Disenchant.netDisenchant.nethttp://disenchant.net/Disenchant.netikiwiki2022-09-06T10:56:29ZTyrQuake v0.71http://disenchant.net/blog/2022/0906/TyrQuake_v0.71/2022-09-06T10:56:29Z2022-09-05T14:30:00Z
<p>Time for another release with just one bug fix, but if you were
affected by it then it was very necessary.</p>
<ul>
<li>Fix crash in SDL renderer triggered by certain screen
resolutions</li>
<li>Update FSF address in license text</li>
</ul>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrQuake v0.70http://disenchant.net/blog/2022/0219/TyrQuake_v0.70/2022-02-19T04:28:57Z2022-02-18T13:30:00Z
<p>This is a minor update with one important bug fix affecting QW
client.</p>
<ul>
<li>Fix 'Cache_Dealloc:: not allocated' error on invalid QW
skins</li>
<li>Fix some translucent alias model rendering bugs in the x86
assembly</li>
<li>Fix some invalid GL api usage (thanks Jelle Raaijmakers)</li>
</ul>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrQuake v0.69http://disenchant.net/blog/2021/1026/TyrQuake_v0.69/2021-10-26T02:27:51Z2021-10-25T13:30:00Z
<p>Quite a lot of quality of life improvements and bug fixes in
this release.</p>
<p>The largest amount of time was spent on some opengl
optimisations. I spent quite a while working on getting opengl
vertex buffers working the way I wanted for a bit of a performance
boost. Added a vertex program that helps with alias model rendering
and a fragment shader to render warping water surfaces more
efficiently.</p>
<p>Changelog:</p>
<ul>
<li>Add support for scaling the software renderer output by a
factor of 2 or 4</li>
<li>Add translucent HUD support ("scr_sbaralpha")</li>
<li>Add support for OpenGL vertex program animation
interpolation</li>
<li>Add support for OpenGL fragment program water surface
warping</li>
<li>Add support for OpenGL buffer objects to improve rendering
performance</li>
<li>Add support for DXT texture compression (greatly helps
low-memory systems)</li>
<li>Add vsync support for most platforms ("vid_vsync")</li>
<li>Add anisotropic filtering for OpenGL
("gl_texture_anisotropy")</li>
<li>Add back the vid mode test functionality</li>
<li>Add cl_maxpitch and cl_minpitch console variables (default
90/-90)</li>
<li>Improve FOV calculations to work better with widescreen aspect
ratios</li>
<li>Improved dynamic lighting performance on OpenGL (removed
redundant updates)</li>
<li>Fix a few software renderer entity alpha bugs</li>
<li>Fix a few more texture reloading bugs in OpenGL</li>
<li>Fix framerate on windows when compiled with SDL
video/input</li>
<li>Fix a few model/sprite clipping bugs the could crash the
software renderer</li>
</ul>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrQuake v0.68http://disenchant.net/blog/2021/0719/TyrQuake_v0.68/2021-07-19T09:36:36Z2021-07-18T14:30:00Z
<p>Quick follow-up release - there were enough bugs I found very
soon after release that it seems worth doing another.</p>
<p>Changelog:</p>
<ul>
<li>Fix compilation of x86 on unix variant when using ASM</li>
<li>Fix the assembly patch process for translucent alias
models</li>
<li>Fix crash caused by missing flush of overflow sfx on level
change</li>
<li>Fix crash caused by missing flush of overflow models on level
change</li>
<li>Fix gl texture leak when alias models are pushed out of the
cache due to memory pressure.</li>
<li>Make the default zone size relative to the overall memory
size</li>
</ul>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrQuake v0.67http://disenchant.net/blog/2021/0716/TyrQuake_v0.67/2021-07-16T00:09:10Z2021-07-15T14:30:00Z
<p>There are quite a few changes in this release. Most prominent
being the ability to change mods at runtime and play background
music from files (ogg, mp3, flac, wav). There's some nice
enhancements behind the scenes too with improved texture cache
management and host of minor bug fixes.</p>
<p>Changelog:</p>
<ul>
<li>Added (finally) loading new mods at runtime with the 'game'
command.</li>
<li>Added ability to play music tracks from sound files. Currently
ogg (vorbis), mp3, flac and wav are supported.</li>
<li>Add some auto-detection of quake installation directory
(windows). If the game is started without specifying the base
directory and the working directory is not a valid basedir, the
game will try to check if you have a copy of Quake in Steam and use
that.</li>
<li>Improved console tab completion for commands with multiple
arguments</li>
<li>Fixed overflowing the sound effects cache</li>
<li>Improved detection of local network address</li>
<li>Improved reliability of game discovery via broadcast on
LANs</li>
<li>Fixed fullbright textures on player skins</li>
<li>Added a pulseaudio sound driver, now the default on Linux.</li>
<li>Fixes for minor audio artifacts in looping sounds</li>
<li>Fix crash in NQ dedicated server</li>
<li>Higher quality (resolution) underwater warping in software
renderer</li>
<li>Fix particle sizes in software and GL</li>
<li>Make a fixed size LRU cache of textures in GLQuake and free
unused textures</li>
</ul>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrUtils v0.17http://disenchant.net/blog/2020/0726/TyrUtils_v0.17/2020-07-26T00:21:13Z2020-07-25T14:30:00Z
<p>I had a few minor fixes queued up for the utils since forever
and then had a request for a new feature to allow creating lit
files to match existing bsp files. The second version bump came
when I realised I had a few breakages in my build scripts on
