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December 31st, 2005

I had a few interesting things to work on in the last week, so I've uploaded a new release of TyrQuake. Thanks to Steven for sending through a bunch of patches (some from uHexenII, some his own work). Cheers, mate. This version sees a working brightness control (gamma cvar) in GLQuake, fixed mousewheel and CD volume in Linux and a few other bits and pieces.

As for the map - It has progressed a fair bit since the last update, but again, I've had several months where I either didn't have time to map or I was just too sick of it to get started again. Anyway, it's still coming... eventually.

July 10th, 2005

Wow, a lot of time passed - again. I had another one of those periods where it feels like nothing is getting done, despite working myself to the bone. Anyway, the map is progressing again over the last two weeks. I think I'm getting a feel now for what the size and layout of the final map will be. Very big.

Lots of brushes... and lots more to go!

As you can see, I just passed 8000 brushes this week and I'm pretty certain I'll end up with 10000+ once all the details are finished. I'll try not to tease too much now until it's really done. No more predictions on when I might finish though - life is too unpredictable.

April 17th, 2005

I made a bit of an attempt at tidying up some of the glitches I've been seeing with lighting at the edges of certain shapes of polygons. It's improved a little bit, but I haven't solved all cases yet. An updated version of TyrLite is available from the utils page.

Yet another preview screenshot

A small amount of progress has been made on the map these last three weeks - at least there hasn't been any more trouble from qbsp 8)

March 28th, 2005

I still seem to be finding some time to map, so things are good. This map keeps getting more complex, but I think I can see the end in sight now. I think I've got about 80% of the architecture complete and most of the lighting for what is there too. At my current pace, it may still be a couple of months before I'm done though.

Preview Screenshot

February 3rd, 2005

New Site - The name has changed, but not much else has. You'll find all the familiar stuff here. If you've never been here before - It's all about Quake.

New Engine - I got some inspiration and actually implemented something useful in my engine. There's now a cvar _gl_drawhull which can be set to 0, 1 or 2 (make sure you set developer 1 first). Setting this to 0 draws the map as normal, but setting it to 1 or 2 will make the engine draw the collision hulls. It's not really polished yet, so on map change you'll have to manually flush the old hull data by setting _gl_drawhull 0 again. Oh, and as the cvar name implies, this is currently only for the glquake variant and not available in software mode (yet). It's also pretty slow right now as every poly in the visible hull is drawn every frame (i.e. no culling).

New Compiler - Qbsp, that is. Using the new engine goodies mentioned above, I was able to make some improvements to my qbsp compiler. It should now generate much smoother collision hulls for angled brushes, especially for things like terrain. This comes with a bit of a speed hit, since more calculations are involved to process the extra clipping planes and can sometimes result in a higher clipnode count. However, I made some separate improvements in that area so the effect is largely cancelled out. For me, that's not the most exciting thing though. I managed to tweak the precisions used internally well enough that I can now correctly compile the base map I started working on back in 2001 (Holy crap! Has it been that long?). So, yeah, I'm quite persistent.

Oh, this page looks too boring without a screenshot on it. More later.

Preview Screenshot