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작성자 Refugio Carrol
댓글 0건 조회 53회 작성일 24-01-10 15:51

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DarkPlaces is a Quake modification I've constructed over the course of 6 years on and off experimenting, it got considerably of an overhaul when the Quake engine supply code was released, and that i began creating a customized OpenGL-solely engine for it and different mods, which helps Windows WGL and Linux GLX, and has tremendously improved graphics and picture quality.

It cannot easily be described, as it is just an improved Quake, not a complete conversion (but, anyway).

The realism of shell casings falling to the floor, much improved bullet impacts, 32bit coloration alpha blended explosions, blood flying all over the place and sticking to the partitions...

Behind the scenes the code has modified an amazing deal, I used to be not content material with the unique QuakeC code, and I've greatly modified the engine while maintaining compatibility with normal quake modifications.

LadyHavoc

Please read the ReadMe for extra info.

Quake art enhancement initiatives

News

2021-10-02

Status replace: DarkPlaces engine is alive and properly. We're working on a new release with the help of an additional developer. In different news, we now have an official Discord server for the group, bridged to the prevailing #darkplaces IRC. We've moved the code repository to GitHub attributable to fashionable demand as nicely. No ETA on a brand new launch yet but we're shaking the bugs out of it.

2014-05-13:

New darkplaces update: Revised collision code for q3bsp once more, collision_enternudge/collision_leavenudge cvars have been set back to zero and eliminated attributable to problems on terrain maps such because the Nexuiz map ons-reborn, the other collision enhancements should still assist considerably.

2014-05-07:

New darkplaces update: Fixed a mannequin lighting bug on certain q1bsp maps the place some entities have been being lit incorrectly (black green armor in dm4 being one instance) - because of jitspoe for discussion leading to this fix. Fixed the cvar sv_jumpstep which was being inverted (this made it too easy to leap up ledges in id1). Changed collision code to stop getting caught in many q3bsp maps and a few q1bsp maps (the new collision_extendmovelength cvar impacts this, in addition to collision_enternudge/leavenudge). Fixed occasional black screens attributable to r_useportalculling (a portal closer than the nearclip aircraft was being culled in some instances, portal bounds are actually expanded in line with r_nearclip). Fixed a bug in vid_smooth when using a customized compiled SDL2 shopper (the common SDL client is SDL1 based) the place the decals would present rubbish resulting from alpha compositing, alpha compositing is now not used (because of divVerent for fixing this).

2014-04-30:

New darkplaces update: FXAA added : r_fxaa 1 in console to activate it (thanks graphitemaster) r_glsl_postprocess will no longer drive a blur effect unless the corresponding uservecs are in use (thanks divVerent). Updated ip tackle for master server dpmaster.deathmask.web and added ip6 handle for it as nicely (sometime we'll use threaded dns lookup instead). Increased effectinfo.txt limits as requested by JKoestler who managed to have *that* many effects defined. Allow .rtlights files to make use of fashion -1 for compatibility with fteqw-produced rtlights files. New vid_desktopfullscreen cvar will use your desktop resolution as an alternative of changing video mode, this is best behaved on all platforms but particularly Linux. gl_vbo_dynamicvertex and gl_vbo_dynamicindex have been optimized (however appear to still be slower on desktop GL than utilizing standard vertex arrays). Fixed some points with the unmaintained D3D9 renderer pertaining to vid_sRGB and vid_stereobuffer. Fixed a bug with EF_FLAME and EF_STARDUST effects nonetheless emitting particles when paused. Changed conduct when stuck in brush fashions such that you may won't be stuck in an entity equivalent to a door or platform, solely caught if in solid world geometry (an intentional quake behavior).

2013-03-04:

New darkplaces update: Fix a crash on OpenGL 2.0 (DX9-class) video playing cards where glGetUniformBlockIndex is NULL, this was not correctly guarded with an extension check, OpenGL 3.1 or higher drivers (DX10-class) have this perform.

2013-03-01:

New darkplaces update: added help for RMQe maps like "Something Wicked This way Comes" by Tronyn, this map format is barely worse (smaller coordinate restrict) than the BSP2 that darkplaces already supported. mounted bug with the two shalrath not spawning in hip2m3 - this took a far-reaching analysis and bugfix effort for droptofloor and MOVETYPE_STEP typically, this should improve compatibility with other maps too. sv_gameplayfix_ cvars default off now, this should make most mods compatible by default moderately than requiring tweaked cfg recordsdata, these cvars do default on for non-quake games however (Nexuiz, Steel Storm: Burning Retribution, etc). skeletal model animation is now hardware accelerated where potential (OpenGL three / DX10 cards), this drastically improves fps in Nexuiz and different games with skeletal fashions. New dpmod release to reenable the sv_gameplayfix_ cvars which can be disabled by default now.

2012-12-22:

New darkplaces update for the survivors of the tip of the world: support for X360 gamepad (joy_enable 1 required). -quoth support. mounted hip1m1 gold key door bug. mounted some bugs with effectinfo.txt parsing that might trigger effects to not be properly initialized. sound() builtin now helps pace control (pitch shifting) and 128 channels with snd_channel*quantity cvars controlling their quantity level independently (make weapon sounds louder/quieter in comparison with different sound sorts, etc). decreased reminiscence utilization (sounds are actually resampled throughout mixing rather than at load time). higher help for static (non-animated) iqm models. added dpshaderkillifcvar keyword in q3 shader recordsdata which allows different shaders for use based on cvars (games can use this to swap in numerous kinds of water shader amongst different issues). eliminated r_hdr cvar (use r_viewfbo 2 instead). multiple bugs with vid_sRGB 1 have been fastened. made mdl rendering mode faithful to software program Quake by eradicating an unwanted half-pixel texcoord offset. added cvars r_nearest_2d and r_nearest_conchars which let you resolve whether to use nearest filtering on your complete 2D UI or just the console font. assist for BSP2 format (modified Quake bsp with increased limits) to match the new hmap2 characteristic. fix missing runes on the hud (due to previously bugged detection of hipnotic/rogue qc code). fastened playback of intro demos in Malice sport. mounted a bug where enjoying back demos and changing slowmo cvar would not instantly take effect. New hmap2 release bringing help for far more complex maps (past Quake limits), it is much less prone to crash on complicated maps now and can write BSP2 format if mandatory. New dpmod release with some minor fixes.

2011-07-23:

New dpmaster grasp server launch from Mathieu Olivier, model 2.2 brings the next features: Flood safety against abusive shoppers (contributed by Timothee Besset). Support for Return To Castle Wolfenstein servers. Support for Wolfenstein: Enemy Territory servers.

2011-06-28:

New DarkPlaces engine release to fix the following points with the earlier release: OSX construct now helps .ogg music and .ogv theora video recording as meant (and as the other platforms do).

2011-06-26:

New DarkPlaces engine release to fix the following issues with the earlier release: Really mounted the strong water bug on dedicated servers this time.

2011-06-25:

New DarkPlaces engine release to repair the following issues with the earlier release: Fixed a bug the place devoted servers would incorrectly load Quake1 BSP Files and deal with water as strong.