osx.</p>
<p>TyrUtils v.017</p>
<ul>
<li>build: build fixes for osx and fix detection of available cc
options</li>
</ul>
<p>TyrUtils v0.16</p>
<ul>
<li>Added 64-bit builds for windows</li>
<li>qbsp: fix the coordinate displayed in degenerate edge error
message</li>
<li>qbsp: fix disksize calculation when compiling in textures from
'wad3' format wads</li>
<li>qbsp: fix handling of absolute paths to wad files beginning
with '/' (mac/linux)</li>
<li>light: fix lightmap extents calculation precision to match old
x87 fpu</li>
<li>light: add option to generate a lit file without modifying the
bsp</li>
<li>bsputil: fix bug exporting textures from bsps that have missing
textures</li>
</ul>
<p>Download from the <a href="http://disenchant.net/utils/">Utils</a> page.</p>
TyrQuake v0.66http://disenchant.net/blog/2019/1203/TyrQuake_v0.66/2019-12-03T22:47:19Z2019-12-02T13:30:00Z
<p>I thought it was probably worth getting these few changes out
now before the end of the year. The most obvious change is I
finally added the improved quality water warping technique that
FitzQuake did so long ago.</p>
<p>Changelog:</p>
<ul>
<li>Reworked video mode setting, now uses vid_width, vid_height,
etc. cvars</li>
<li>Added menu for manually specifying windowed mode
resolution</li>
<li>Improved window focus handling with respect to mouse/keyboard
grabs</li>
<li>Improved window icon handling in SDL/X11 environments</li>
<li>Implement improved quality water warp effect from FQ and
others.</li>
<li>Fixed silly bug which was making OpenGL mode changes stupidly
slow</li>
<li>Fixed crash that could happen when a BSP has missing
textures</li>
</ul>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrQuake v0.65http://disenchant.net/blog/2019/0901/TyrQuake_v0.65/2019-09-02T02:27:49Z2019-09-01T14:30:00Z
<p>Quick "brown paper bag" bugfix release since I hadn't noticed a
silly crash bug in the software render.</p>
<p>Changelog:</p>
<ul>
<li>Fix crash in the software renderer</li>
<li>Fix transparent menupics on the video options menu</li>
</ul>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrQuake v0.64http://disenchant.net/blog/2019/0901/TyrQuake_v0.64/2019-09-01T08:39:32Z2019-08-31T14:30:00Z
<p>This release I focused on getting some of the commonly expected
features for "modern" source ports working - coloured lighting,
fence textures, global fog, skyboxes, alpha blending entities, etc.
Another long time feature I wanted to have was water translucency
in the software renderer. Once I had that working it wasn't too
much of a stretch to get alpha blending of entities ported over as
well.</p>
<p>Changelog:</p>
<ul>
<li>Coloured lighting (GL only)</li>
<li>Fog (GL only)</li>
<li>wateralpha, lavaalpha, slimealpha, telealpha</li>
<li>Skybox (GL only)</li>
<li>Higher-quality traditional sky in GL</li>
<li>Interpolated alias model lighting (smoother transitions)</li>
<li>Model interpolation support in QW</li>
<li>Fence textures</li>
<li>Default to protocol 666 (FitzQuake compatible)</li>
<li>Entity alpha support</li>
<li>Fixed non-64x64 turbulent textures in software</li>
<li>Fixed palette reset on disconnect/reconnect</li>
<li>Software renderer now supports translucent fluids and
entities</li>
<li>Software render now automatically adjusts up
r_maxsurfs/r_maxedges as needed</li>
</ul>
<p>In theory skyboxes in software renderer shouldn't be too
difficult and I can even see how coloured lighting could be done,
but the restricted palette would make it pretty low fidelity. Most
likely the next release will be more bugfix focused, but there's
still a few features on my radar.</p>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>
TyrQuake v0.63http://disenchant.net/blog/2019/0725/TyrQuake_v0.63/2019-07-24T23:01:57Z2019-07-24T14:30:00Z
<p>Many OpenGL rendering improvements in this release and the
return of OSX PPC builds. Actually I had a lot of fun trying to
optimise performance on my old G4 Mac Mini, which does struggle
with more detailed maps with lots of enemies. Still a few more
ideas to follow through after this, but it's already much better
for the more detailed modern maps. Even quite noticable on my more
modern, but still not-very-high-end laptop (Intel Core m3-6Y30 CPU
@ 0.90GHz, Intel HD Graphics 515).</p>
<p>TyrQuake v0.63 Changes:</p>
<ul>
<li>OpenGL renderer improvements:
<ul>
<li>Much improved speed by batching drawing operations</li>
<li>Fullbright pixels now properly rendered</li>
<li>If 3+ texture units are available, all materials can be drawn
in a single pass</li>
<li>Improved fidelity of model skins when NPoT textures
unavailable</li>
</ul>
</li>
<li>Fix some of the rough edges on mouse grab handling</li>
<li>Fixed bug where red/alt console text was not being
rendered</li>
<li>New 'hudscale' command to scale the size of HUD elements
(status bar, etc.)</li>
<li>Fixed crosshair rendering for 'crosshair 2'</li>
<li>Fixed custom QW skin loading on PPC</li>
<li>Updated build system to enable a 'legacy' Universal build on
OSX 10.5 and an x64-only build on modern OSX systems.</li>
<li>Added a custom Icon for Windows/OSX builds</li>
</ul>
<p>And pOx, let me know if your Mac build is still broken - it's
working for me. (I happened to be looking for the func_water stuff
and saw you mentioned on your page, but couldn't find your
email!)</p>
<p>Download from the <a href="http://disenchant.net/tyrquake/">TyrQuake</a> page.</p>