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 ... 190909.zip
Permanent link to latest binary: http://www.edawn-mod.org/binaries/quake3-1.32e.zip
Sources now located in public Quake3e github repository

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

If you have any questions - join https://discordapp.com/invite/X3Exs4C

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

09-Sep-2019:
* Added experimental vulkan renderer:
- based on KennyAlive's reference implementation
- offsers significant (50..300%) performance increase (at least on AMD hardware)
- supports r_fbo, r_vbo, multisampling, fast flares, per-pixel dynamic lighting
- currently missing bloom+reflection, screenMap comparing to opengl renderer
* Added \r_noborder support for linux
* Changed noborder drag key from CTRL to ALT to unify behavior with linux WMs
* Added SDL2 support (window,audio,mouse,joysticks) for win32/linux, selectable at compile time
* Modular renderer design (selectable at compile time)
* Changed \com_yieldCPU from 2 to 1 by default
* Implemented correct ALT-TAB handling in windows
* Less visual spam in console
* Various bugfixes

05-Jun-2019:
* Made \sv_pure latched to avoid side-effects after map startup
* Added \fs_excludeReference cvar - to exclude certain pk3s from download list on server side
for example: \fs_excludeReference "baseq3/pakx.pk3 modx/paky.pk3"
* Extended \logfile modes:
0 - disabled
1 - overwrite mode, buffered
2 - overwrite mode, synced
3 - append mode, buffered
4 - append mode, synced
* Fixed non-working console scrolling in fullscreen with 2+ monitors on win32
* Slightly changed "\rcon tell" appearance
* Misc. filesystem changes
* Updated ip4db

18-Apr-2019:
* Added client country detection code
controlled by \sv_clientTLD 0|1 cvar, default is 0
adds \\tld\\XX key to userinfo, can be used for filtering
requires external ip4db.dat database
* Added \locations client command
* Removed \com_maxfps limitations for defrag-1.91.25
* Fixed "userinfo" client command DoS
* Fixed non-working \exec[q] command file completion

14-Mar-2019:
* Fixed client event handling regression
* Fixed shader duplication on some maps
* Improved client-side prediction

17-Feb-2019:
* Do not allow listing/loading autoexec.cfg/q3config.cfg from pk3 files
* Fixed weird bug with non-working mousewheel under some conditions
* Fixed non-working virtual resolution (for capture)
* Misc. renderer fixes

29-Jan-2019:
* Added novlcollapse shader key - to bypass \r_vertexLight 1 setting
* Now using more explicit control over vertex lighting approximation to provide more predictable renderer output:
- always disable it for UI elements (this includes console shader)
- enable it only for CGame module
* Improved memory management during image loading, removed practical MAX_DRAWIMAGES/MAX_QPATH limits (conditions left only for forward compatibility)
* Implemented CTRL+Left and CTRL+Right hotkeys for in-game console to seek through words in command line
* Tab-complete cvar values and bind values
* Declare single-char bind keys for better tab-completion
* Increased MAX_EDIT_LINE to 512
* Bypass K_MWHEELUP/K_MWHEELDOWN with opened console in linux
* Removed unused K_WORLD_* keys and unused K_AUX9..K_AUX16 key definitions, reduced set of K_JOY* keys
* Removed unused \r_inGameVideo cvar from renderer modules
* Removed unused \r_uiFullScreen cvar
* Improved FreeBSD compatibility

full changelog >>//www
Cyrax
 
Posts: 105
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
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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: 105
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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
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Re: Quake3 1.32e

Postby Cyrax » 2011-02-18 19:53:04

Archive updated, needs your feedback :)
Cyrax
 
Posts: 105
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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
 
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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
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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: 105
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
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