2011-06-24:

New DarkPlaces engine release with many improvements and bugfixes, including: Significantly optimized rendering, much larger framerates than earlier launch. Photon traced 3D texture radiosity in realtime world mode (r_shadow_bouncegrid 1). Experimental Software Renderer (vid_comfortable 1;vid_soft_threads 4;vid_restart), not really useful for severe play, framerate is poor (however it renders very precisely), not function full but; no fog for instance... Experimental Direct3D9 renderer choice (vid_dx9 1;vid_restart), not beneficial because the D3D9 shadowmapping method may be very sluggish compared to the OpenGL technique, with shadows off it performs nearly identically to the OpenGL 2.Zero renderer.

In other information, the DarkPlaces-powered recreation Steel Storm: Burning Retribution has been released on Steam, for many who love overhead arcade shooters and multiplayer mission enhancing.

Also vital, the web-primarily based Quake Expo 2011 is well underway and nearing the end of its week-long run, be sure to check out the booths.

Updated obtain web page with autobuild obtain hyperlinks for individuals who wish to comply with the newest in-improvement version, additionally added separate downloads for Windows and Windows 64bit with out the Linux and OSX builds to decrease download measurement for most people.

2010-04-08:

New DarkPlaces engine launch with many improvements and bugfixes, including: Top quality shadowmapping - r_shadow_shadowmapping 1 to allow, or r_shadows 2 for shadowmapped model shadows only. New Bounding Interval Hierarchy collision culling system to enhance server efficiency on Q3BSP maps (mod_collision_bih cvar is on by default).

In other news I'm actively working on the console Nexuiz game coming this summer season on Playstation Network and Xbox Live Arcade, powered by DarkPlaces engine, I had numerous fun at GDC, thanks everybody for the assist and this sport is going to rock (on the topic of licensing please see the interview at timedoctor.org), this means I've even more motive to actively maintain DarkPlaces engine and will proceed adding great features.

There is now a DarkPlaces wiki for modders, see this inside3d thread for more information and to contribute.

2010-01-13:

New hmap2 (q1bsp compiler) launch with the following adjustments: Fixed rotating door compilation, it was generating corrupt hull information for player and shambler collisions, now works perfectly. (To see this in action in your own q1 maps, strive making a "func_wall" entity and setting the "origin" key to the center of rotation you need, then set "nextthink" "999999999" and "avelocity" "zero 90 0" to see it spin ninety levels per second on yaw and push you around)

2009-08-28:

New dpmaster grasp server launch from Mathieu Olivier, version 2.1 brings the next features of curiosity to recreation developers: A recreation type worth can now be any name, not only a quantity. (Needed by Warsow 0.5)

2009-07-09:

New DarkPlaces engine build, that is purely a bugfix launch - the ogg dlls were lacking within the previous build, making sound/cdtracks/track002.ogg and different emulated cd tracks fail to play (if you happen to weren't aware of this feature, see the readme for instructions on encoding and installing the Quake CD music for play with out the CD in the drive).

2009-07-07:

New DarkPlaces engine construct, bringing more of the standard optimizations and bugfixes, this release is mainly to repair a permissions problem that stored the Mac version from starting in the final stable construct.

2009-06-04:

New dpmaster grasp server launch from Mathieu Olivier, version 2.0 brings the following features of curiosity to game developers: IPv6 support. Logging system. Game type filters in server list queries (and capability to restrict supported video games in the master server, could also be of curiosity to sport teams internet hosting their own grasp server). Updated documentation and lots of fixes and enhancements. (Note: dpmaster is simply of curiosity to game development teams who have a recreation engine that supports the Quake3(r) grasp server protocol, or the extended dpmaster protocol, it's not of curiosity to users)

2009-01-28:

New DarkPlaces engine build, this launch is primarily to fix the crash attributable to latest ATI home windows drivers when altering decision or quitting.

2008-10-04:

New DarkPlaces engine build with the next main changes: Made savegames appropriate with different Quake engines. Extended savegame format with new options (now not glitches if you reload a savegame on a mod that randomly replaces monsters or objects with different ones). Disabled use of GL_ARB_texture_non_power_of_two extension on Mac as a result of it usually crashes or runs slowly (some graphics chips fully support it but not all, and crashing is unacceptable).

2008-09-30:

New DarkPlaces engine construct adding missing files to the Mac construct (SDL.framework was not included and thus it would not run).

2008-09-10:

New DarkPlaces engine construct with a fix for specular lighting issues.

2008-09-09:

New DarkPlaces engine build including Mac binaries, principally bugfixes because the earlier release.

2008-08-16:

QuakeExpo 2008 is open as of August 15th and ending on September 12th (4 weeks - longest qexpo ever), ensure to give it a visit and see what people are doing with Quake, Quake II, and Quake III.

2008-08-08:

New DarkPlaces engine construct, many minor enhancements have occurred, in addition to optimizations and bugfixes.

Note: no Mac binaries included this time, I have not set up compiling on a Mac I've access to but, for those who want Mac binaries please electronic mail me to remind me.

2008-07-15:

New dpmodel build with fastened md3 normals (they were being calculated incorrectly - apparently Quake3 makes use of a strange latitude/longitude angle format as an alternative of pitch/yaw), this utility converts .smd model files (saved by HalfLife export plugins for various modeling applications) to .dpm and .md3 model codecs.

2008-06-16:

New hmap2 build with higher time estimates for vis and gentle, still not multithreaded nonetheless.

2008-06-15:

Posted Elric's new dpmaster model 1.7, that includes a perl-based take a look at suite, several bugfixes and minor one-time memory leak fixes, will increase in default server limits, corrections to techinfo.txt, and different enhancements. (Note: this server-list database program is just attention-grabbing to unbiased game growth groups and tournament directors)

2007-11-20:

New DarkPlaces construct: Improved performance on lowend playing cards (most likely solely slightly) by skipping a display clear. Improved performance of reflections on water. Improved performance of GL 2.Zero shader - glow layer was by chance always enabled. Improved performance of GL 2.0 shader - directional shading was being used in Quake1 levels despite the very fact Quake1 maps do not have any directional mannequin lighting information (Quake3 maps do), this was utilizing a very gradual software program code path to generate directional shading info on fashions, which went unused. Fixed bug with loading a savegame whereas demos are taking part in. You can now load/save multiplayer games (just remember to have everybody rejoin in the same order before loading). Improved efficiency of decals (break up particle system into particle and decal subsystems with more finely tuned code for each). More than doubled blood opacity, it was laborious to see before at default settings. Probably a number of other fixes and adjustments I ought to mention bug forgot about.

Known bugs: water does not reflect sky for unknown reasons (not a brand new bug).

New dpmod construct: Updated episode 1 rtlights recordsdata from romi's site.

2007-11-03:

Updated screenshots web page on account of in style demand.

2007-09-28:

New DarkPlaces construct, this is the same as the previous one however adds Mac OSX binaries which failed to build last time (as a result of my good friend's Mac being offline).

