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Releases: meag/ezquake-source

3.5-alpha14 (Fri 5th October 2018)

05 Oct 18:41
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Pre-release

alpha14 changes

  • r00k: /r_fullbright 0 (or non-1) doesn't light players properly
  • meag: fix sporadic all-black textures with /gl_lighting_colour 1
  • meag: corrupt torch replacement model rendering on 2nd map load
  • meag: particles on glsl renderer were rendered too small after rewinding demo
  • meag: /r_lerpframes/ & /r_lerpmuzzlehack is leading to rocket muzzleflash off-center, grenade muzzleflash also looks incorrect
  • meag: fix incorrect textures on brushmodels when polygon offset enabled (modern renderer only)
  • meag: skybox not rendering on AMD (modern renderer only)
  • can now control framebuffer's depth bits (/vid_framebuffer_depthformat)
  • experimental server physics options: /pm_rampjump... try the included maps skull-rampjump1 & monsoon-rampjump1, hopefully jumping from a ramp's surface is more consistent

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - cannot replicate)
  • dev: screen flickering. (... cannot replicate)
    • initially thought to be only on linux, but seems it happens on windows too after long uptime.
    • (dev reports that mur has same issue)
    • (we now think this is a hud-rendering issue but haven't got to the bottom of it)
  • dev: crash when issuing /vid_restart while fast-forwarding a demo. Error message looks like it might be freeing() memory twice. (command was gl_externalTextures_world 1; gl_max_size 32768; gl_texturemode GL_LINEAR_MIPMAP_LINEAR; gl_loadlitfiles 1; gl_outline 1; vid_restart)
  • dev/ciscon: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate) (ciscon reports this happened to him, map sequence was: excavation,spitfire,subterfuge,burialb2,skull,dmz1++,agenda screenshot)
  • ginzberg: "skybox strobe light effect" on skull (waiting for more info)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)

Fixed in 3.5-menus

  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
    • full console was drawn in background then painted over before server-browser
    • spaces were still drawn when drawing red text, rather than skipped as normal
    • dialog boxes were rendered as individual blocks rather than repeating tiles (very old issue)
  • meag: crosshairimage is set to an image that is not available, will not load (memory in pool not allocated)
  • meag: proportional font loading is broken (uses new spacing for spaces but still uses fixed-width font)
  • meag: server browser threading model significantly changed
  • meag: user interface functionality significantly changed

Old bugs

  • timon: coronas of rockets in water are visible when out of the water
  • meag: cheap shadows are affected by rotation of item (most noticeable on gibs)

Changelist for next version

  • ciscon: KTX instagib trails not working when using qmb particle trails (/r_instagibtrail 1, /gl_part_trails 1)
  • drzel: cl_bob doesn't affect weaponmodel vertically (looked into this)
  • drzel: allow way for cl_bob to affect weapon but not head movement (added /cl_bobhead)
  • lurq/dev: switching between two crosshairimages causes delay while atlas is rebuilt
  • meag: fix incorrect textures when > 64 API calls for brushmodels
  • meag: brushmodel rendering (especially with items when using /gl_simpleitems 0) should be a bit more efficient
  • meag: investigate why r_drawviewmodel looks different compared to 3.1
  • raket: eyes don't appear at correct height
  • OpenGL error when loading skybox (invalid texture unit)
  • Skybox textures will be resized to square - can be loaded even if texture is not correct dimensions
  • Skybox textures loaded directly into cubemap rather than disk>opengl_texture>memory>cubemap
  • OpenGL 3.2+ always uses cubemaps to render skyboxes
  • Fixed recent bug in /gl_brushmodel_polygonoffset
  • Renamed colour => color in documentation
  • /gl_simpleitems_orientation - simple items stay upright when rollangle applied to player's view
  • /gl_outline 2 was rendering surface vertices in wrong order
  • /r_farclip has been limited to maximum of 16384
  • /gl_scaleskytextures added to keep scaling for sky & world textures distinct (default: off)

Bugs not being actioned

  • raket: http://upload.foppa.dk/files/ez35love.mkv, rendering to one x server and capturing from another on nvidia. Works on 3.1, 3.5-classic crashes immediately, 3.5-glsl gives the video attached. also breaks cs:go. no bug if ffmpeg capturing setup isn't enabled, raket suspects bug in linux nvidia drivers
  • raket: requested change: detect compositor on x-windows

Hopefully fixed (waiting for feedback)

  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)
  • ciscon: on mesa, /vid_gl_core_profile to get > 3.0 on intel card supporting 4.5 no longer works
  • dirtbox: related out of memory error when trying to connect to server (can't get this to happen, but fixed some memory leaks and memory usage should now be much lower)
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Change-log (previous versions)

alpha13 (Tues 25th Sept 2018)

  • ciscon: /gl_lumatextures 0, /gl_fb_bmodels 1 shows luma on black texture
  • ciscon: /gl_textureless 1 caused black textures
  • dopeskillz: /gl_gammacorrection 1 broken
  • drzel: skybox textures don't match up in modern renderer
  • lord reven/drzel/ginzberg: rendering issues (need to check what version being used etc - looks like luma textures being renderered incorrectly) - AMD system, cannot replicate since upgrading to nvidia. Rendering artifacts due to ARB_gpu_shader5 vs NV_gpu_shader5 - I live and learn (and have less hair)
  • meag: aliasmodel vertex/colored lighting is broken in classic (not yet implemented in glsl/modern)
  • meag: r_drawflat affected non-world brushmodel entities in modern
  • 16-bit depth buffer fixes (/r_nearclip 2 at minimum, polygon offset pulls models, not push)
  • default.cfg executes on config load/reset (default.cfg in id1/pak0.pak is ignored)
  • ruleset checking on cvars (thankfully not many of these) was bugged if user had invalid value in .cfg file executed at application launch
  • 2D rendering now uses floats - mouse movement in menus should be smoother when using large vid_conscale
  • toggling console now exits hud_editor mode
  • qmb particle trails bug fixed, should no longer spawn so many particles or fill particle list when using trails made up of multiple trails/entity.
  • removed /gl_part_fasttrails, spawned particle per rendered frame

alpha12 (Sat 22nd Sept 2018)

