Quake3 1.32e

Test releases and related discussion.

Quake3 1.32e

Postby Cyrax » 2010-12-16 20:44:14

This is improved client for playing Quake 3 Arena mods, introduces many fixes and improvements comparing to last official ID's 1.32c version and with just one little issue (no PB support)

Can be downloaded from http://www.edawn-mod.org/binaries/quake ... 170320.zip
Permanent link to latest binary: http://www.edawn-mod.org/binaries/quake3-1.32e.zip
Sources now located in public Quake3e github repository

outdated - Current multiview patch
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 power usage (com_maxfps+com_yieldCPU, suitable for notebooks)
* reduced memory usage for dedicated servers
* fast client downloads (native + http/ftp/smb redirection)
* ALSA support

Changelog

24-Mar-2017:
Add: new snapshot system with reduced CPU/Hunk memory usage on dedicated servers
Fix: don't count \sv_timeout multiple times - so now its really works as expected

20-Mar-2017:
Chg: fs_game default back to "baseq3"
Fix: clearing win32 dedicated console
Fix: do not build bot snapshots every client frame on listen servers
Fix: do not crash but just discard using corrupted JTRGSEG in QVM
Fix: CVE-2017-6903, affects mostly linux builds:
- deny manipulations with ".exe", ".qvm" and ".so.[0-9]" extensions too
- Sys_LoadLibrary() now can load only known library extensions
- force dll extension during loading \r_glDriver under windows
- deny using referenced pak names that is too long
- increase some filesystem buffers to avoid possible filename truncations

07-Mar-2017:
Fix: QVM memory leak
Fix: UrbanTerror-4.3.2 compatibility

26-Feb-2017:
Fix: black screenshots at \r_fastSky 1
+ Rework screenshot code so we can take two screenshots (tga+jpg) per frame, each with different name
+ Avoid situation with multiple screenshots (of the same type) being taken during one frame - which doesn't have any sense
+ Now screenshot code doesn't use render command buffer so it will always success in case of overflow etc.
Chg: default screenshot naming scheme from shotNNNN to shot-YYYYMMDD-HHmmSS

04-Jan-2017:
Add: multiview protorol and server-side multiview demo recording, see docs/quake3e-mv.txt for details

22-Dec-2016:
Win32: non-blocking window movements/scrolling, faster dedicated console text output

19-Dec-2016:
Fix: CPMA hacks

18-Dec-2016:
Fix: do not handle "disconnect" command when downloading with cURL

16-Dec-2016:
Add: allow recording demo during demo playback
Fix: filehandle leak after reading zero-sized servercache.dat
Fix: do not add newlines to the end of cs/bcs* server commands
Fix: missing client name in debug output "Going to CS_ZOMBIE for [name]"
Chg: servercache.dat now per mod and not global for all
Misc: QVM improvements
ioq3: Don't have clients use private slots when sv_privatePassword is unset

24-Nov-2016:
Add: overwhelming CPMA hack
Fix: OSP game module crash - it will continue corrupting its own memory but not crash
Fix: gcc and clang warnings
Fix: vmprofile

12-Nov-2016:
Fix: \r_dlightMode 2 with \cg_shadows 2
Fix: dynamic lights on decals on q3wcp18 and other maps
Fix: use dedicated dlight set for each view so old light counting code is not buggy anymore
Fix: use explicit litsurf count check since we can't correctly handle overflows because of ".next" pointers
Fix: round up \r_ext_multisample values in win32 to match linux behavior
Fix: use dedicated dll syscall wrappers for each game module
Chg: default number of dlights - 64
Add: allow using '?' in extensions for trap_FS_GetFileList()

