Posted
over 14 years
ago
Warsow 0.5 is coming! This time I won't release qfusion separately as it'd too much to backport everything, including support for AngelScript. But this release is going to rock!
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Posted
about 16 years
ago
This is pretty much post Warsow-0.4 release that includes the renderer updates you might have already seen there. However, I've decided to make another release from the old source tree just in case anyone cares ;)
Here's the short changelog:
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Added shadow maps support for models
- Added support for simple distortion effects along with Fresnel effect to shaders
- Added occlusion queries support for shadow maps, portals and models
- Added outlines GLSL shader for cell shading effect
- Added decal stage to "material" shader passes
- Bugfixes and optimizations
Love q3m4 with outlines :) [Less]
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Posted
almost 17 years
ago
A small movie showing off qfusion r9 running a demo map "ravendelux" by jalisko, demonstrating deluxemaps and lightstyles using GLSL.
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Posted
almost 17 years
ago
qfusion r9
After a couple of years of silence.. Ta da! I should probably open a bottle of champagne now. Or at least go and have a beer.
As usual, huge thanks go to Jalisko and LordHavoc for support and inspiration. Here's the Changelog:
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OpenGL Shading Language support
- Deluxemaps and bumpmapping support via GLSL, including support for lightstyles (see included "ravendelux" demo courtesy of Jalisko or use Nexuiz maps for demonstration)
- Reworked OpenGL-states layer, minimizing the number of calls to OpenGL subsystem
- OpenAL support (optional)
- ALSA support for sound output on Linux systems
- New shader keywords for GLSL, describing "materials" (diffusemap, heightmap/normalmap, glossmap)
- New shader keywords for better compatibility with Warsow
- Optimized mirrors and portals rendering using OpenGL scissor testing
- Skyportals support (rendering the map from portal's camera position instead of regular skybox)
- Rewritten renderer of SKM models (using matrix-palette animation)
- Maps, models and shaders now take less memory and less likely to cause cache misses due to the redesign of used data structures and improved memory management
- Support for .ogg files as regular sounds, not just background tracks
- Optimized rendering of maps with global fog (automatic detection, farclip is set to distance of fog opacity)
- A good bunch of bugfixes, speedups, cleanups and improvements in all areas
And here's the link.
P.S. As with r8, no Linux binaries this time again, sorry. [Less]
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Posted
about 20 years
ago
...hits the streets.
Here's a short list of improvements:
- Stable linux port
- Dedicated server builds
- Support for movingrotating mirrors and portals (type 'devmap rotmirror5' for demonstration)
- Optional Ogg Vorbis playback support for
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background tracks (see http://www.xiph.org for needed libraries)
- Updated SKM format support
- Engine can now pack lightmaps into big textures to minimize texture binding
- Improved networking protocol, 'dumped unreliables' are not likely to happen now
- Highly reduced memory usage
- Added support for 'ifendif' commands to q3a shaders and HUD scripts
- Extended HUD scripts syntax
- Added suppport for cubemapping
- Reworked rendering backend, can now merge up to 8 shader passes automatically (the actual limit depends on the video card used)
- Reworked filesystem, takes much less memory and reads faster from .pk3 files now
- Fixed fog on rotating entities
- Fixed a nasty memory bug in cgame module
- Fixed a bug when pressing ESCAPE several times during loading could crash the program
- Misc bugfixes and improvements
Also, SKM converter has been updated to keep it up-to-date with r6.
Just as always, you can find the latest releases on the right side of this page. [Less]
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