2007-09-27:

New DarkPlaces construct: Fixed the guardian boss in mission pack 2 (Dissolution of Eternity) not waking up. Fixed some misplaced code causing the score show on the left side of the hud in multiplayer to point out up even at viewsize 120. Added support for mouse button 4 (left aspect button on some mice) in -dinput mode (in case anybody actually makes use of that), button 5 (right facet button) still not supported in -dinput though. Improved fps considerably in some maps corresponding to masque.bsp (Masque of the Red Death) through the use of larger lightmap textures for maps with numerous lightmaps. Rewrote OpenGL 2.Zero shader in a manner which will make it work with damaged GL drivers on Mac OS X (it already worked on ATI Radeon X1600 and above but not different cards, let's see if this fixes it on different cards). Implemented (very sluggish) experimental pixel shader water (Try the following commands in the event you want to try it: r_glsl_water 1;r_shadow_bumpscale_basetexture 4;r_restart;r_waterscroll 8;r_novis 1;r_wateralpha 0.1)

In different information I put up a tech notes page which may be helpful to other engine builders, or to anybody fascinated within the applied sciences utilized in darkplaces.

Rygel's 2.7GB ultra texture pack is amazing, you'll want to set gl_texturecompression 1 earlier than putting in it however, it may not even load in any other case, and it takes about three minutes to load the first stage!

2007-07-11:

New DarkPlaces construct to repair timing issues in Nehahra film playback at scene transitions.

2007-07-07:

New DarkPlaces construct and dpmod build (only for good measure), many bugfixes and enhancements.

2007-04-12:

New DarkPlaces construct, this has the following vital modifications: Renders faster utilizing the GL_ARB_vertex_buffer_object extension if available to retailer the map, fashions, and shadow volumes on the video card for sooner drawing. Fixed crashes and damaged lighting (which largely affected ATI cards which have a extra strict shader compiler). Fixed a big challenge in timing code that had been inflicting subtle timing points such as inconsistent ping instances, erratic shot timing, jerky motion of gamers using prediction. Known bugs and workarounds: If your cl_maxfps is near your rendering framerate it may be very jerky, if this occurs please enter this in the console: cl_nettimesyncmode 1 (a greater fix is in the works) DarkPlaces source code has moved from the cvs versioning system to the svn versioning system, if you are an avid DarkPlaces tester obsessive about having the newest in-improvement model always, or are sustaining patches for darkplaces for your games/mods, please do a fresh svn checkout and migrate your adjustments (use cvs diff >patch.txt after which patch -i patch.txt to use it in your new svn checkout, you may have to repeat different information as essential), all future modifications will only be dedicated to the svn, the cvs will not be up to date, and will finally die at any time when icculus convinces all other initiatives to switch to svn.

All future construct zips will lack the CVS directories and can not be up to date (sorry, but the .svn listing doubles the size of every zip, which is unacceptable), if it's worthwhile to update please do a checkout as a substitute of downloading a build zip.

This also implies that I can now add extra developers to the DarkPlaces undertaking as I now have management over the logins for DarkPlaces (for cvs, icculus was having to add real unix users for each developer and told me he would not add any more, so some people were solely capable of submit patches to me, now they'll commit straight without my intervention).

If you're only a player, don't worry about this versioning system nonsense. :)

2007-03-15:

New darkplaces engine and dpmod launch: Fixed a very bad bug in dpmod deathmatch 7 code that made all monsters spawn at only one of many spawn factors, moderately than a randomly chosen one as was meant. Fixed bug that made ambient sounds not play (except in demos). Doubled default hearable sound vary to match ProQuake. Added help for the strange macros often present in FuhQuake/ezQuake .loc information. Cleaned up the choices menu and added some selectable presets for results and lighting. Changed default value of con_closeontoggleconsole cvar to 1, to place an end to the almost 2 years of complaints concerning the tilde key not closing the console. Added code to setinfo pmodel/emodel when connected to a quakeworld server (incase anyone cares about what version of player.mdl/eyes.mdl are getting used). Fixed bugs in server question code when using sv_protocolname QUAKE, the server now properly responds to quake1 question instruments when operating quake protocol. Disabled cl_bobmodel code when cl_bob is 0 for better compatibility with quake configs that anticipated the gun bobbing to be off when view bobbing is off. Fixed a crash in the "maps" command. Optimized "maps" command which was taking seconds to execute with large numbers of information. Disabled motion prediction code on Quake servers, as it by no means works right with out proper synchronization of strikes (which only DP6/DP7/QW protocols provide).

2007-03-14:

New darkplaces engine launch fixing some bugs with .loc information that proquake accepted however darkplaces did not parse properly, no other noteworthy changes.

2007-03-12:

New darkplaces engine and mod release: Many bugs mounted, some new features, fixed some map compatibility bugs (items falling out of ranges and such), mounted many network points (Much better now), some new community features (similar to automated downloads of lacking files from darkplaces servers), fully up to date readme (which has been converted to HTML and posted here, and now consists of cvar and command lists), some optimizations, helps extra OpenGL extensions to accelerate stencil shadows and different options, modified the look of rtlights to be a bit more sensible (small performance penalty). Removed pentium3-optimized builds (darkplaces_p3.exe and such) as a result of they weren't actually any sooner from the few reviews I've gotten, this reduces obtain size. No longer posting nexuizengine builds because the Nexuiz group make their own anyway. Note: no Mac version included in this launch either, sorry.

2006-07-25:

New darkplaces engine launch: Several bugs fastened, not a lot in the way of new features. Note: no Mac model included in this launch either, sorry. Happy QuakeExpo 2006 everybody!

2006-06-06:

New darkplaces engine release: Many modifications, bugfixes, features, and optimizations... Note: no Mac model included as a result of my pal's Mac is at present out of fee (drive failure, already changed however the system just isn't fully functioning yet). Happy 6-6-6 everyone!

2005-08-24:

New dpmaster release, model 1.6: Several getserversResponse might now be sent for a single getservers. A getserversResponse packet can now not exceed 1400 bytes. The maximum variety of servers recorded by default has doubled (now 256). The default hash dimension has been increased from 5 bits to six bits. Several updates and corrections within the documentation. Compilation on FreeBSD was fastened. A couple of minor changes in "COMPILING DPMASTER" (in techinfo.txt).

