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Changelog for the next FuhQuake version

 
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Thu May 01, 2003 1:23 pm    Post subject: Changelog for the next FuhQuake version Reply with quote

Here is the changelog for what will be FuhQuake v0.28 (Build 425). Actual release should occur by the end of the week.

New Features
  • You can now save/load single player games.
  • Revamped the GL rendering engine - should give noticeable boost to fps (most people have gained 15%-25% extra speed).
  • Major speedups for the linux GLX clients.
  • Improved the QMB particles : changes to smoke trails, emp explosions, pyro flames (gl_part_inferno 1 to enable).
  • Added gl_clipparticles and gl_bounceparticles cvars for tweaking the new particle effects (read more).
  • Skyboxes are now fully functional and allowed on all servers. They can also be loaded/unloaded/changed without restarting the map.
  • A new 'loadsky' command has been added to load sky boxes (place the 256x256 skyboxes in qw/env). 'loadsky none' unloads a skybox.
  • Added XMMS and mousewheel support for linux binaries (read this and this).

  • Added special features for the ctf mod (see below).
  • Added a new variable called 'r_farclip' that can be used to overcome vision being limited to 4096 units in GL clients (good for xpress2 etc).
  • Added support for customising the transparency of your weapon model (use r_drawviewmodel 0.3 for 30% transparency etc).
  • gl_ext_texture_compression can be used to reduce memory held by textures on cards that support it (but textures loaded slower and may have less quality).
  • Added support for binding left/right ctrl/shift/alt separately (bind lalt/ralt/lshift etc).
  • New $droppedweapon macro can be used to report the weapon you held when you last died.
  • Reduced GL 'lag' caused when a player enters a tf server (might help with ca setinfo lag too).
  • Added a 'mapgroup' command that's useful when you play two or more maps that are basically the same but have different names, and you want them to share .locs/.lits/textures etc (Eg. "mapgroup 2fort5r 2fort5": will make 2fort5r and 2fort5 use the 2fort5r textures, locs, lits etc).


Changed from v0.27 Build 355
  • On some video cards, vid_modelist won't list refresh rates properly when running fuhquake.exe -dibonly. These people can now use +set et vid_displayfrequency 75 etc on the command line to get their refresh rate (just like GL).
  • Smoother lighting on GL models.
  • Non-teamplay triggers like f_newmap and f_mapend should work with -ruleset smackdown now.
  • r_flagcolor, $droploc and $droptime now work in ctf as well as tf.
  • Added support for pointing to ctf runes/flags (use tp_point +runes +flag and customise tp_name_rune*).
  • When playing ctf, f_modified will check for the 3wave player.mdl.
  • Added workaround for dodgy .lit's that provide no light for some surfaces.
  • r_skycolor now accepts rgb values as well (eg "r_skycolor 0 255 0" = green sky) (GL only).
  • Tweaked behaviour of +jump and +forward being pressed together when using cl_smartjump 1.
  • The observe command now works properly when a spec pass is required.
  • Readded the f_weaponchange trigger.
  • gl_colorlights no longer needs to be set on the command line (but must restart map).
  • Joystick fly axis now works (variables: joyflysensitivity/joyflythreshold).
  • r_fastturb now works in GL exactly the same way as in software.
  • -dedicated command line parameter now works for linux client+server binaries too.
  • macro_list renamed to macrolist. macrolist, cvarlist, aliaslist, cmdlist all sort their output alphabetically now.
  • gl_picmip_all defaults to 1 now. Set it to 0 if you don't want your players/ammo/health etc to be affected by gl_max_size and gl_picmip.
  • Lot's of other stuff.


Bug Fixes
  • Fixed not all mvd's being listed when doing a "/cmd demolist" or "/dlist" on an mvd server.
  • Fixed linux ammo amount being truncated to 2 digits instead of 3 when using scr_compacthud 1/2/3.
  • Fixed version info imprinted into console background having an ugly color when using software FuhQuake and certain custom gfx.wad's.
  • Readded the pointfile command for map makers (was accidentally removed from v0.27 Build 345/355).
  • Fixed stupid bug making -basedir not work when the supplied dir has a trailing slash.
  • Fixed 'erratic' cam movement occuring in Builds 330-355 when capturing mvd's.
  • Fixed crash occuring when you put the skins command in config.cfg/frontend.cfg.
  • Fixed other misc. bugs


Coming Soon
  • Auto demo recording for compatible mods (kteams, ktpro, oztf >= v1.23). This includes temp recording and a command to save temp demo's after the match ends.
  • Auto end of game screenshots with the option to screenshot the scoreboard only and cut out the rest.
  • Ability to customise the names of demos and screenshots as well as organising the directories they are placed into.
  • Read more here.


Much of these things would not have been done without the efforts of Dr. Labman, BorisU, Tonik, Droogie, Schwab.