  • blood_dog: error on shutdown: malloc: *** error for object 0x7ffee223cde0: pointer being freed was not allocated
  • blood_dog: opens 1/4 screen dimensions on osx (high-dpi scaling?)
  • blood_dog: on multi-renderer compile, tries to compile glsl programs when map reloads even when classic renderer is active
  • drzel: skybox is rendered fullbright in classic renderer
  • jawn: if /vid_24bit_depth 1 is set and gfx card doesn't support 24-bit depth buffer, falls back to unaccelerated visuals (3.1 onwards)
  • /gl_motion_blur in classic renderer fixed (incorrect texture used)
  • maps with sky textured named 'SKY' instead of 'sky' could cause data corruption
  • /shownick content was formatted by /scr_teaminfo_order not /scr_shownick_order
  • /cl_clock_format made consistent with /hud_clock_format
  • /fs_restart outputs /fs_path after completion, doesn't list individual .pak files opened
  • flame replacement has been re-written to (pre-calculated, 1 particle, multiple billboards) (SF#51)
  • coronas around torches kick in when the centre of the flame is visible, and don't fade in (SF#51)

alpha11 (Thursday 20th September 2018)

  • blood_dog: alias models are rendered untextured on OSX/Windows software renderer
  • blood_dog/milton: re-enable /loadloc
  • ciscon: context creation is a mess... on mesa, requires vid_gl_core_profile to be set to get > 3.0 on intel card supporting 4.5, osx requires forward-only if vid_gl_core_profile set, nvidia shouldn't ever have either set (? check this). Try 4.6 => 4.3 compat, then 4.6 => 4.3 core
  • meag: z-buffer not cleared properly in classic renderer if no hud drawn and last particle type had depth mask disabled
  • meag: shockwave effect broken when using qmb particles
  • meag: framebuffers and programs now available in classic renderer (software gamma only atm)
  • meag: classic renderer ignored some polyblend rendering colors
  • meag: SetGammaRamp() could fail on Windows 10 if tem...
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3.5-alpha13 (Tuesday 25th Sept 2018)

25 Sep 15:16
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Pre-release

alpha13 changes

  • ciscon: /gl_lumatextures 0, /gl_fb_bmodels 1 shows luma on black texture
  • ciscon: /gl_textureless 1 caused black textures
  • dopeskillz: /gl_gammacorrection 1 broken
  • drzel: skybox textures don't match up in modern renderer
  • lord reven/drzel/ginzberg: rendering issues (need to check what version being used etc - looks like luma textures being renderered incorrectly) - AMD system, cannot replicate since upgrading to nvidia. Rendering artifacts due to ARB_gpu_shader5 vs NV_gpu_shader5 - I live and learn (and have less hair)
  • meag: aliasmodel vertex/colored lighting is broken in classic (not yet implemented in glsl/modern)
  • meag: r_drawflat affected non-world brushmodel entities in modern
  • 16-bit depth buffer fixes (/r_nearclip 2 at minimum, polygon offset pulls models, not push)
  • default.cfg executes on config load/reset (default.cfg in id1/pak0.pak is ignored)
  • ruleset checking on cvars (thankfully not many of these) was bugged if user had invalid value in .cfg file executed at application launch
  • 2D rendering now uses floats - mouse movement in menus should be smoother when using large vid_conscale
  • toggling console now exits hud_editor mode
  • qmb particle trails bug fixed, should no longer spawn so many particles or fill particle list when using trails made up of multiple trails/entity.
  • removed /gl_part_fasttrails, spawned particle per rendered frame

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues

  • bps: purple lines above /r_explosionType 1, /gl_part_explosions 1
  • dev: screen flickering. (... cannot replicate)
    • initially thought to be only on linux, but seems it happens on windows too after long uptime.
    • (dev reports that mur has same issue)
    • (we now think this is a hud-rendering issue but haven't got to the bottom of it)
  • ginzberg: "skybox strobe light effect" on skull (waiting for more info)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)
  • requested change: detect compositor on x-windows (raket)

Changelist for next version

  • r00k: /r_fullbright 0 (or non-1) doesn't light players properly
  • meag: fix sporadic all-black textures with /gl_lighting_colour 1
  • meag: corrupt torch replacement model rendering on 2nd map load
  • meag: particles on glsl renderer were rendered too small after rewinding demo
  • meag: /r_lerpframes/ & /r_lerpmuzzlehack is leading to rocket muzzleflash off-center, grenade muzzleflash also looks incorrect
  • meag: fix incorrect textures on brushmodels when polygon offset enabled (modern renderer only)
  • meag: skybox not rendering on AMD (modern renderer only)
  • can now control framebuffer's depth bits (/vid_framebuffer_depthformat)
  • experimental server physics options: /pm_rampjump

Hopefully fixed (waiting for feedback)

  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)
  • ciscon: on mesa, /vid_gl_core_profile to get > 3.0 on intel card supporting 4.5 no longer works
  • dirtbox: related out of memory error when trying to connect to server (can't get this to happen, but fixed some memory leaks and memory usage should now be much lower)
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Change-log (previous versions)

alpha12 (Sat 22nd Sept 2018)