2005-08-18:

New dpmod release, just extra tweaks and scraps of code of curiosity to modders, nothing actually new. (Note: I'd welcome a critique of the extremely experimental Ragdoll stick physics code in gore.qc from an skilled physics programmer, I'd like to learn the way to repair the various issues with the stick physics) New darkplaces engine release, monsterously enormous summary of adjustments follows: (the changelog itself is far bigger) Fixed a bug that was making models twice as brilliant as they needs to be in the merged renderer. Added a particular test for entities with NAN origins in server networking code to prevent a crash (NAN origin means it has no location in any respect, it is in all places without delay, a really unhealthy state of affairs). Black and LadyHavoc changed normal/tangent smoothing to make use of areaweighting rather than summing normalized vectors, this seems a little higher and is rather a lot less cpu work on animated high poly fashions (r_smoothnormals_areaweighting enables/disables this). Black mounted some bugs stopping Tenebrae gentle entities in q3bsp maps from loading within the rtlights loader. Elric fastened a crash with the mod coopmod. Improved memory debugging capabilities of developer_memorydebug 1 setting, now detects double-free attempts and different errors quite reliably. Added v_deathtilt, cl_deathscoreboard, and cl_deathnoviewmodel cvars to make certain clientside demise behaviors non-compulsory. Fixed a extremely unhealthy mistake within the shopper login process, it was sending
(newline) characters at the end of the signon commands (the server does not count on newlines in these commands). Added a small test to forestall the "cmd" command from forwarding an empty command to the server when given nothing to ahead. Added help for GL_NV_half_float OpenGL extension for a noticable lighting speedup on GeForce6 and a minor speedup on GeForceFX. Black made changelevel start a map if there is no such thing as a server running. (so changelevel is now similar to QW's map command. Black added DP_CON_EXPANDCVAR and DP_CON_ALIASPARAMETERS extensions. DarkPlaces should now assist 64bit file sizes on non-home windows platforms since windows makes it harder (that's sixteen Exabytes, or 16,384 Petabytes, or 16,777,216 Terabytes, or 17,179,869,184 Gigabytes). Fix issues with lacking cubemap textures in GLSL. Tomaz mounted a bug in the Windows shopper with vsync the place it was not applied when the window first opened. Black merged the menu and server QuakeC digital machines for the most half, in preparation for shopper QuakeC. Fixed a bug that was only permitting one lively lightning beam owned by world. Fixed a rare bug where stencil shadow volumes were not projected far enough to succeed in the light field. Default Offset Mapping off (because it messes up mannequin skins). Black added sv_playerphysicsqc to control whether the qc physics function is known as (if it is obtainable). Black added help for loading LNO information produced by fteqcc (for reporting line numbers of QuakeC errors). Black made the server strive as much as 100 ports above the default (26000) if the default one fails to open, mechanically assigning ports when operating multiple servers. Added a patch from Christian Holmberg to make XK_part key (I do not know what this is) type ~ character for binds. Removed r_editlights_rtlightssizescale and r_editlights_rtlightscolorscale cvars (now they behave as in the event that they had been each 1.0) added r_editlights_edit commands radiusscale sizescale and colorscale (use these to repair previous-format .rtlights recordsdata). Cured the 'cannot bunnyhop' bug. Black added support for [515]'s BX_COLORTEXT extension. (BX = Betwix engine. Fixed crashes after level changes involving lightning bolt fashions that acquired unloaded throughout the extent change (was taking place often within the Ascension of vigil). Changed server to set self to world before calling SetNewParms qc perform (to intentionally crash any broken mods which assume self is legitimate in that function). Fix a bug with savegames containing line breaks in their titles. Tomaz added gl_picmip (Texture Quality) slider and r_restart button (Renderer Restart) to Graphics Options menu. Tomaz added -demo and -demolooponly choices (-demo plays a demo after which quits, -demolooponly stays within the demo loops and only permits the escape key, which quits). Elric added fundamental support for Q3's "getstatus" messages from Q3 server query instruments (based mostly on a patch by divVerent). Fixed several points in filesystem searching capabilities (now "dir *.cfg" should actually report the right files, in addition to "ls maps/*.bsp" and so on). Fixed a compile downside on Mandriva Linux (patch by Zero_Dogg). Elric added DP_SOUND_API targets (NULL, OSS, ALSA, BSD, WIN, COREAUDIO) in the makefile to permit selecting completely different sound drivers. Not averages ping instances, just makes use of the newest ping time (now all the ping numbers are nice spherical multiples of the server sys_ticrate). Fixed several bugs with prydon cursor tracing (including it continuously reporting world origin as the affect point). Fixed a bug that was causing impulses to lost fairly often. Now solely offers shareware Quake warning if working Game_Normal (Quake). Black added the cvars web_slist_timeout and web_slist_maxtries to query servers multiple instances. Server browser now queries servers over time to avoid flooding out requests and getting very bad pings (web_slist_queriespersecond and internet_slist_queriesperframe cvars management the speed of queries). EvilTypeGuy added Solaris 10 x86 assist. Tomaz revised the embedded font to help all the special Quake font characters. Fixed two severe geometry bugs within the zym loader (which were causing elements of models to not render). Fixed a bug in SDL client which was preventing typing after vid_restart. Fixed some crashes with server commands (kick, view* commands). Fixed an endian swapping situation in Q3BSP loading (so Q3BSP loading now works on Mac). Added considerably hacky help for Mac OS X .app packaging to allow correct Mac OS X binaries to be made. Fixed bmodel trails (if anyone ever dares to try them) to return from the center of the bmodel, this also cleaned up the sound code (and fastened a weird bug with a sound played in the identical frame as an entity is removed). Added DarkPlaces7 community protocol with QW-type local participant movement capabilities, warning: this has speedcheat/lagaport potential (and currently no solution to force off cl_movement from the server). Added DP_QUAKE3_MAP extension. zym models now help TraceBox calls (bullet tracing among other issues). Fix bug with ClientDisconnect not being referred to as if a shopper drops between "spawn" and "start" commands, now it is reliably called. Dhanged default heartbeat_period to a hundred and twenty seconds in order that normally two packets are available in before the 5 minute timeout, this could assist with packet loss in server heartbeats to the grasp servers. Fixed bug that rotated all sounds 90 degrees to the fitting in Nexuiz (as a result of it has severely messed up player models). Fix portal clipping of lighting in a single cluster map (field map) which has no portals. Fixed snow fluttering so it works correctly again. Fixed crashes with .lit information of the unsuitable size (a start.lit in id1 for instance when operating a mod which has its own start.bsp which isn't appropriate with the start.lit from id1). Fixed envmap command to save the right skybox format (matching Quake2). Fixed 64bit compatibility issues in QuakeC VM, so DarkPlaces 64bit builds now work. Completely merged Q1 mdl, Q2 md2, Q3 md3, Nexuiz zym, Q1 BSP, and Q3 BSP rendering, that is an enormous code discount and (extra importantly) easier