Last edited by fuh on Thu May 15, 2003 7:21 am; edited 9 times in total
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Thu May 01, 2003 1:51 pm    Post subject: Reply with quote

what about transparency for viewmodel?

just wondering if it has been taken out, or u just forgot (lots of ppl asked for it too Very Happy)
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Thu May 01, 2003 1:58 pm    Post subject: Reply with quote

dkure wrote:
what about transparency for viewmodel?

just wondering if it has been taken out, or u just forgot (lots of ppl asked for it too Very Happy)


read more carefully.
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br-jediknight-br



Joined: 09 Nov 2002
Posts: 193
Location: Joćo Pessoa - PB - Brasil

PostPosted: Thu May 01, 2003 2:11 pm    Post subject: Re: New FuhQuake version out soon! Reply with quote

fuh wrote:
[
<li>Added support for customising the transparency of your weapon model.

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Sassa



Joined: 26 Dec 2002
Posts: 12
Location: Sweden

PostPosted: Fri May 02, 2003 5:36 am    Post subject: Reply with quote

sounds lovely
but what about the serverbrowser?
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Fri May 02, 2003 6:43 am    Post subject: Reply with quote

halflife map loading? :P
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Fearpi
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PostPosted: Fri May 02, 2003 8:59 am    Post subject: Reply with quote

lol, that would be nice. breakin out some quake on cs_assault. Cool

ahh, finally... savegames for single player games. that wouldn't by any chance include coop games, would it? i would kill for that.

fuh, you roxor my tighty whiteys. err....
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JustAFan
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PostPosted: Fri May 02, 2003 4:41 pm    Post subject: Awesome! Reply with quote

I can't wait to play the new version. Quake is still kickin in 2003!
I am mostly looking forward to the save/load for single player, and the FPS boost (I play on a laptop with an mid range ATI card).

I also like how the particle engine is continously getting tweaked. Good particle effects are key for a nice looking FPS.

My dream feature for FuhQuake is physics based model animation... like "rag doll" physics, but not just for dead bodies. There are opensource physics engines, like ODE:
http://opende.sourceforge.net/
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Psychopheles



Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA

PostPosted: Sat May 03, 2003 2:56 am    Post subject: Reply with quote

Oh I'm DEFINITELY going to wait for this. Fuh is alive and kicking ass!
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void



Joined: 20 Feb 2003
Posts: 54
Location: [email protected]

PostPosted: Sat May 03, 2003 4:26 am    Post subject: Reply with quote

Sassa wrote:
sounds lovely
but what about the serverbrowser?


I was just waiting for that Sad
sb owns, come on fuh
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Sat May 03, 2003 5:19 am    Post subject: New Textures and stuff? Reply with quote

Fuh, will this release include any new textures? Like Def's new e1m2 textures?
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Sat May 03, 2003 5:35 am    Post subject: Reply with quote

So wait, if I normally get around 60fps, then .25 * 60 = 15...
so with these speed improvements, I will get around 75fps?

Sounds a little too good to be true.
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sat May 03, 2003 2:08 pm    Post subject: Reply with quote

Quote:
So wait, if I normally get around 60fps, then .25 * 60 = 15...
so with these speed improvements, I will get around 75fps?


No, 15-25% means most people will get at least 15% and probably no more than 25%. It does not mean everyone will get 25%.

You should feel unlucky if you dont get at least 10% extra.

And all this is on timerefresh's.

I get 25% on my gef2mx at 1024x768x16. On my gef3 I get 5% at 1280x960x32 and 15% at 800x600x16 . It all very much depends.
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Fortyseven



Joined: 18 Sep 2002
Posts: 19
Location: Clinton, CT

PostPosted: Sun May 04, 2003 9:20 am    Post subject: Reply with quote

I was thinking, it'd be nice to be able to have a random sky every time the map changes. Maybe the user could keep a list of skyboxes which the client could choose from. Or perhaps be able to assign a sky to a particular map.

/me shrugs

Just an idea. Smile
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Sassa



Joined: 26 Dec 2002
Posts: 12
Location: Sweden

PostPosted: Sun May 04, 2003 10:01 am    Post subject: Reply with quote

sounds pretty nice !
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uggboot



Joined: 07 May 2003
Posts: 2

PostPosted: Wed May 07, 2003 1:18 pm    Post subject: Reply with quote

you could prolly just make some script that did that ??
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Qlo0n



Joined: 21 Aug 2003
Posts: 3
Location: Amsterdam

PostPosted: Thu Sep 11, 2003 12:33 am    Post subject: Reply with quote

I've another suggestion:

If you have selected you Grappling Hook and you report your weapon "%w" you'll see "Surprised". Maybe it's possible to see hook there in stead of "Surprised".

With "Surprised" I mean ": o" (without the space)
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Thu Sep 11, 2003 1:01 am    Post subject: Reply with quote

if .$weapon = .$tp_name_none then say grapple else say %w

problem is when you have the grapple, server says you got no weapons, so fuhquake reports $tp_name_none which by default is ""
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Psychopheles



Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA

PostPosted: Thu Sep 11, 2003 1:51 am    Post subject: Reply with quote

Lemme expand on 47's idea about assigning skyboxes to a particular map:

see if you can make fuhquake recognize a /skybox directory in a map texture directory. if it finds a legitimate skybox in that directory, have fuh load that skybox for that map.

but I agree, see if you can make a variable to make skyboxes change every map, on random.
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