  • blood_dog: error on shutdown: malloc: *** error for object 0x7ffee223cde0: pointer being freed was not allocated
  • blood_dog: opens 1/4 screen dimensions on osx (high-dpi scaling?)
  • blood_dog: on multi-renderer compile, tries to compile glsl programs when map reloads even when classic renderer is active
  • drzel: skybox is rendered fullbright in classic renderer
  • jawn: if /vid_24bit_depth 1 is set and gfx card doesn't support 24-bit depth buffer, falls back to unaccelerated visuals (3.1 onwards)
  • /gl_motion_blur in classic renderer fixed (incorrect texture used)
  • maps with sky textured named 'SKY' instead of 'sky' could cause data corruption
  • /shownick content was formatted by /scr_teaminfo_order not /scr_shownick_order
  • /cl_clock_format made consistent with /hud_clock_format
  • /fs_restart outputs /fs_path after completion, doesn't list individual .pak files opened
  • flame replacement has been re-written to (pre-calculated, 1 particle, multiple billboards) (SF#51)
  • coronas around torches kick in when the centre of the flame is visible, and don't fade in (SF#51)

alpha11 (Thursday 20th September 2018)

  • blood_dog: alias models are rendered untextured on OSX/Windows software renderer
  • blood_dog/milton: re-enable /loadloc
  • ciscon: context creation is a mess... on mesa, requires vid_gl_core_profile to be set to get > 3.0 on intel card supporting 4.5, osx requires forward-only if vid_gl_core_profile set, nvidia shouldn't ever have either set (? check this). Try 4.6 => 4.3 compat, then 4.6 => 4.3 core
  • meag: z-buffer not cleared properly in classic renderer if no hud drawn and last particle type had depth mask disabled
  • meag: shockwave effect broken when using qmb particles
  • meag: framebuffers and programs now available in classic renderer (software gamma only atm)
  • meag: classic renderer ignored some polyblend rendering colors
  • meag: SetGammaRamp() could fail on Windows 10 if temperature too high (now reduces and tries again)
  • meag: aliasmodels are now only lerped in sequential runs, no longer requires ssbo and index lookup
  • meag: /gl_lightning 1 LG beam being skewed left on classic renderer
  • meag: /vid_gfxinfo now lists capabilities of the renderer
  • meag: /gl_coronas 1 were untextured on classic renderer
  • meag: aliasmodel fullbright textures are merged with material on load - glsl only
  • meag: fullbright rendering fixed (not everything is a luma) - glsl only
  • meag: /gl_lightning_sparks 1 appear at furthest point of beam (not clipping platform edges - SF#143)
  • meag: /con_notify & hud_notify rendering integrated (hud_notify doesn't clip last character - SF#513)
  • meag: invalid demo_dir caused demo browser to be empty & locked (SF#283 - related bug, anyway)
  • meag: /file_browser_sort_archives 1 - archives are still at top of list, but sorted in same way files are (SF#273)
  • meag: .ZIP etc identified as archives as well as .zip (SF#313)
  • meag: memory free error in memory-trace build when opening demo from within archive
  • meag: server fix to stop mods from re-writing user commands (trinca-fbca "can't talk" bug)
  • meag: /r_bloom 1 re-enabled in classic renderer
  • meag: /r_bloom 1 bug when r_drawviewmodel 1 set fixed. Reduce r_bloom_alpha if the bloom strength is now overpowering. (SF#296,SF#297,SF#393)
  • meag: /gl_nailtrail 1 have been replaced by translucent prisms, significant fps improvement
  • meag: /cl_startupdemo should behave a bit more as expected (SF#467, SF#468)
  • meag: fix model corruption when drawing flame model replaced by flame0.mdl
  • meag: fix z-fighting in classic renderer (/gl_brushmodel_polygonoffset not taking effect)
  • meag: /gl_mipmap_viewmodels was affecting some non-viewmodel aliasmodels
  • meag: Textures not loaded correctly when driver didn't support NPOT textures
  • meag: Lightmap rendering fixed in OpenGL 1.1 (3.1 bug...)
  • meag: Texture filtering wasn't being explicitly set on non-mipmap textures
  • meag: Lightmap format/type chosen from GL_RGBA/GL_BGRA & GL_UNSIGNED_BYTE/GL_UNSIGNED_INT_8_8_8_8_REV depending on device preferences (requires OpenGL 4.3 or necessary OpenGL extensions)
  • meag: /dev_gfxlightmapbenchmark measures various formats to compare performance on device preference vs other options

alpha9

  • ciscon: "Error: Cache_Free: not allocated" on hoppa2 (when heapsize specified and too low)
  • lord reven: line from top-left of screen when on menu and cursor texture not available
  • gl_textureless has no effect when using buffers in classic renderer
  • border on simple items in classic renderer (especially when using low-resolution images)
  • added gl_scaleModelSimpleTextures to control simple item sprites independently of aliasmodels/players when gl_simpleitems enabled
  • hud rendering issue when not exclusively images
  • added /gl_scaleModelSimpleTextures to control scaling of simple textures vs standard model textures

alpha8

  • dev/lordlame/others: old bug, hopefully the atlas filling up won't corrupt the hud anymore
  • GL_POLYGON renderering removed from classic
  • Should include all changes in 3.1-rc2 (possible regression bugs in this version during rebase)

alp...