to keep up (which implies less bugs). Fixed issues with getting caught in wedges in maps (by turning off sv_newflymove cvar). Added sv_gameplayfix_blowupfallenzombies and sv_gameplayfix_findradiusdistancetobox cvars (to allow these adjustments to be disabled). Fixed a bug with useless explosion shells not being eliminated (leading to them ceasing to work after a while). Fixed a bug that made menu sounds come from world origin (they are actually global). Revised notes in r_shadow.c on Creative Labs' patent on the Carmack's Reverse stencil shadow volume approach. Rewrote scissor calculation to make use of brush clipping of the sunshine field to find out which half is on display screen and prohibit rendering extra precisely than before. Improved readability of "memlist all" experiences, they now embrace the filename/linenumber of each allocation. Cleaned up init process again, now parses configs solely once (not twice for video settings and such) and opens video as quickly as the first map/startdemos/join/playvideo/cd play command is executed (join really waits till it connects and will not open the window if it fails). Made r_restart/vid_restart reload fashions as supposed. Fixed a bug that made view-hooked up entities render in third individual. SDL builds are now enabled by default within the makefile. Silenced some texture loading warnings in dedicated servers (thanks to Biomass for reporting this). Black changed the SDL window icon again to DP's icon. Black changed commands, cvars and aliases to be sorted by name (for better console listings). Fixed a stupid bug in the te_customflash server qc builtin, it was fading immediately. Fixed a very minor bug in TE_CUSTOMFLASH parsing (forgot to add 1 to radius). Fixed lacking gfx/net.lmp warning (and a few others in gfx.wad), they are now accessed properly. Fix a bug that made rtlighting crash (because of Vic for reporting this). Now not reveals extra time studies in r_speeds report when using r_showtris 1. Added developer_texturelogging cvar (logs all attempts to load photos to textures.log, helpful for texture replacement tasks to know what textures matter to a map). Default DLight shadows on. Fixed a bug the place the participant could be stuck in place (for a very long time) when going from singleplayer to multiplayer. Added cl_capturevideo_sound cvar (defaulted to 0) to allow enabling/disabling sound saving, with sound disabled you can save movies at a framerate your machine can't maintain (no sound sync to fret about). Fixed bugs that made doorways and different pushers ignore some entities. Fixed transparency issues in q3 shader parsing. Fix fogging in hlbsp by clearing view to fog coloration (since sky polygons are lacking in hlbsp). Changed script init in Nexuiz to play the logo video if there's nothing else to do. Changed crosshair mode to static by default (middle of screen relatively than displaying where your shots will hit on the planet). Changed in_pitch_min/max defaults to 90 degrees so you can now goal straight up/down (unlike in Quake). Fixed an objects parsing bug when taking part in hipnotic demos. gl_texture_anisotropy now only impacts mipmapped textures (should repair issues with lightmaps). Fixed a bug the place gl_texturemode was altering textures that are not speculated to be affected by it. Default to insert mode as a substitute of change mode in console. Cursoring previous the tip of the current commandline now not takes characters from an outdated commandline. Allow typing worldwide characters in the console (non-ASCII) for mods that use Latin1 fonts moderately than quake's white/brown set. Fixed a crash in network parsing when an entity is tagged to an entity that's exterior the current range of entities. Fixed a severe server bug affecting frikbots (the engine was operating physics code on disconnected clients). Improved compliance with Targa spec in treatment of alpha and colormaps (palettes) in truecolor photographs - Note: this means many Paintshop Pro and Photoshop TGA files are no longer clear, GIMP knows how to put in writing them properly. Renamed r_shadow_cursor cvars to actually have the word cursor in their title like they have been alleged to. Added playerclip and monsterclip brush help for q3bsp ranges. Elric added the DP_HALFLIFE_SPRITE extension. Fixed a server bug that was solely permitting 256 model animation frames for use. Reduced client reminiscence usage by 29MB by making cl_max_entities dynamically develop as needed. Elric fastened numerous bugs in the server browser. Elric added Quake2 sprite assist (DP_QUAKE2_SPRITE extension). Rewrote server timing code once more to make the (evil) host_framerate cvar work once more for the sport The Ascension Of Vigil. Fix some bugs in HalfLife sprite loading. Black fixed a bug where a server was pinged multiple times for the server list. Added tag attachment support to zym models for Nexuiz (to allow player fashions to hold weapons, and so on). Fixed a bug that messed up the server after a failed level load. Fixed a skybox texture leak on level modifications. Disabled merchandise bobbing by default. Changed intermission behavior a bit to permit Nexuiz to freeze the action at degree finish. Fixed a bug with decals that made them by no means really disappear. Minor reminiscence discount in particles (3.8MB down to 3MB for 32768 particles), tough to trim any extra. Added a sport mode for The Hunted Chronicles. Early exits (error during startup) not save a broken config.cfg. Now searchs for servers in your LAN (utilizing a broadcast message to port 26000 like Quake did). Video seize no longer has 25% sound volume. Added again particles in teleport splash effect. Improved r_texturestats command output (now provides a complete for each pool). Default devoted servers to public (pay attention servers remain non-public by default as they're normally not professionally hosted). Made the important thing under escape bindable and like different binds it only works whereas ingame (Note: you will need to now hit escape to close the console, I take advantage of shift-escape as a substitute). Now pops up the menu at startup if there is nothing to do and no demo loop. Added splashes to rain impact. Added Venim's dpmaster server (now up to 3 masters). Black mounted internet_slist command to solely print servers once. Added DP_CON_STARTMAP extension which defines two configurable aliases to decide on a begin map. Now easily interpolates weapon recoil (punchangle) in multiplayer. Added key repeat in SDL client. Fixed gl_flashblend so it overrides dynamic lighting (as meant). Fixed issues with r_editlights_edit cubemap command. Fixed bugs with cl_particles_size cvar so it really works once more. Fixed a bug where vsync was not restored properly after a vid_restart. Black added Quake3 shade codes to text printing (console and elsewhere). Reduced high quality of Offset Mapping in GLSL gentle shader to work on ATI Radeon 9500-9800/X300 cards (I hate limits!). Changed q3bsp curve loading barely to permit finer curves. Skill values outdoors 0-three are now allowed (mainly for Transfusion which uses 0-4). Fixed bugs with zoom in Nexuiz (zoom was being applied twice to fov). Now detects and avoids software fallbacks in GLSL shaders (mainly limited ATI Radeon cards). All textual content file access now supports Mac and Windows line endings persistently, and all textual content recordsdata (config.cfg, savegames, and recordsdata written by QuakeC) are actually saved in UNIX format. Added documentation on glsl cvars to r_shadow_help. Implemented a GLSL shader per pixel lighting path (enabled by default), it even supports Offset Mapping (aka Parallax Mapping, not nearly as good as Relief Mapping or Virtual Displacement Mapping, but nonetheless moderately cool in the precise situations). Fixed a silly typo with the