the obvious long term intention is that DirectQ will also be able to run the Hexen 2 game, but I've no idea how much work that would involve!
"r_ambient is in; disabled for multiplayer."
I have no objections to that :)
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