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 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

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

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
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: 105
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
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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
 
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
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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
Joined: 2011-02-17 15:13:00

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