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3.5-alpha12 (Sat September 22nd 2018)

22 Sep 22:05
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Pre-release

alpha12 changes

  • blood_dog: error on shutdown: malloc: *** error for object 0x7ffee223cde0: pointer being freed was not allocated
  • blood_dog: opens 1/4 screen dimensions on osx (high-dpi scaling?)
  • blood_dog: on multi-renderer compile, tries to compile glsl programs when map reloads even when classic renderer is active
  • drzel: skybox is rendered fullbright in classic renderer
  • jawn: if /vid_24bit_depth 1 is set and gfx card doesn't support 24-bit depth buffer, falls back to unaccelerated visuals (3.1 onwards)
  • /gl_motion_blur in classic renderer fixed (incorrect texture used)
  • maps with sky textured named 'SKY' instead of 'sky' could cause data corruption
  • /shownick content was formatted by /scr_teaminfo_order not /scr_shownick_order
  • /cl_clock_format made consistent with /hud_clock_format
  • /fs_restart outputs /fs_path after completion, doesn't list individual .pak files opened
  • flame replacement has been re-written to (pre-calculated, 1 particle, multiple billboards) (SF#51)
  • coronas around torches kick in when the centre of the flame is visible, and don't fade in (SF#51)

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues

  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1) (dev reports that mur has same issue) (we now think this is a hud-rendering issue but haven't got to the bottom of it)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)
  • requested change: detect compositor on x-windows (raket)

Changelist for next version

  • ciscon: /gl_lumatextures 0, /gl_fb_bmodels 1 shows luma on black texture
  • ciscon: gl_textureless caused black textures
  • dopeskillz: gl_gammacorrection 1 broken
  • drzel: skybox textures don't match up in modern renderer
  • lord reven/drzel/ginzberg: rendering issues (need to check what version being used etc - looks like luma textures being renderered incorrectly) - AMD system, cannot replicate since upgrading to nvidia. Rendering artifacts due to ARB_gpu_shader5 vs NV_gpu_shader5 - I live and learn (and have less hair)
  • meag: aliasmodel vertex/colored lighting is broken in classic (not yet implemented in glsl/modern)
  • meag: r_drawflat affected non-world brushmodel entities in modern
  • 16-bit depth buffer fixes (r_nearclip 2 at minimum, polygon offset pulls models, not push)
  • default.cfg executes on config load/reset (default.cfg in id1/pak0.pak is ignored)
  • ruleset checking on cvars (thankfully not many of these) was bugged if user had invalid value in .cfg file executed at application launch
  • 2D rendering now uses floats - mouse movement in menus should be smoother when using large vid_conscale
  • toggling console now exits hud_editor mode
  • qmb particle trails bug fixed, should no longer spawn so many particles or fill particle list when using trails made up of multiple trails/entity.
  • removed /gl_part_fasttrails, spawned particle per rendered frame

Hopefully fixed (waiting for feedback)

  • blood_dog: still getting border on simple items in linux (same issue as using nquake & lordlame's config?)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)
  • ciscon: on mesa, /vid_gl_core_profile to get > 3.0 on intel card supporting 4.5 no longer works
  • dirtbox: related out of memory error when trying to connect to server (can't get this to happen, but fixed some memory leaks and memory usage should now be much lower)
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Change-log (previous versions)

alpha11 (Thursday 20th September 2018)

  • blood_dog: alias models are rendered untextured on OSX/Windows software renderer
  • blood_dog/milton: re-enable /loadloc
  • ciscon: context creation is a mess... on mesa, requires vid_gl_core_profile to be set to get > 3.0 on intel card supporting 4.5, osx requires forward-only if vid_gl_core_profile set, nvidia shouldn't ever have either set (? check this). Try 4.6 => 4.3 compat, then 4.6 => 4.3 core
  • meag: z-buffer not cleared properly in classic renderer if no hud drawn and last particle type had depth mask disabled
  • meag: shockwave effect broken when using qmb particles
  • meag: framebuffers and programs now available in classic renderer (software gamma only atm)
  • meag: classic renderer ignored some polyblend rendering colors
  • meag: SetGammaRamp() could fail on Windows 10 if temperature too high (now reduces and tries again)
  • meag: aliasmodels are now only lerped in sequential runs, no longer requires ssbo and index lookup
  • meag: /gl_lightning 1 LG beam being skewed left on classic renderer
  • meag: /vid_gfxinfo now lists capabilities of the renderer
  • meag: /gl_coronas 1 were untextured on classic renderer
  • meag: aliasmodel fullbright textures are merged with material on load - glsl only
  • meag: fullbright rendering fixed (not everything is a luma) - glsl only
  • meag: /gl_lightning_sparks 1 appear at furthest point of beam (not clipping platform edges - SF#143)
  • meag: /con_notify & hud_notify rendering integrated (hud_notify doesn't clip last character - SF#513)
  • meag: invalid demo_dir caused demo browser to be empty & locked (SF#283 - related bug, anyway)
  • meag: /file_browser_sort_archives 1 - archives are still at top of list, but sorted in same way files are (SF#273)
  • meag: .ZIP etc identified as archives as well as .zip (SF#313)
  • meag: memory free error in memory-trace build when opening demo from within archive
  • meag: server fix to stop mods from re-writing user commands (trinca-fbca "can't talk" bug)
  • meag: /r_bloom 1 re-enabled in classic renderer
  • meag: /r_bloom 1 bug when r_drawviewmodel 1 set fixed. Reduce r_bloom_alpha if the bloom strength is now overpowering. (SF#296,SF#297,SF#393)
  • meag: /gl_nailtrail 1 have been replaced by translucent prisms, significant fps improvement
  • meag: /cl_startupdemo should behave a bit more as expected (SF#467, SF#468)
  • meag: fix model corruption when drawing flame model replaced by flame0.mdl
  • meag: fix z-fighting in classic renderer (/gl_brushmodel_polygonoffset not taking effect)
  • meag: /gl_mipmap_viewmodels was affecting some non-viewmodel aliasmodels
  • meag: Textures not loaded correctly when driver didn't support NPOT textures
  • meag: Lightmap rendering fixed in OpenGL 1.1 (3.1 bug...)
  • meag: Texture filtering wasn't being explicitly set on non-mipmap textures
  • meag: Lightmap format/type chosen from GL_RGBA/GL_BGRA & GL_UNSIGNED_BYTE/GL_UNSIGNED_INT_8_8_8_8_REV depending on device preferences (requires OpenGL 4.3 or necessary OpenGL extensions)
  • meag: /dev_gfxlightmapbenchmark measures various formats to compare performance on device preference vs other options