02-Nov-2016:
Fix: list all available demos that matching valid protocols (66-71)
Fix: indicate actually opened demo file instead of command line argument
Fix: color blending on some old Intel GMA's
Fix: missing dlights on q3dm4 and maybe other maps too
Fix: dlights on q3wcp17
Fix: portals now correctly works with \r_fastky 1
Chg: raize MAX_POLYS and MAX_POLYVERTS defaults to 8k and 32k respectively
Chg: \r_noportals 1 - disable only portals, 2 - mirrors + portals
Chg: scissor viewport by portal model bounds
Chg: print extension for tab-completed demos
Cgh: rename \r_dlightSpecExp to \r_dlightSpecPower and set default to 8.0
Add: \r_dlightIntensity - decreases dlight intensity but not radius
Add: \r_dlightSpecColor - color base for specular component
<= 0 - use current texture and modulate by abs(r_dlightSpecColor)
> 0 - use constant color with RGB components set to \r_dlightSpecColor
default is -0.25

21-Oct-2016:
Fix: anaglyph/stereo rendering with new dlights
Chg: Use 12 bits for refentites - fixes missing frames in stereo rendering and allows more game items to be drawed
Add: \r_dlightMode 2 - now illuminates md3 models i.e. almost everything on the map
Add: CPMA hacks
Add: sin,cos,rand to \varfunc

10-Oct-2016:
Fix: skybox overbright with picmip and r_intencity > 1
Add: \varfunc <add|sub|mul|div|mod> <cvar> <value> [- or low limit] [- or high limit]
Remove: \inc and \dec

09-Oct-2016:
Add: \r_dlightMode 1 - improved dlights backported from cnq3
+ \r_dlightScale - for adjusting new dlights intensity in old mods
+ \r_dlightSpexExp - control over specular component
Add: multi sampling support via \r_ext_multisample
Add: \r_neatsky to force nopicmip for skyboxes
Add: \inc and \dec commands for increasing and decreasing cvar values

27-Sep-2016:
Chg: undefine UNICODE for win64 build

26-Sep-2016:
Fix: non-working \reconnect
Chg: r_modeFullscreen defaults to "-2"
Add: extra r_mode entries
Chg: undefine FORCE_DM68_EXT

20-Sep-2016:
* Bring back dynamic OpenGL dll loading
* Upstream ioq3 fixes

20-Aug-2016:
* Add \r_modeFullscreen - dedicated fullscreen mode, leave empty for old behavior, set to -2 to use desktop resolution etc.
* Add \com_affinityMask - bind application to specified CPU core(s)
* Fix win32 console update
* Fix WM_CLOSE message handling to avoid unneeded renderer errors at shutdown
* Fix \cl_shownet may print invalid entity number
* ioq3: Avoid generating client commands with zero frame_msec
* ioq3: preserve all \connect arguments for further \reconnect

29-Jul-2016:
* Range check values of \com_yieldCPU
* Fix startup flags for \vm_rtChecks
* Linux: support gamma ramps larger than 256 entries

26-Jul-2016:
* Never send snapshots often than client' \snaps specifies
* Raize some client network rate limits
* Win32: set gamma only for used monitor
* Win32: track and change gamma when moving game window
* Win32: Implement \in_nograb - so now it is possible to move game window without opened console
* Fix non-working \r_ignorehwgamma in linux
* Don't forget to release vidmodes on linux

21-Jul-2016:
* Render CPMA/CNQ3 color codes (8,9,a-z) in console
* Fix "Restarting server due to numSnapshotEntities wrapping"
* bugfixes

30-Jun-2016:
* backport UDP spoofing protection from ioq3
* bugfixes

24-Jun-2016:
* Fix win32 clipboard copy function
* Fix dlight #32 not being rendered

21-Jun-2016:
* Backport fast legacy (udp) downloads from ioq3
* Sync with redrerergl1 from ioq3
* Netcode & renderer bugfixes

full changelog >>//www
Cyrax
 
Posts: 88
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: 88
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: 88
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
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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

LeopolD wrote:So it seems to not look at baseq3/demos on the filesystem.
Thanks for feedback, fixed :) Also added \r_mode -2 - sets current desktop mode (just like in QL)
Cyrax
 
Posts: 88
Joined: 2010-12-13 19:03:22

Re: Quake3 1.32e

Postby LeopolD » 2011-02-24 20:23:40

Cyrax wrote: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

Arrgh, didn't test proberly. Now the vid_restart (at least not looping:) happens after warmup count down is finished.
LeopolD
 
Posts: 44
Joined: 2011-02-17 15:13:00

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