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excessive dawn • View topic - Quake3 1.32e

Quake3 1.32e

Test releases and related discussion.

Quake3 1.32e

Postby Cyrax » 2010-12-16 20:44:14

This is improved client (based on early source dump of ioquake3, r1160) for playing Quake 3 Arena mods, introduces many fixes and improvements comparing to last official ID's 1.32c version

Can be downloaded from http://www.edawn-mod.org/binaries/quake ... 200705.zip
Permanent link to latest binary: http://www.edawn-mod.org/binaries/quake3-1.32e.zip
Sources now located in public github repository


Multiview binaries will be not built in near future due to incoming server code changes



List of major changes/features:
* 64-bit support
* many security, performance and bug fixes
* much improved autocompletion (map, demo, exec and other commands)
* unlagged raw(win32) mouse input
* \in_minimize - hotkey for minimize/restore main window (direct replacement for Q3Minimizer)
* reduced CPU usage due to highly optimized and secure QVM (Quake Virtual Machine)
* reduced hunk memory usage for dedicated servers
* reduced zone memory usage, improved memory management
* per-pixel dynamic lights
* fast and high-quality bloom with reflections
* fast client downloads (native + http/ftp redirection)
* ALSA support

Changelog

05-Jul-2020:
* Added support for external lightmap atlases stored in maps/<mapname>/lm_XXXX textures
* Vulkan: added debug markers for resources, can be useful for tools like RenderDoc
* Vulkan: fixed incorrect color format setup with r_hdr 1 and r_fbo 0
* Vulkan: render screenmap only in first scene
* Fixed incorrect usage of \r_dlightScale, slightly improved lighting stage selection
* Added wrapper over gai_strerror() to force english error messages
* Fixed 2+ arguments command completion for \rcon commands

27-May-2020:
* Fixed some broken binds

25-May-2020:
* Removed dead KP_STAR bind (referenced only in unused macosx code)
* Re-enable depth writes for skybox to fix cases when it can overlap with portal models
* Backported alpha-to-coverage fix from cnq3 for alpha-test function #1
* Vulkan: fixed discard optimization
* Vulkan: fixed broken TCgen optimization
* Vulkan: use FIFO_RELAXED if available for V-Sync
* Vulkan: added support for mailbox presentation mode via \r_swapInterval 2 cvar
* Server: missing pure checksums at CS_ACTIVE now will cause client drop or gamestate retransmission at CS_PRIMED
* Win32: try to reset read-only attribute when writing q3config.cfg

15-Apr-2020:
* Server: run userinfo filter as early as possible
* Vulkan: reworked library loader
* Vulkan: fixed \imagelist displaying wrong image formats
* Vulkan: fixed broken cinematics with \r_textureBits 16
* Vulkan: fixed broken single-texture+fog shader
* Vulkan: fixed multi-texture bind order
* Allow shaders extensions to be used within .shaderx files only

04-Apr-2020:
* Vulkan: improved performance and compatibility
* Vulkan: imlemented reversed depth buffer to avoid z-figting on very large maps
* Vulkan: fixed framebuffer corruption on Intel iGPUs
* Vulkan: fixed HDR screenshots/video capture on Nvidia drivers
* OpenGL: fixed rendering of some environment mapping shaders in VBO
* Increased MAX_IMAGE_ANIMATIONS from 8 to 24, considering using it from shaderx files only to maintain compatibility
* Changed option set for \r_showTris to 0 (disabled), 1 (exclude console) and 2 (include everything)

