Post by X7[Q2C] on Mar 19, 2008 5:06:19 GMT -5
KMQuake2 v0.20 Open Beta 3 released!
Download here
kmq2.quakedev.com/
tenfourmaps.telefragged.com/phpbb2/viewtopic.php?t=499088
X7
Download here
kmq2.quakedev.com/
tenfourmaps.telefragged.com/phpbb2/viewtopic.php?t=499088
The latest beta of my engine is ready. I've decided to make this beta open to the public to speed up the finding of bugs/issues. It can be downloaded from the kmq2.quakedev.com/. Here are the major changes since v0.19:
- Increased max coordinate range. Maps are no longer limited to +/-4096 units from the origin.
- Added support for the game DLL to set the attentuaion of looped sounds. Support has been added to both the Lazarus and integrated missionpack DLLs for mappers to override the attenuation for any bmodel entity, as well as target_speaker. Many bmodel entities now default to idle attenuation.
- Greatly improved md3 support. Md3's render faster, are frustum-culled, and are properly vertex-lit. Per-mesh, per-skin rendering scripts are also added (see md3_scripting.txt).
- Overall optimizations to rendering.
- Added support for alpha test surfaces (textures with holes, bypassing the problems of TRANS33+TRANS66 rendering).
- Added support for static glow textures. For example, texturedir/mytexture_glow will be drawn as a glow over texturedir/mytexture if it can be found. This is similar to the glows supported in DarkPlaces.
- Added support for lightmaps on trans surfaces. Set transparent lighting to lightmap in the advanced video menu to enable this.
- Textures are now displayed at their native resolution on video cards that support the GL_ARB_texture_non_power_of_two extension. This greatly improves the appearance of most monster and item models, as well as the display of text in intermission cinematics. Set r_arb_texturenonpoweroftwo to 0 if this causes crashes on your system (likely due to a buggy driver).
- Added support for camera effect and letterbox screen modes. These effects can be enabled by setting the RDF_CAMERAEFFECT and RDF_LETTERBOX bits in a client's refdef flags in the game DLL.
- Cinematics are now displayed in anamorphic form.
- Added improved version of Barnes's underwater caustics (optional fragment program warping) and view warping.
- Added GL_ARB_fragment_program water warping. This enables support for the water warp effect on ATI cards.
- Added support for 1280x720, 1280x768, 1440x900, 1920x1080, and 2560x1600 widescreen modes.
- Added FOV auto-adjustment for widescreen modes. This feature can be toggled in the video menu.
- Added support for widescreen-aspect levelshots, named levelshots/<mapname>_widescreen.jpg.
- Added Ogg vorbis commands based on the Linux port Of KMQ2 0.19 by QuDos.
- Added support for Quake3-style .arena files inside pak/pk3 files. These are added to the maplist in the start server menu and filtered by gametype.
- Changed network protocol version to 56 to avoid conflicts with R1Q2.
- Added autodownloading of pk3 files containing maps. Both the client and sever must be running this version for it to work.
- Added modified version of debug/dedicated console from Quake2Evolved.
EDIT:
These are things I would most like feedback on:
Performance: How high a framerate could you consistently get? How fast were map load times? I've done a lot of optimization for this version, for both framerate and load times. It should also run well on ATI cards now.
Menus: Are the rearranged menus logically laid out and easy to use?
Widescreen support (if you have a widescreen monitor): Does the FOV auto-adjustment seem right? Are the menus properly laid out in widescreen modes?
Effects: Are the new effects good enough? Do the lightmapped trans surfaces look right?
Stability: Have you been able to get it to crash, particularly after a vid_restart? Was this crash reproducible?
R_speeds output: Is this more informative than the old output?
- Increased max coordinate range. Maps are no longer limited to +/-4096 units from the origin.
- Added support for the game DLL to set the attentuaion of looped sounds. Support has been added to both the Lazarus and integrated missionpack DLLs for mappers to override the attenuation for any bmodel entity, as well as target_speaker. Many bmodel entities now default to idle attenuation.
- Greatly improved md3 support. Md3's render faster, are frustum-culled, and are properly vertex-lit. Per-mesh, per-skin rendering scripts are also added (see md3_scripting.txt).
- Overall optimizations to rendering.
- Added support for alpha test surfaces (textures with holes, bypassing the problems of TRANS33+TRANS66 rendering).
- Added support for static glow textures. For example, texturedir/mytexture_glow will be drawn as a glow over texturedir/mytexture if it can be found. This is similar to the glows supported in DarkPlaces.
- Added support for lightmaps on trans surfaces. Set transparent lighting to lightmap in the advanced video menu to enable this.
- Textures are now displayed at their native resolution on video cards that support the GL_ARB_texture_non_power_of_two extension. This greatly improves the appearance of most monster and item models, as well as the display of text in intermission cinematics. Set r_arb_texturenonpoweroftwo to 0 if this causes crashes on your system (likely due to a buggy driver).
- Added support for camera effect and letterbox screen modes. These effects can be enabled by setting the RDF_CAMERAEFFECT and RDF_LETTERBOX bits in a client's refdef flags in the game DLL.
- Cinematics are now displayed in anamorphic form.
- Added improved version of Barnes's underwater caustics (optional fragment program warping) and view warping.
- Added GL_ARB_fragment_program water warping. This enables support for the water warp effect on ATI cards.
- Added support for 1280x720, 1280x768, 1440x900, 1920x1080, and 2560x1600 widescreen modes.
- Added FOV auto-adjustment for widescreen modes. This feature can be toggled in the video menu.
- Added support for widescreen-aspect levelshots, named levelshots/<mapname>_widescreen.jpg.
- Added Ogg vorbis commands based on the Linux port Of KMQ2 0.19 by QuDos.
- Added support for Quake3-style .arena files inside pak/pk3 files. These are added to the maplist in the start server menu and filtered by gametype.
- Changed network protocol version to 56 to avoid conflicts with R1Q2.
- Added autodownloading of pk3 files containing maps. Both the client and sever must be running this version for it to work.
- Added modified version of debug/dedicated console from Quake2Evolved.
EDIT:
These are things I would most like feedback on:
Performance: How high a framerate could you consistently get? How fast were map load times? I've done a lot of optimization for this version, for both framerate and load times. It should also run well on ATI cards now.
Menus: Are the rearranged menus logically laid out and easy to use?
Widescreen support (if you have a widescreen monitor): Does the FOV auto-adjustment seem right? Are the menus properly laid out in widescreen modes?
Effects: Are the new effects good enough? Do the lightmapped trans surfaces look right?
Stability: Have you been able to get it to crash, particularly after a vid_restart? Was this crash reproducible?
R_speeds output: Is this more informative than the old output?
X7