cl_netlocalping cvar (it is now in milliseconds as intended). Disable vsync by default. Games now have their very own config directories (as a substitute of at all times being ~/.darkplaces) so that Nexuiz would not look in ~/.darkplaces/. Newly spawned projectiles (rockets, and many others) now not appear in midair at low framerates. Fixed some geometry points with beam polygons (such as the nex beam in nexuiz). Fixed a crash with rtlights outdoors the extent. Added Ludwig Nussel to Thanks to part in readme. Fixed pointless warnings about lacking skins/frames on q1bsp/q3bsp fashions. Fixed a uncommon "Got signon 1 when at 1" error in consumer (nonetheless unsure why it will get this however). Elric mounted PK3 and Ogg Vorbis help on NetBSD. Fixed a compile error with snd_alsa.c (patch by Ludwig Nussel). Linux/BSD libz, libvorbis, and libvorbisfile .so names are actually versioned so they work with out growth packages put in (patch by Ludwig Nussel). Added ~/.darkplaces support to the filesystem (patch by Ludwig Nussel). Tomaz fastened extra reminiscence leaks. Tomaz added CL_Shutdown to repair 14 reminiscence leaks totalling over 30mb. Updated e-mail handle in readme. (due to zarquon for pointing out that it was outdated. Black improved server browser to help sorting and filtering. Now saves seta cvars with the seta command and normal ones with out it. Elric fixed JPEG and Ogg Vorbis assist on Mac OS X, and mounted a big-endian bug in MD3 loading. Black added "sv_progs" cvar (default is progs.dat) to allow loading different QuakeC server packages in Nexuiz. Added vsync help for GLX clients utilizing GLX_SGI_swap_control. Black made video playback system in a position to play multiple movies at once (may be helpful to QC menus). Tomaz mounted a difficulty with sys_ticrate bounds checking which was spamming cvar changed messages in developer mode. Disabled vsync throughout timedemo. Elric mounted PK3 archive assist on Mac OS X. Made sensitivity cvar have an effect on cl_prydoncursor. Added Bloom impact (r_bloom* cvars or use the menu). Renamed cl_stainmapsclearonload to cl_stainmaps_clearonload and made it default to 1 (this could cease the bug studies about stainmaps staying after a reload). Filesystem now checks for attempts to access recordsdata outdoors the Quake directory and rejects them. Fixed a Sys_Error in enter message building when related to a QUAKE protocol server. Elric made DarkPlaces work on Mac OS X. Black added ' quote assist in script parsing and elsewhere. Black added NEXUIZ_PLAYERMODEL extension. Elric fixed a HalfLife WAD loading bug within the filesystem code. Fixed animation glitches when weaponmodel changes. Now clears display at startup so you do not see leftover garbage from the final 3D utility. Added PRYDON_CLIENTCURSOR extension to permit FrikaC's Prydon Gate mod to have a clientside mouse pointer (extra responsive, https://leaksoff.com/ even highlights things as you mouse over them). Added DP_BUTTONUSE extension (+use/-use button). Added DP_BUTTONCHAT extension (true while input isn't centered on the sport). Added back DP_ENT_COLORMOD extension attributable to popular request (changed to permit colours above '1 1 1' which can brighten models. Upgraded community protocol to DP6 which uses less bandwidth and permits precaching models/sounds throughout the sport (used for player models in Nexuiz). Added sv_gameplayfix_setmodelrealbox cvar which may be set to zero to improve compatibility with some broken mods (TargetQuake, QuakeRally, most likely others). Changed loading plaque to simply be an overlay on the last fram rendered. Added cl_capturevideo_rawyv12 mode (supported by some mpeg tools). Added scr_screenshot_gamma cvar (defaults to 2.2 gamma to make quake's linear coloration area appear appropriately on Pc monitors) --- THIS Feature Just isn't A BUG. Elric mounted a bug that was making ambient sounds silent. Fixed a bug with invisible dlights in FrikaC's Vile mod. Fixed skybox structure (entrance and again were swapped, and all different sides have been rotated/flipped), now matches Quake2 layout as intended. Fixed Nehahra movie assist (again). Fixed a bug that made corpses shortly rise up and fall down again in Nexuiz. Reduced cpu use when at cl_maxfps restrict. Improved showfps 1 accuracy. Fixed a cpu hogging bug in dedicated servers. Files now override paks, this makes it simpler to patch things and is what users count on (however it loads slower). Fixed a rendering crash if unused lightmaps exist in q1bsp. Fixed bug that called PlayerPreThink and PlayerPostThink on unspawned clients. Upgraded rtlights format to have separate ambient, diffuse, and specular intensity scales, and also coronasize, this also allows corona-solely lights by setting all scales to 0, and added normalmode/realtimemode flags in order that lights can seem in normal mode, not simply realtime mode (primarily useful for including corona effects to a normal stage) added ambient gentle assist to RenderLighting (non-bumpmapped diffuse), and some dlights now use ambientscale (this has not been uncovered as a qc extension but, qc lights remain the identical). Fixed a nasty bug with bind ";" in config saving. Removed "lightmapindex -3" warning in q3bsp maps compiled with q3map2. Now warns about missing textures in q3bsp maps. Added DP_SV_BOTCLIENT extension to allow bots to spawn as actual gamers on a server (no extra scoreboard hacks!). Q3 alphafunc shaders now render as transparent. VorteX fastened bugs in gettaginfo and gettagindex builtins. Fixed a runaway loop downside in server code if machine is simply too sluggish for server. Centerprint can now use full display screen measurement (no longer limited to 40 columns). Added DP_SV_CLIENTCOLORS and DP_SV_CLIENTNAME extensions. Added DP_SV_PING, DP_SV_PUNCHVECTOR, DP_SND_FAKETRACKS, and DP_FS_SEARCH extensions. Added DP_CON_SET and DP_CON_SETA extensions (set and seta commands in console, set creates a cvar, seta creates a saved cvar, or makes one be saved sooner or later). Black added backslash-" quoting help in the console and elsewhere. Realtime video capture (see cl_capturevideo cvars, uncooked yv12 format beneficial when you've got appropriate encoders). Warning: video capture aborts if your machine cannot keep up. Rewrote timing code, renamed host_maxfps to cl_maxfps, removed host_minfps, now runs server sooner than client if framerate is just too low to honor sys_ticrate cvar. Fixed the "Joe modified name to Joe" bug. * Improved quake.rc config execution to begin a map even if startdemos isn't used. Sound loader now supports sounds with and without sound/ directory, to allow mods to support sound and music entities in Quake3 maps. r_editlights mode now exhibits gentle quantity and total lights. Elric fastened a short sound bug when a brand new degree began. Fixed a uncommon sound crash that apparently occurs in Fiend Run Lite demos. Don't spam the console with warnings about missing frames and skins in models that did not load. Elric added FreeBSD support (NetBSD and OpenBSD already supported). Fixed a bug with traceon/traceoff QC builtins not taking effect instantly (for printing Quakec code because it executes). Added DP_SV_DROPCLIENT extension. Fixed a bug that messed up the primary scoreboard entry when players left a server. CD monitor emulation makes use of 3 digit alternative tracks (id1/sound/cdtracks/track002.ogg and such. Fixed a crash if dlights try to solid shadows when there is no map loaded. Fixed a crash in console logging of a memory corruption (sentinel) error report. RTLights system now helps .ent override files. Fixed a mouse twitch in GLX client after raising/lowering console (mouse seize). Fixed a messagemode/messagemode2 challenge through which you might kind ";stop" as a chat message and have your shopper give up. Fixed an r_restart crash in skybox code.