alpha9

  • ciscon: "Error: Cache_Free: not allocated" on hoppa2 (when heapsize specified and too low)
  • lord reven: line from top-left of screen when on menu and cursor texture not available
  • gl_textureless has no effect when using buffers in classic renderer
  • border on simple items in classic renderer (especially when using low-resolution images)
  • added gl_scaleModelSimpleTextures to control simple item sprites independently of aliasmodels/players when gl_simpleitems enabled
  • hud rendering issue when not exclusively images
  • added /gl_scaleModelSimpleTextures to control scaling of simple textures vs standard model textures

alpha8

  • dev/lordlame/others: old bug, hopefully the atlas filling up won't corrupt the hud anymore
  • GL_POLYGON renderering removed from classic
  • Should include all changes in 3.1-rc2 (possible regression bugs in this version during rebase)

alpha7

  • ciscon: bugfix: telesplash effect is delayed (r_telesplash 1, classic not qmb) - limits on particle count/type stopped all standard particles being drawn as telesplash uses 896 each
  • ciscon: bugfix: gl_max_size changes overwritten during vid_restart (resets back to hardware maximum)
  • blood_dog: aerowalk teleport exit displayed as turb surface
  • meag: bugfix: vid_framebuffer broken
  • meag: invalidate particle texture array on shutdown
  • meag: bugfix: where switching renderer caused memory corruption in turb surfaces
  • meag: optimise rendering of turb surfaces in classic (non-glsl) renderer

alpha6

  • nigve: sizing & right-alignment of hud elements using large fonts was broken
  • meag: potential memory corruption bug when expiring...
Read more

3.5.alpha11: Renderer update

20 Sep 14:41
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Pre-release

alpha11 (Thursday 20th September 2018)

  • blood_dog: alias models are rendered untextured on OSX/Windows software renderer
  • blood_dog/milton: re-enable /loadloc
  • ciscon: context creation is a mess... on mesa, requires vid_gl_core_profile to be set to get > 3.0 on intel card supporting 4.5, osx requires forward-only if vid_gl_core_profile set, nvidia shouldn't ever have either set (? check this). Try 4.6 => 4.3 compat, then 4.6 => 4.3 core
  • meag: z-buffer not cleared properly in classic renderer if no hud drawn and last particle type had depth mask disabled
  • meag: shockwave effect broken when using qmb particles
  • meag: framebuffers and programs now available in classic renderer (software gamma only atm)
  • meag: classic renderer ignored some polyblend rendering colors
  • meag: SetGammaRamp() could fail on Windows 10 if temperature too high (now reduces and tries again)
  • meag: aliasmodels are now only lerped in sequential runs, no longer requires ssbo and index lookup
  • meag: /gl_lightning 1 LG beam being skewed left on classic renderer
  • meag: /vid_gfxinfo now lists capabilities of the renderer
  • meag: /gl_coronas 1 were untextured on classic renderer
  • meag: aliasmodel fullbright textures are merged with material on load - glsl only
  • meag: fullbright rendering fixed (not everything is a luma) - glsl only
  • meag: /gl_lightning_sparks 1 appear at furthest point of beam (not clipping platform edges - SF#143)
  • meag: /con_notify & hud_notify rendering integrated (hud_notify doesn't clip last character - SF#513)
  • meag: invalid demo_dir caused demo browser to be empty & locked (SF#283 - related bug, anyway)
  • meag: /file_browser_sort_archives 1 - archives are still at top of list, but sorted in same way files are (SF#273)
  • meag: .ZIP etc identified as archives as well as .zip (SF#313)
  • meag: memory free error in memory-trace build when opening demo from within archive
  • meag: server fix to stop mods from re-writing user commands (trinca-fbca "can't talk" bug)
  • meag: /r_bloom 1 re-enabled in classic renderer
  • meag: /r_bloom 1 bug when r_drawviewmodel 1 set fixed. Reduce r_bloom_alpha if the bloom strength is now overpowering. (SF#296,SF#297,SF#393)
  • meag: /gl_nailtrail 1 have been replaced by translucent prisms, significant fps improvement
  • meag: /cl_startupdemo should behave a bit more as expected (SF#467, SF#468)
  • meag: fix model corruption when drawing flame model replaced by flame0.mdl
  • meag: fix z-fighting in classic renderer (/gl_brushmodel_polygonoffset not taking effect)
  • meag: /gl_mipmap_viewmodels was affecting some non-viewmodel aliasmodels
  • meag: Textures not loaded correctly when driver didn't support NPOT textures
  • meag: Lightmap rendering fixed in OpenGL 1.1 (3.1 bug...)
  • meag: Texture filtering wasn't being explicitly set on non-mipmap textures
  • meag: Lightmap format/type chosen from GL_RGBA/GL_BGRA & GL_UNSIGNED_BYTE/GL_UNSIGNED_INT_8_8_8_8_REV depending on device preferences (requires OpenGL 4.3 or necessary OpenGL extensions)
  • meag: /dev_gfxlightmapbenchmark measures various formats to compare performance on device preference vs other options

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

  • ciscon: on mesa, /vid_gl_core_profile to get > 3.0 on intel card supporting 4.5 no longer works
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1) (dev reports that mur has same issue) (we now think this is a hud-rendering issue but haven't got to the bottom of it)
  • lord reven: rendering issues (need to check what version being used etc - looks like luma textures being renderered incorrectly) - AMD system, cannot replicate since upgrading to nvidia.
  • meag: aliasmodel vertex/colored lighting is broken in classic (not yet implemented in glsl/modern)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)

