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SVN changelog
2805 by VorteX
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12-10-2012
Fixed bug with disappearing magic light in maps with more than 16 dynamic lights (light crypt).Minor fixes for sunset and sundawn.Improved interpolation for gamemodels so they move better now.Fixed bug with brigand falling out of map in w1m3.
Read more: 2805 by VorteX
2802 by VorteX
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12-10-2012
w1m2: added missing SaveID's, moved player start spots so they never lead to player being stuck at start.
Read more: 2802 by VorteX
2800 by VorteX
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12-10-2012
q3map2: fixed a rare bug with texture coordinates sometimes getting out of image bounds for alpha shadows calculation
Read more: 2800 by VorteX
2797 by VorteX
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07-10-2012
Large cleanup:Client-side QuakeC:- fixed some teleportation and silent doorway bugs- added infoportions (see wiki)- new "blockyworld" cheat to disable texture filtering (useful when inspecting lightmap bugs)- added dayphase-based sun light glow (sunset and sundawn).- image high-dynamic-range brightness increased, all locations are slightly brighter now.- reworked sun shadows to match sun position- game stats now using infoportions- dark diary disabled as it needs rewrite- optimized worldmap fog-of-war drawing by batching black triangles together- cleaned up actor clientside QC (more work planned)- blood stream is a bit brighter now- all projectiles now using clientside QC- speech marks now using clientside QC- cg_drawfoliage and cg_drawtrees now works- night sharpening postprocess are reduced- World textures can be localized nowServer-side QuakeC:- Updated AI code to use SV_StepMove (fixes some quirks with pathing)- Character walking animation (both player and monster) now checks real movement speed to get walk animation speed. Animation get stopped when stuck. When slowed down, animation speed get decreased. Little movements are correctly handled.- Added basic "skeleton" and "red skeleton" monsters code- Removed server-side lighting code- Removed ghost forms until bug-free code will be made- Player walk speed raised by 7%, lupon form walk speed raised by 15%- All entities now using CSQC networking (engine entity networking now disabled)- Added zone_neutral which prevent player and monsters from attackingModels:- Added missing gamemodel configuration scripts for barrel parts- Some graveyard and crypt prop models get correct smoothing groups and .ASE source file- Floor spikes triangle count increasedTextures/Materials:- Finished mausoleum retexturing (about 340 new HD textures)- textures/env moved to cubemaps/reflect- new common materials: skylight100, vertexalpha, vertexalphajit,- textures/decals moved to textures/overlay- textures/special moved to textures/overlayLocations:- All sunlight are moved to new surfacelight pipeline, no more need to place sun lights manually. Just set common skylight material on world sky box.- Ghouls now ignore unreachable enemies in cemetery- Added hard-to-kill ghoul and new blood vial in the new secret place in cemetery- Rewritten gog missile control code when posessed by player, now have more convenient movement controls- In the prologue, player can't attack in inn location (so he cant break tables and chairs)- New .buildinfo files which get written when map compiled, stores info about compilation (stages, date, quality)- Radiant build menu cleaned up, having menu items rearranged for convenience- Empty .rtlights are now automatically created by compiler for new maps- Made external lightmaps for the most of maps (external lihtmaps can be turned on in map build script), this gives higher lighting quality and faster loads- Some work with the floor of wolf cave
Read more: 2797 by VorteX
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