27-Feb-2020:
* Change Sys_SnapVector to `rint` the components for x64 linux/mingw (to sync with everything else)
* Fixed vertex buffer overflow on zeel-exzeel_slick map, optimized skybox rendering
* Vulkan: implemented geometry buffer resizing on the fly, no more fatal errors
* Vulkan: fixed screenMap rendering in some cases
* OpenGL: put more shader stages in VBO to increase performance
* OpenGL: removed \r_primitives and \r_ignoreFastPath cvars
* Removed CVAR_CHEAT flag for \r_noportals cvar
* Fixed image corruption caused by bug in FixRenderCommandList()
* Fixed dynamic lighting on moving platforms
* Added two-side lighting for some surfaces
* Removed massive spam about wrong image extension in developer mode
(information about extension substitution now printed by \imagelist command)
* Various bugfixes and optimizations

23-Jan-2020:
* Added \cvar_trim command - to remove all user-created cvars
* Vulkan: implemented 2-pass rendering and \r_renderScale options similar to OpenGL renderer
* Vulkan: implemented screenMap keyword functionality, enabled .shaderx support
* Vulkan: improved performance and image quality in several aspects
* Fixed vertexlighting collapse
* Fixed sort order for shaders with stages mixing depthWrite and blendFunc
* Win32: set a bit higher process priority
* Updated IPDB

//www
Cyrax
 
Posts: 107
Joined: 2010-12-13 19:03:22

Re: Quake3 1.32e

Postby LeopolD » 2011-02-17 15:17:35

As mentioned in the ESR thread http://www.esreality.com/?a=post&id=2036991#pid2036991,
./quake3e +connect xxx.xxx.xxx.xxx:xxxxxx
puts quake3e in an infinite loop while loading the map, like constantly doing a vid_restart.
Tested on 2 OSP servers.

System is OpenSuSE 11.3, i386 with ATI drivers (fglrx)

Oh, and don't forget to release the source before the GPL-zealots get mad at you:P
LeopolD
 
Posts: 44
Joined: 2011-02-17 15:13:00

Re: Quake3 1.32e

Postby Cyrax » 2011-02-18 09:17:54

Thanks for report ;) Its OSP-specific behavior, however fix is ready, updated zip will be posted a bit later with other small fixes.
Source file named quake3-1.32e-src.7z and located in the same directory
Cyrax
 
Posts: 107
Joined: 2010-12-13 19:03:22

Re: Quake3 1.32e

Postby LeopolD » 2011-02-18 13:37:07

Cool, thx. Stupid me ofc did not check against other mods, shame on me:)
LeopolD
 
Posts: 44
Joined: 2011-02-17 15:13:00

Re: Quake3 1.32e

Postby Cyrax » 2011-02-18 19:53:04

Archive updated, needs your feedback :)
Cyrax
 
Posts: 107
Joined: 2010-12-13 19:03:22

Re: Quake3 1.32e

Postby LeopolD » 2011-02-18 21:14:06

Hmm, link still seems to point to the old one (md5sum is the same). Source, however, is there.
But maybe I'm too tired, will try again tomorrow:)
LeopolD
 
Posts: 44
Joined: 2011-02-17 15:13:00

Re: Quake3 1.32e

Postby LeopolD » 2011-02-18 21:22:52

Compiled it, seems to be fixed, thx:D
LeopolD
 
Posts: 44
Joined: 2011-02-17 15:13:00

Re: Quake3 1.32e

Postby LeopolD » 2011-02-22 20:12:10

I think I found another one. When started with:
./quake3e +set fs_game cpma
(latest release of CPMA) and then going to the demo browser via menu, only the pk3-ed demos are shown (four.dm_68 (baseq3), apheleon_cpm15.dm_68 (cpma)) and a few others.
So it seems to not look at baseq3/demos on the filesystem. ioquake3 works.
Again Linux x86 32bit as above.
LeopolD
 
Posts: 44
Joined: 2011-02-17 15:13:00

Re: Quake3 1.32e

Postby Cyrax » 2011-02-23 19:07:06

Cyrax
 
Posts: 107
Joined: 2010-12-13 19:03:22

Re: Quake3 1.32e

Postby LeopolD » 2011-02-24 20:23:40

LeopolD
 
Posts: 44
Joined: 2011-02-17 15:13:00

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