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Post by knightmare on Mar 27, 2015 15:52:29 GMT -5
I've got another public build of KMQ2 ready to go. This is a release candidate, and will be posted as v0.20 Update7 if no serious bugs are found. New build: final update build with .loc support. Binaries: www.markshan.com/knightmare/downloads/kmquake2_020_update7.zipSource code: www.markshan.com/knightmare/downloads/kmquake2_020_update7_src.7zHere are some of the changes: - Added HTTP download support from R1Q2. - Decoupled video framerate from network framerate. This should allow higher framerates as well as better network performance. The old, synchronous mode can be re-enabled by setting the cvar cl_async to 0. The new cvars are r_maxfps (default 125) for maximum rendering framerate, and net_maxfps (default 60) for maximum packet rate. Synchronous mode still uses the cl_maxfps cvar. - Added support for PNG textures/images. - Added option for PNG screenshots (r_screenshot_format, jpg, png, or tga). - Added format-specific screenshot commands (screenshot_tga, screenshot_jpg, screenshot_png). - Added basegame and basegame2 cvars to load data from other mods. - Added 5K (5120x2880) and 3440x1440 video modes. - Added custom width and height fields to video menu (hidden until custom mode is selected).
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Post by raztk on Mar 28, 2015 4:54:43 GMT -5
Hi and thanks for KMQ2!
I think I've found a bug: There's no armor, current weapon and F1 icons on the HUD (although the "Computer Update" sound is heard), also no pickup messages (Health, Armor Shards etc.). Hope you can fix it! :-)
Thanks again!
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Post by knightmare on Mar 28, 2015 15:14:34 GMT -5
Already got it fixed. Try downloading the file again.
And that's why this is a release candiate. Looks like I missed this bug because I've only been using my new scripted HUDs.
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Post by raztk on Mar 28, 2015 15:20:44 GMT -5
And here I am waiting for a "test4" build. :-)
Awesome man, thanks. Currently doing a playthrough of Zaero, will post here in case I encounter any problems. This new version also feels a lot smoother, probably because of the new framerate improvement.
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Post by raztk on Mar 28, 2015 16:46:14 GMT -5
Well, played for about an hour (loaded a savegame from update6) and now getting a crash (in Zaero). Here's my savegame and config: mega.co.nz/#!SUEUADzK!-AesegroinVjwVraE5kebELxs1lgCzk-tth7Jj7dcMk Just load the game, wait a few seconds and it will crash.
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Post by knightmare on Mar 28, 2015 18:23:15 GMT -5
That crash occurs in the game DLL for Zaero, so it's not a bug in this release. I do have a newer version of the Zaero DLL that has many changes from the one on the downloads page. However, your saves from the older DLL won't work with this build. See if you can get that crash to re-occur. www.markshan.com/knightmare/downloads/kmquake2_021_zaero_beta3.7zThe smoothness is most likely from the new async rendering, which has a default 125 fps cap.
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Post by raztk on Mar 28, 2015 18:28:45 GMT -5
It will take me some time to get there though... :-) Or can I warp to that map and check it that way?
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Post by knightmare on Mar 28, 2015 19:37:11 GMT -5
You could warp to directly the map, but if that unit uses crosslevel triggers, then some things won't work right. It would be best to start from ztomb1, which is the first map of that unit, I think.
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Post by raztk on Mar 29, 2015 2:57:10 GMT -5
Okay, I could swear I crashed the game once (same spot as before), but I can't reproduce it now... (which is both good and bad) I've uploaded the savegame if you would like to try to reproduce it yourself: mega.co.nz/#!DY0ijQ4D!VdWVe06xFw1-PrBFX103IJhCT4Tb4S5_0pBhCSUBpOo I just walked forward and left to the elevator. At least I can proceed with the game now. :>
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Post by nephatrine on Mar 29, 2015 13:52:04 GMT -5
And that's why this is a release candiate. Looks like I missed this bug because I've only been using my new scripted HUDs. How does the scripted hud system work? Is that sometthing in the public builds that we can mess with already? I haven't seen much documentation on that feature on your site. EDIT: As for this build, it's running fine for me through the base game.
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Null
Gladiator
Posts: 555
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Post by Null on Mar 29, 2015 14:02:45 GMT -5
Since this is a Preview thread, Knightmare could you please also post some in-game screenshots of your latest work. Any hud, effects, or added visuals, would be nice. For those of us who aren't coders, it's important to have something visual and current to look at. You'll find you'll be able to connect with more people this way, and gather feedback effortlessly. After all part of the success of any open project is to have proper advertising and transparent workflow based around feedback. Images do work, since they speak a thousand words. You've put a lot of work into KMQuake2, which by now is one of the best Q2-SP engines around. All the added lazarus support make it even better, enough to make some pretty intricate SP campaigns. It's a shame more people don't know about it though, because they just lack something visual to look at which would attract them.
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Post by knightmare on Mar 29, 2015 22:22:45 GMT -5
How does the scripted hud system work? Is that sometthing in the public builds that we can mess with already? I haven't seen much documentation on that feature on your site. The scripted HUD system isn't in any public builds yet, as it is still under development. I guess I shouldn't have even mentioned it in this thread, but its presence in my private dev builds is the actual reason I missed that very obvious bug with the HUD being truncated. Since this is a Preview thread, Knightmare could you please also post some in-game screenshots of your latest work. Any hud, effects, or added visuals, would be nice. For those of us who aren't coders, it's important to have something visual and current to look at. You'll find you'll be able to connect with more people this way, and gather feedback effortlessly. After all part of the success of any open project is to have proper advertising and transparent workflow based around feedback. Images do work, since they speak a thousand words. There are no new added effects or graphics for this release (instead it focuses on oft-requested multiplayer client features), which is why it's just an update and not a version increment. Visually, nothing has changed from the last release, which can be seen in the screenshots page on the KMQ2 site. I'll oblige you and post screenshots of a couple new menu options, but they're rather boring.
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Post by raztk on Mar 31, 2015 13:24:03 GMT -5
Replaying Ground Zero, just entered Eastern Warehouse. No problems at all at the moment. :-)
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Post by raztk on Apr 11, 2015 3:00:28 GMT -5
Playing through The Reckoning, there's something a tiny bit annoying when switching weapons using the mousewheel (which also happens in Update6): mega.co.nz/#!fYEBlQYI!3eNvBOWKH_CP0mNhylS3cWNp2AsZBsbfQmKCdhQUud0 Load the save and switch to the next weapon, it says "No Homing Rockets for Homing Rocket Launcher". I don't remember it happening in v3.24. EDIT: Forgot to mention, I think it happens in all 3 official games, not only The Reckoning.
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Post by knightmare on Apr 11, 2015 12:08:25 GMT -5
That's a Lazarus addition, as that missionpack DLL integrates functionality from the Lazarus mod, in addition to KMQ2's default DLL. Homing missiles are a separate weapon (hidden) because the launcher uses a different skin. There's also a hidden null weapon that allows the player to be spawned without any weapons.
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