2005-06-21:

New hmap2 launch which now works properly when given .map filenames for vis and light stages (which actually need .bsp), this should repair problems with the GTKRadiant construct menu, hmap has not been fastened (it's out of date).

2005-03-08:

I have moved all download files to the recordsdata directory to make beta builds easily accessible (I don't make frequent official releases because of the work involved in making the "What's new" descriptions). This breaks any pages straight linking to outdated betas, please replace hyperlinks to point to the new listing as an alternative. A couple videos of the exhausting ability hall in start have been added to the screenshots page to exhibit the darkplaces experience (completely inventory information apart from a .rtlights file).

2005-01-31:

Released new version of lmp2pcx with .tga output, and conversion of .mip files (it already transformed .lmp), now additionally outputs .lmp from gfx.wad photos (in abstract: wad outputs .mip/.lmp/.bin (depending on lump kind) plus .pcx and .tga of each image, lmp and mip output .pcx and .tga of every image).

2005-01-22:

Released some old maps (ladyhavocmaps.pk3) with supply .map recordsdata included: ctfgold8 - my map for the CTF Gold pack, designed to be a really linear map from base to base with two paths via the center space, and a quad to spice issues up, the bases are well equipped for prolonged fights, but stuffed with deadly corners which make combat freightening at finest in the bottom itself, the rooftop is comparatively safe, and the traps on the sniper outposts are fairly an odd touch, it has 1 quad and 2 crimson armors, 1 yellow armor, 3 rocket launchers, and all the other weapons can also be discovered, one aim of this map was to be troublesome to quickly flag run despite being a small map, but as a result of grappling skillz of many this turned out to be one of the quickest flag run maps and spawned a small competitors to see the quickest cap potential, the quickest ever recorded on my server was 13 seconds (9 seconds has been reported from singleplayer utilizing gradual motion cheats to perfect it exactly, but that doesn't depend). lhca1 - a Clan Arena map with a dm3 theme comprised of three huge interconnected arenas connected to eachother in a ring fashion with a central hub that was the site of many heated battles because it was smaller than the arenas themselves, the arenas turned out too giant scale (Quake rockets aren't that fast), impressed dpdm1 connectivity and design. (previously unreleased). lhdm4 - a DM map I made on request for a DM tourney, very inconsistent connectivity and layout, though assorted in theme as properly, by no means got used because it was too small so I expanded it a bit, and then was informed it was too giant, go figure (beforehand unreleased). metlhell - a DM map I made very early, far too experimental and I used to be thinking more in a singleplayer theme when i made it, which resulted in horrible connectivity and lava laden rooms somewhat than arenas conducive to fight. (previously unreleased). rampcity - a DM map primarily based on a quite simple idea, this turned out higher than anticipated, nearly infuriatingly troublesome vertical combat map, and the first map I ever made in the BSP map editor - nonetheless my favourite editor. (previously unreleased).

2004-11-18:

New hmap2 release, what's new: Vic sent a patch that checks for incomplete brushes, removes them and prints warnings as a substitute of exiting with a CheckWinding error (Because of Tomaz for committing the patch). mounted origin key dealing with in brush loader, so rotating bmodels should work correctly (I hope). added -harshshade possibility.

2004-10-19:

New darkplaces launch, what's new: Fixed a variety of issues with scoreboard updates (names/colours/frags) within the server. Fixed duplicate title bug in consumer mini-scoreboard (the one to the fitting of the statusbar in multiplayer). Tomaz enlarged particle font from 256x256 to 512x512 and added some code to allow saving it to a .tga (and an example one has been posted on the obtain web page). Quitting without using the "quit" command within the console now disconnects from the server, and properly kicks off everyone on an area server. Credited romi and |Rain| for his or her contributions in the readme. Added 32bit colour support to SDL builds.

2004-10-17:

New darkplaces release, what's new: Rewrote Quake3 curve loading which lastly makes maps look appropriate in all circumstances. Added DP_QC_GETTAGINFO extension written by VorteX so modders can find out where md3 mannequin tags and connected entities are, thanks VorteX!

2004-10-16:

New darkplaces release with varied bugfixes, what's new: Now detects a couple of quake3 shader sorts to make quake3 maps look largely appropriate (additive shaders are detected, as well as autosprite/autosprite2, and twosided shaders, also loads first pass texture if it can't discover a texture of the same name because the shader, and transparent textures in quake3 maps now require a shader to point they are transparent). Fixed a bug that was preventing dynamic lights from lighting up quake3 maps. Now prints 8 QuakeC opcodes instead of 5 when a crash or warning happens. MoALTz fastened the r_stereo_separation code so the anaglyph stereo glasses assist works properly now. Rewrote chat message dealing with code to be cleaner. Added DP_LITSPRITES extension string (the feature existed already however was not documented). Fixed connect standing messages in be part of sport menu (it was solely showing them in server listing menu). Simplified cl_net* cvars to only cl_netlocalping and cl_netpacketloss and eliminated sv_netpacketloss cvars. Made tenebrae light cubemaps work on mannequin entities again (they were being disabled because the requested pores and skin did not exist within the model, so the cubemap was being set to 0). Greatly optimized findradius builtin (it now uses the physics culling data to avoid looking out all entities). Removed cl_nodelta cvar as it never labored properly, and is pointless with the present network protocol. Fixed a bug that made the sport world appear to freeze after a stage change in multiplayer (networking was falling apart). Fixed framegroup animation on regular entities (static entities like Quake's torches worked already). Changed motion interpolation a bit to raised handle less frequent updates on far away entities. Fixed a "blue dlight" bug when a map uses tenebrae dlights however the progs.dat didn't assist them (it was a silly typo in the engine). Fixed a crash when devoted servers tried to speak to the gamers. Fixed a "blue glow_trail" bug, it was not properly interpreting the palette colour.

2004-10-06:

New darkplaces launch with numerous bugfixes, what's new: fixed lingering entities in quake protocol, demos for instance added cl_beams_* cvars to results options menu now can connect to a different server whereas remaining connected to current server up until the connection is accepted now exhibits loading display screen at appropriate times which additionally stops sound fastened nehahra film help sprites now support EF_NODEPTHTEST watershader now disabled on lightmapped water now compiles on x86_sixty four efficiently, server still crashes though (will likely be fastened in some unspecified time in the future) added commandline options to readme fastened an entity colormapping bug which brought about gamers to be white in dpmod skybox works in hlbsp again mounted weird participant model angles when looking down unfavourable frags show correctly once more Mathieu mounted a logging downside which was not recording cvar creation notices to the log Mathieu fastened sound channel volume clipping to work the identical on 16bit and 8bit sounds eliminated detection of GL_NV_vertex_array_range as it's not used added -novideosync disable for WGL swap control fastened qc builtin cvar_string to not crash engine if the cvar does not exist

2004-10-02:

New darkplaces mod launch: Just added my dpdm1.rtlights file, only of concern to individuals playing that map.

2004-10-01:

New darkplaces launch, what's new: It really works quite a bit better than the earlier release, has many more menu choices, has a readme, GOOD community performance (smoother than qw, although no prediction or clientside motion) It's simply plain higher :) Thanks once more to Tomaz for his ongoing efforts to beat down the todo checklist. P.S. Hopefully I won't be so lazy about posting new releases in the future; then once more I've stated that just a few occasions before. New darkplaces mod launch: More of the same old little changes and stability tweaks, received rid of nailgun casings because they seemed a bit foolish (although cool for making a pile of casings) and dragged down network performance too much, added again nails sticking in walls though (and you may blast them unfastened).