Changelog for next version

  • blood_dog: error on shutdown: malloc: *** error for object 0x7ffee223cde0: pointer being freed was not allocated
  • blood_dog: opens 1/4 screen dimensions on osx (high-dpi scaling?)
  • blood_dog: on multi-renderer compile, tries to compile glsl programs when map reloads even when classic renderer is active
  • drzel: skybox is rendered fullbright in classic renderer
  • jawn: if /vid_24bit_depth 1 is set and gfx card doesn't support 24-bit depth buffer, falls back to unaccelerated visuals (3.1 onwards)
  • /gl_motion_blur in classic renderer fixed (incorrect texture used)
  • maps with sky textured named 'SKY' instead of 'sky' could cause data corruption
  • /shownick content was formatted by /scr_teaminfo_order not /scr_shownick_order
  • /cl_clock_format made consistent with /hud_clock_format
  • /fs_restart outputs /fs_path after completion, doesn't list individual .pak files opened
  • flame replacement has been re-written to (pre-calculated, 1 particle, multiple billboards) (SF#51)
  • coronas around torches kick in when the centre of the flame is visible, and don't fade in (SF#51)

Hopefully fixed (waiting for feedback)

  • blood_dog: still getting border on simple items in linux (same issue as using nquake & lordlame's config?)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)
  • dirtbox: related out of memory error when trying to connect to server (can't get this to happen, but fixed some memory leaks and memory usage should now be much lower)
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • ciscon: gl_textureless caused black textures (can't immediately replicate)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Change-log (previous versions)

alpha9

  • ciscon: "Error: Cache_Free: not allocated" on hoppa2 (when heapsize specified and too low)
  • lord reven: line from top-left of screen when on menu and cursor texture not available
  • gl_textureless has no effect when using buffers in classic renderer
  • border on simple items in classic renderer (especially when using low-resolution images)
  • added gl_scaleModelSimpleTextures to control simple item sprites independently of aliasmodels/players when gl_simpleitems enabled
  • hud rendering issue when not exclusively images
  • added /gl_scaleModelSimpleTextures to control scaling of simple textures vs standard model textures

alpha8

  • dev/lordlame/others: old bug, hopefully the atlas filling up won't corrupt the hud anymore
  • GL_POLYGON renderering removed from classic
  • Should include all changes in 3.1-rc2 (possible regression bugs in this version during rebase)

alpha7

  • ciscon: bugfix: telesplash effect is delayed (r_telesplash 1, classic not qmb) - limits on particle count/type stopped all standard particles being drawn as telesplash uses 896 each
  • ciscon: bugfix: gl_max_size changes overwritten during vid_restart (resets back to hardware maximum)
  • blood_dog: aerowalk teleport exit displayed as turb surface
  • meag: bugfix: vid_framebuffer broken
  • meag: invalidate particle texture array on shutdown
  • meag: bugfix: where switching renderer caused memory corruption in turb surfaces
  • meag: optimise rendering of turb surfaces in classic (non-glsl) renderer

alpha6

  • nigve: sizing & right-alignment of hud elements using large fonts was broken
  • meag: potential memory corruption bug when expiring old particles (classic particle system) - caused crashes, might be cause of bugs reported by bps
  • meag: lots of code moved around to support renderer selection at compilation time, and support future renderer options. still more to do
  • meag: renderer states collected together, standard definitions.
  • meag: powerup shells now supported on md3 models
  • meag: md3 viewmodel size is consistent with .mdl
  • meag: powerup shells sizes no longer changes depending on the model being drawn
  • meag: turb surfaces in modern no longer subdivided
  • meag: memory usage for 3d sprites drastically reduced
  • meag: potential hud corruption when using alignment functions and string truncated

3.5.alpha9: (another) renderer update

02 Sep 17:03
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Pre-release

alpha9 (Sunday 2nd September 2018)

  • ciscon: "Error: Cache_Free: not allocated" on hoppa2 (when heapsize specified and too low)
  • lord reven: line from top-left of screen when on menu and cursor texture not available
  • gl_textureless has no effect when using buffers in classic renderer
  • border on simple items in classic renderer (especially when using low-resolution images)
  • added gl_scaleModelSimpleTextures to control simple item sprites independently of aliasmodels/players when gl_simpleitems enabled
  • hud rendering issue when not exclusively images

