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Analyzed 4 months ago. based on code collected 9 months ago.
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!
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: - ... [More] 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]
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.
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: - ... [More] 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]
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 ... [More] 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]