2004-09-07:

New model dpmaster released: - model 1.5: Address mapping added (see Address MAPPING in readme) Servers on a loopback deal with are accepted once more if they've a mapping A valid "infoReponse" is now rejected if its problem has timed out The scale of the challenge sent with "getinfo" has been made random A timed-out server is now eliminated as quickly as a new server wants a slot Several little changes in the printings to make them extra informative A technical documentation was added Compiling dpmaster with MSVC works again

2004-08-31:

Fixed link to download hmap2, sorry about that. Thanks to Gleeb for reporting this.

2004-08-27:

Updated sv_consumer.qc with bugfixes equipped by Sajt, it now not strikes slower when trying up/down, pitch no longer impacts swim up/down when underwater, and FL_ONGROUND is cleared when noclipping or swimming, thanks Sajt!

2004-08-12:

First release of hmap2, a mixed hqbsp/hvis/hlight/bsp2prt/bspinfo utility written by Vic based on hmap, and with further additions by me, tyrlite suitable (hlight lighting now not supported, sorry), compiles q1/hammer/q2/q3/doom3 .map files (bp texturing not supported in q3 map recordsdata, texturing not properly supported in doom3 map information which use bp texturing completely).

2004-05-21:

Tomaz changed the website structure and cleaned it up to make use of css. Thanks Tomaz!

Posted a new litsupport zip updated by Tomaz to repair a few minor issues (no precise bugs, just passing one parameter too many to a function, and fixed some begin/end feedback).

2004-05-20:

Changed electronic mail tackle as a result of my telefragged account stopped working (and I don't assume I can get it again, I haven't any telefragged site), I used to be also getting 10 spams a day, and telefragged has ssslllooowww e mail (300 spams downloaded in 15 minutes)... So my email has modified, and is not a easy electronic mail link to confuse spammers. (Yes there's nonetheless a brand new build in the works, it is delayed till I rewrite the networking to fix an annoying bug)

2004-01-28:

romi has completed his .rtlights file collection for Quake Mission Pack 1: Scourge of Armagon (also known as hipnotic), and for those not aware of his Quake .rtlights file assortment as well, I recommend it :) romi also has some videos within the works to point out his lighting creations better than the screenshots do. (If anyone does not remember, to expertise an rtlights file it should be positioned in the maps directory, be sure in the Video Options menu that you're in 32bit coloration mode (sorry this can't be performed on a 3Dfx Voodoo1/2/3/Rush/Banshee), load up the map you want, after which merely kind r_shadow_realtime_world 1 in the console, get pleasure from. Maps without rtlights recordsdata are sometimes slower and less colorful.)

2004-01-17:

U8Poo has sent a nice screenshot working of realtime lighting mode in a q3bsp map he made, to spice up the screenshots section, thanks! In different news one other release remains to be within the works (as expected), already mounted some important physics bugs (which date back to july) but for some purpose still am not quite in the mood to release it.

2003-12-07:

Another new engine launch (20031207b): Added r_wateralpha cvar to the effects choices menu.

New engine release: Now not limits framerate to 20fps whereas in console because I bought so many complaints about this (no Really that was not a bug like everyone assumes, that was a feature, just a very misunderstood one), so now it only drops to 20fps when not the lively window (it already did this). Changed hardware gamma dealing with in glx to not activate/off based on mouse being in the window or not, but merely whether it's the energetic window. Fixed 16bit video modes in Linux support. (oww this was damaged, I only use 32bit :) Fixed a bug with console parsing that existed in nearly all variations of quake besides quakeworld by switching to the qwcl COM_Parse for console parsing (in english: fastened connect commands involving a port, like 127.0.0.1:26000), thanks very a lot to Fuh for mentioning this bug. Removed want for gfx/menuplyr.lmp, some outdated unused code required it, no concept why that was still there (in english: this has no significance to quake players, solely modders making standalone stuff).

2003-11-30:

Attributable to standard demand I put up some new screenshots of qe1 textures in e1m1 running realtime lighting mode.

2003-11-29:

New engine release, now parses scripts/*.shader information (including inside pak/pk3 archives) when loading q3bsp maps to test for surfaceparms (nodraw and trans and such) this fixed up q3bsp rendering a bit (at least within the sense that clear textures for tough opaque shaders at the moment are rendered opaque). Another new engine release, now uses the surfaceflags contained in the q3bsp for all flags it might probably (transparency continues to be learn from shader surfaceparms as there is no surfaceflag for it), this may increasingly or may not have an effect on anybody however it's extra correct.

2003-11-19:

New engine release, this fixes the bullet holes in Scourge of Armagon (and every other mods using oriented sprites). New hmap launch with some enhancements by Vic: hqbsp now correctly calculates node bounding bins making them a lot smaller for non-axial planes (this means maps run quicker in engines aside from darkplaces; darkplaces already did this on loading) detects and skips degenerate edges corrected CheckWindingArea for portals area checking precise .prt recordsdata output (may repair some vis errors on complicated maps) New dpmaster release from Elric, this fixes two buffer overflow vulnerabilities so anyone internet hosting a dpmaster grasp server should update. Here's the readme's words on the matter: - model 1.3.1: Security WARNING: 2 exploitable buffer overflows have been mounted Verbose option parsing fastened Paranoid buffer overflow checkings added, in case of future code modifications

2003-11-18:

New engine launch, this one has a couple of known bugs (quick summary: rtlights don't handle animated textures or water movement) but fixes enough very annoying bugs to warrant a new launch anyway, and provides some options, resembling: Quake3 BSP file loading with rtlight help. (rtlight enhancing note: q3map2 and doubtless q3map itself, take away gentle entities when compiling, so don't count on any lights till you add some) Now defaults to 32bit colour (I feel this can still work on 3Dfx because I do know they help 32bit display screen modes with 16bit rendering) and stencil is now mechanically enabled on 32bit shade modes. Added r_editlights_assist and r_shadow_help commands to give some data so individuals do not must ask me about these subsystems. Added plenty of QuakeC builtin error checking regarding bogus entities being passed in (like trying to copyentity to/from world for example, or a free entity). Input sticking by a level change has been fastened! (thanks very much to Black for his work on this and other bugfixes within the enter system :) Now supports non-QWERTY keyboards in home windows (it already supported them in Linux). (because of Black and Mercury for their mixed work on this) Added Anisotropic Filter setting to menu. (because of zinx for coding this, word: use r_restart to reload textures to make it take effect) DirectSound should work in windows once more (been a very long time since this labored due to DirectSound strangely needing an open window) so the sound price has been bumped to 44khz (44khz ran into points with many drivers with no window open) and the sound system is restarted by snd_restart or vid_restart (due to the window). Note: q3bsp assist has NO SHADERS, this was meant for mods to use, not to play present maps (which frequently have very odd alpha textures for shader results), and as yet has no world fog assist or volumetric fog assist due to missing shaders, and there aren't any plans so as to add q3 shader help as a result of they are quite incompatible with rtlights. I'd also wish to announce that a new member known as Black has joined the darkplaces sta

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