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

  • blood_dog: alias models are rendered untextured on OSX/Windows software renderer
  • blood_dog/milton: re-enable /loadloc
  • ciscon: context creation is a mess... on mesa, requires vid_gl_core_profile to be set to get > 3.0 on intel card supporting 4.5, osx requires forward-only if vid_gl_core_profile set, nvidia shouldn't ever have either set (? check this). Try 4.6 => 4.3 compat, then 4.6 => 4.3 core, then fail?
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1) (dev reports that mur has same issue) (we now think this is a hud-rendering issue but haven't got to the bottom of it)
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system
  • lord reven: rendering issues (need to check what version being used etc - looks like luma textures being renderered incorrectly) - AMD system, cannot replicate since upgrading to nvidia.
  • meag: aliasmodel vertex/colored lighting is broken in classic (not yet implemented in glsl/modern)
  • meag: z-buffer not cleared properly in classic renderer if no hud drawn and last particle type had depth mask disabled
  • meag: shockwave effect broken when using qmb particles
  • meag: framebuffers and programs now available in classic renderer (software gamma only atm)
  • meag: classic renderer ignored some polyblend rendering colors
  • meag: SetGammaRamp() could fail on Windows 10 if temperature too high (now reduces and tries again)
  • meag: aliasmodels are now only lerped in sequential runs, no longer requires ssbo and index lookup
  • meag: /gl_lightning 1 LG beam being skewed left on classic renderer
  • meag: /vid_gfxinfo now lists capabilities of the renderer
  • meag: /gl_coronas 1 were untextured on classic renderer
  • meag: aliasmodel fullbright textures are merged with material on load - glsl only
  • meag: fullbright rendering fixed (not everything is a luma) - glsl only
  • meag: /gl_lightning_sparks 1 appear at furthest point of beam (not clipping platform edges - SF#143)
  • meag: /con_notify & hud_notify rendering integrated (hud_notify doesn't clip last character - SF#513)
  • meag: invalid demo_dir caused demo browser to be empty & locked (SF#283 - related bug, anyway)
  • meag: /file_browser_sort_archives 1 - archives are still at top of list, but sorted in same way files are (SF#273)
  • meag: .ZIP etc identified as archives as well as .zip (SF#313)
  • meag: memory free error in memory-trace build when opening demo from within archive
  • meag: server fix to stop mods from re-writing user commands (trinca-fbca "can't talk" bug)
  • meag: /r_bloom 1 re-enabled in classic renderer
  • meag: /r_bloom 1 bug when r_drawviewmodel 1 set fixed. Reduce r_bloom_alpha if the bloom strength is now overpowering. (SF#296,SF#297,SF#393)
  • meag: /gl_nailtrail 1 have been replaced by translucent prisms, significant fps improvement
  • meag: /cl_startupdemo should behave a bit more as expected (SF#467, SF#468)
  • meag: fix model corruption when drawing flame model replaced by flame0.mdl
  • meag: fix z-fighting in classic renderer (/gl_brushmodel_polygonoffset not taking effect)
  • meag: /gl_mipmap_viewmodels was affecting some non-viewmodel aliasmodels
  • meag: Textures not loaded correctly when driver didn't support NPOT textures
  • meag: Lightmap rendering fixed in OpenGL 1.1 (3.1 bug...)
  • meag: Texture filtering wasn't being explicitly set on non-mipmap textures
  • meag: Lightmap format/type chosen from GL_RGBA/GL_BGRA & GL_UNSIGNED_BYTE/GL_UNSIGNED_INT_8_8_8_8_REV depending on device preferences (requires OpenGL 4.3 or necessary OpenGL extensions)
  • meag: /dev_gfxlightmapbenchmark measures various formats to compare performance on device preference vs other options
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)

Hopefully fixed (waiting for feedback)

  • blood_dog: still getting border on simple items in linux (same issue as using nquake & lordlame's config?)
  • dirtbox: related out of memory error when trying to connect to server (can't get this to happen, but fixed some memory leaks and memory usage should now be much lower)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • ciscon: gl_textureless caused black textures (can't immediately replicate)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Change-log

alpha9

  • ciscon: "Error: Cache_Free: not allocated" on hoppa2 (when heapsize specified and too low)
  • lord reven: line from top-left of screen when on menu and cursor texture not available
  • gl_textureless has no effect when using buffers in classic renderer
  • border on simple items in classic renderer (especially when using low-resolution images)
  • added gl_scaleModelSimpleTextures to control simple item sprites independently of aliasmodels/players when gl_simpleitems enabled
  • hud rendering issue when not exclusively images
  • added /gl_scaleModelSimpleTextures to control scaling of simple textures vs standard model textures

alpha8

  • dev/lordlame/others: old bug, hopefully the atlas filling up won't corrupt the hud anymore
  • GL_POLYGON renderering removed from classic
  • Should include all changes in 3.1-rc2 (possible regression bugs in this version during rebase)

alpha7

  • ciscon: bugfix: telesplash effect is delayed (r_telesplash 1, classic not qmb) - limits on particle count/type stopped all standard particles being drawn as telesplash uses 896 each
  • ciscon: bugfix: gl_max_size changes overwritten during vid_restart (resets back to hardware maximum)
  • blood_dog: aerowalk teleport exit displayed as turb surface
  • meag: bugfix: vid_framebuffer broken
  • meag: invalidate particle texture array on shutdown
  • meag: bugfix: where switching renderer caused memory corruption in turb surfaces
  • meag: optimise rendering of turb surfaces in classic (non-glsl) renderer

alpha6

  • nigve: sizing & right-alignment of hud elements using large fonts was broken
  • meag: potential memory corruption bug when expiring old particles (classic particle system) - caused crashes, might be cause of bugs reported by bps
  • meag: lots of code moved around to support renderer selection at compilation time, and support future renderer options. still more to do
  • meag: renderer states collected together, standard definitions.
  • meag: powerup shells now supported on md3 models
  • meag: md3 viewmodel size is consistent with .mdl
  • meag: powerup shells sizes no longer changes depending on the model being drawn
  • meag: turb surfaces in modern no longer subdivided
  • meag: memory usage for 3d sprites drastically reduced
  • meag: potential hud corruption when using alignment functions and string truncated

3.5.alpha8: renderer update continues

12 Aug 20:04
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Pre-release

alpha8 (Sunday 12th August 2018)

  • dev/lordlame/others: corrupt hud images once atlas full
  • GL_POLYGON renderering removed from classic
  • Should include all changes in 3.1-rc2 (possible regression bugs in this version during rebase)

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

  • blood_dog: still getting border on simple items in linux (same issue as using nquake & lordlame's config?)
  • ciscon: "Error: Cache_Free: not allocated" on hoppa2 (when heapsize specified and too low)
  • lord reven: line from top-left of screen when on menu and cursor texture not available
  • gl_textureless has no effect when using buffers in classic renderer
  • border on simple items in classic renderer (especially when using low-resolution images)
  • added gl_scaleModelSimpleTextures to control simple item sprites independently of aliasmodels/players when gl_simpleitems enabled
  • hud rendering issue when not exclusively images
  • added /gl_scaleModelSimpleTextures to control scaling of simple textures vs standard model textures
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1) (dev reports that mur has same issue)
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system
  • lord reven: rendering issues (need to check what version being used etc - looks like luma textures being renderered incorrectly)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)

