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 ... 170915.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outdated - Current multiview patch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

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 power usage (com_maxfps+com_yieldCPU, suitable for notebooks)
* reduced hunk memory usage for dedicated servers
* fast client downloads (native + http/ftp redirection)
* ALSA support

Changelog

15-Sep-2017:
* Add \screenshotBMP command
* Add \screenshotBMP clipboard command - to copy screenshot in clipboard, works only in windows atm
* Add some hardcoded key binds:
    PrintScreen - "\screenshotBMP clipboard"
    Shift+PrintScreen - "\screenshotBMP"
* Add dedicated \r_nomip cvar instead of negative \r_picmip values to apply picmip only on worldspawn textures
as negative \r_picmip values is breaking cross-engine config compatibility
* Fix \r_greyscale validation
* Add descriptions for some renderer cvars
* Accept only HTTP(S)/FTP(S) protocols for download redirection

10-Sep-2017:
* Add \s_muteWhenUnfocused and \s_muteWhenMinimized cvars
* Sound muting now works during video recording
* Fix memory allocation error caused by listing large directories

08-Sep-2017:
* Package now shipped with baseq3a patch (baseq3/pak8a.pk3)
* Clear key states on disconnect
* Clean some server cvars on server shutdown
* Fix crash in TeamArena
* Fix main menu recorded in video after disconnect
* Fix slight sound corruption during video recording
* Fix MSVC compilation from paths that contains whitespace
* Rework cvar validation
* Range check \cl_packetdup cvar
* Detect and skip files with unsupported compression method inside pk3 archives

26-Aug-2017:
* Call glFinish() only if requested by r_finish
* Fix sound stutter caused by filesystem operations
* Verbose bot kick message on map change
* Filter "connect" packet length to avoid overflows in dynamic huffman decoder
* Improve overflow handling in MSG_ReadBits/MSG_WriteBits
* Warn about userinfo and pure checksums truncation on client-side
* Do not send more than MAX_PACKETLEN (1400 bytes) in single statusResponse packet
* Read sv_pure directly from systeminfo, not local cvar
* Do not set following local cvars from remote userinfo:
sv_pure, sv_serverid, sv_paks, sv_pakNames, sv_referencedPaks, sv_referencedPakNames
* ioq3: Fix friction in AAS_ClientMovementPrediction ( ground and water friction were reversed )
* Add trap_R_AddLinearLightToScene - linear light source, suitable for rail trails, lightsabers etc.
can be resolved via extension interface
* Do not issue late cull tests on modern gfx hardware or for linear lights - as CPU may bottleneck in these cases
* Fix FreeBSD compilation (partially)
* Fix some errors reported by clang' undefined behavior sanitizer
* Move \r_greyscale functionality to FBO/ARB shaders so now it requires \r_fbo 1, on other side:
- you can change \r_greyscale on the fly
- now it applies to everything including cinematics
* Parse systeminfo as big string on client side, rest of strings - as normal strings
* Add \systeminfo and \serverinfo commands on client side
* Read systeminfo and serverinfo from corresponding configstrings on server side
* Add "tcGen environment firstPerson" shader stage parameter - fixes non-working environment mapping for first-person (on-hand) models
* Increase shader loading speed
* Add complex token parser
* Add experimental conditional shader stages, see docs/quake3e.htm for details

13-Jul-2017:
* Experimental: unconditionally complete \callvote command and its arguments for all mods
* Print screenshot filename after executing render commands so it won't appear on screenshot itself
* Add engine extension system, remove old r_floatfix hack
* Allow multiple mirror views to be rendered
* Fix non-working depth/stencil tests for extra refdefs in \r_bloom 2 mode
* Fix crash caused by window movements during map load

full changelog >>//www
Cyrax
 
Posts: 99
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: 99
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: 99
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
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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: 99
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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