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Registro delle modifiche di SVN
3324 by VorteX
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18-05-2014
Bugfix & Texture patch:
- Finished new models/mapobjects/misc/telepod2_1 texture
- Unbreak sun and moon light
- Night made 65% brighter
- Fix cubemap reflections
Leggi tutto: 3324 by VorteX
3322 by VorteX
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17-05-2014
Bugfix/optimisation patch:
- cleanups on speech QC code
- removed "quote" type (not used anymore), separated viewport code
- fixed broken viewport focus points (fixes pillar viewports)
- fix nearclip on w1m3 eagly eyemap (no longer cut off pillars)
- fmv maps (act1,act2,act4) are moved to their corresponding maps, so loads faster now
- fixed bug with 'kain-viewport-comment is started once viewport is already closed' (this happens when kain gets make viewports, so speech are queued).
- .res.obj - removed # material references (they already stored in geosmetry, added # sound and # class references)
- w1m3-pillars: added parallax to pillars base, smoothed out the models, added some terrain blending (grass on the bottom)
- Radiant: fixed "PATCH" stage (again, no longer patches triggers)
- Hud: fixed empty rune bar after level change, fixed div/0
- Overhead camera: fix bug with z-interpolation applied at level start/teleportation
- Environments: some fixes for shadowdir quantization
- Teleport basement: some works on new model and texture
Leggi tutto: 3322 by VorteX
3321 by VorteX
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13-05-2014
Resource preloading: allow models preloading. Hush a warning if missing engine land and watersplash sound. Added game/common.res.obj which contains a commonly used resources that should be always loaded.
Leggi tutto: 3321 by VorteX
3318 by VorteX
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12-05-2014
Global loading speeds optimization patch:- Reduced compression ratio for PK3 archives, which yields slightly better decompression time and bigger archive sizes (about 10%).- Blood Pill: New SoX version which makes installationscript to work faster- Blood Pill/DpOmnicide/RwgTex: introduced new packed sprite format which uses atlas textures. This reduces texture files count for sprites from 17000 to 800, which gives better loading speeds due to lesser file search requests.- DpOmnicide/RwgTex: Support for YCoCg/YCoCG Scaled and YCoCgScaled Gamma 2.0 DXT swizzled formats for lightmap compression (4x less size) as described here: http://www.nvidia.com/object/real-time-ycocg-dxt-compression.html. Compressed lightmap are now generated automatically during OPTIMIZE stage (there is also cmd file under kain_make/makedds to forcibly remake all compressed lightmaps).- BloodMap: OPTIMIZE stage new generate additional map resource .obj file containing all textures/models map is using.- Game: Each level now loads resources of nearest levels (ones with matching wXmY- names). Controlled by g_preloadmaps cvar (default on). This reduces loads between sub-levels (like houses->ziegsturhl outer) as already loaded resources are just keeped and increases cross-map loads (like cemetery->ziegsturhl).- DpOmnicide/RwgTex: DDS loader now can use averaged color stored inside the file (rather than decoding DDS contents to get averaged color).- DpOmnicide: q3bsp loader now skips QW checksum generation (since it is not used by Omnicide anyway).- DpOmnicide: q3bsp loader now skips some q3map2 bugs fixing checks, since they are now fixed in compiler. This makes map loads faster.- Game: reworked trees collision meshes which now uses clip cylinders. This makes tree collisions better and fixes 'kain stuck in tree' bug.- Game/BloodMap: some fixes to eliminate unused BSP geometry (on the surfaces which already utilizes BIH constructed from drawsurfaces)This patch requires testinstallation re-run!For detailed changes on related tools see https://github.com/paulvortex/ .
Leggi tutto: 3318 by VorteX
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