Hopefully fixed (waiting for feedback)

  • dev: "sometimes the hud goes weird" (hoping this was atlas corruption fixed in alpha8)
  • dirtbox: related out of memory error when trying to connect to server (can't get this to happen, but fixed some memory leaks and memory usage should now be much lower)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • ciscon: gl_textureless caused black textures (can't immediately replicate)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Change-log

alpha8

  • dev/lordlame/others: old bug, hopefully the atlas filling up won't corrupt the hud anymore
  • GL_POLYGON renderering removed from classic
  • Should include all changes in 3.1-rc2 (possible regression bugs in this version during rebase)

alpha7

  • ciscon: bugfix: telesplash effect is delayed (r_telesplash 1, classic not qmb) - limits on particle count/type stopped all standard particles being drawn as telesplash uses 896 each
  • ciscon: bugfix: gl_max_size changes overwritten during vid_restart (resets back to hardware maximum)
  • blood_dog: aerowalk teleport exit displayed as turb surface
  • meag: bugfix: vid_framebuffer broken
  • meag: invalidate particle texture array on shutdown
  • meag: bugfix: where switching renderer caused memory corruption in turb surfaces
  • meag: optimise rendering of turb surfaces in classic (non-glsl) renderer

alpha6

  • nigve: sizing & right-alignment of hud elements using large fonts was broken
  • meag: potential memory corruption bug when expiring old particles (classic particle system) - caused crashes, might be cause of bugs reported by bps
  • meag: lots of code moved around to support renderer selection at compilation time, and support future renderer options. still more to do
  • meag: renderer states collected together, standard definitions.
  • meag: powerup shells now supported on md3 models
  • meag: md3 viewmodel size is consistent with .mdl
  • meag: powerup shells sizes no longer changes depending on the model being drawn
  • meag: turb surfaces in modern no longer subdivided
  • meag: memory usage for 3d sprites drastically reduced
  • meag: potential hud corruption when using alignment functions and string truncated

3.5.alpha7: Renderer update

11 Aug 21:43
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Pre-release

Quick update to alpha6 to fix some of the more obvious bugs reported.

Have been moving code around a lot to try and make rendering state generic so we can add other renderers (have started on Vulkan but there's a lot of work to do before that's viable, so don't get excited)

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

alpha7

  • dev/lordlame/others: old bug, hopefully the atlas filling up won't corrupt the hud anymore
  • meag: classic no longer uses GL_POLYGON

alpha6

  • ciscon: gl_textureless caused black textures (can't immediately replicate)

alpha4

  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • nigve: 'q' in tracker isn't blue anymore
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • blood_dog: still getting border on simple items in linux (... cannot replicate)
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dev: "sometimes the hud goes weird" (looks like atlas corruption?)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Change-log

alpha7

  • ciscon: bugfix: telesplash effect is delayed (r_telesplash 1, classic not qmb) - limits on particle count/type stopped all standard particles being drawn as telesplash uses 896 each
  • ciscon: bugfix: gl_max_size changes overwritten during vid_restart (resets back to hardware maximum)
  • blood_dog: aerowalk teleport exit displayed as turb surface
  • meag: bugfix: vid_framebuffer broken
  • meag: invalidate particle texture array on shutdown
  • meag: bugfix: where switching renderer caused memory corruption in turb surfaces
  • meag: optimise rendering of turb surfaces in classic (non-glsl) renderer

alpha6

  • nigve: sizing & right-alignment of hud elements using large fonts was broken
  • meag: potential memory corruption bug when expiring old particles (classic particle system) - caused crashes, might be cause of bugs reported by bps
  • meag: lots of code moved around to support renderer selection at compilation time, and support future renderer options. still more to do
  • meag: renderer states collected together, standard definitions.
  • meag: powerup shells now supported on md3 models
  • meag: md3 viewmodel size is consistent with .mdl
  • meag: powerup shells sizes no longer changes depending on the model being drawn
  • meag: turb surfaces in modern no longer subdivided
  • meag: memory usage for 3d sprites drastically reduced
  • meag: potential hud corruption when using alignment functions and string truncated

Hoping this fixes:

  • dirtbox: related out of memory error when trying to connect to server (happened on stream)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue in alpha6)

3.5.alpha6: Renderer update

09 Aug 13:49
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Pre-release

Have been moving code around a lot to try and make rendering state generic so we can add other renderers (have started on Vulkan but there's a lot of work to do before that's viable, so don't get excited)

Hopefully less of a memory hog, I'm still trying to get to the bottom of the atlas/hud corruption problem which I can't make happen even following the steps people seem to take when it happens to them on stream. If it's still an issue I'll have to add heaps of logging and ask people with that problem to specifically debug.

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

alpha4

  • blood_dog: the aerowalk airvent texture, and the tele exit texture, seem paler/brighter (compare to old?.. haven't looked at this)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • nigve: 'q' in tracker isn't blue anymore
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system

alpha6

  • ciscon: telesplash effect is delayed (r_telesplash 1, classic not qmb) - limits on particle count/type stopped all standard particles being drawn as telesplash uses 896 each
  • ciscon: gl_max_size changes overwritten during vid_restart (resets back to hardware maximum)
  • ciscon: gl_textureless caused black textures (can't immediately replicate)
  • meag: vid_framebuffer broken
  • meag: invalidate particle texture array on shutdown

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • blood_dog: still getting border on simple items in linux (... cannot replicate)
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dev: "sometimes the hud goes weird" (looks like atlas corruption?)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • russ: at certain point gets all-black textures and needs to restart (was using alpha1 - could have been ciscon's map-with-no-sky issue?) (... cannot replicate)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Changes in this version compared to 3.5-alpha4

  • nigve: sizing & right-alignment of hud elements using large fonts was broken
  • meag: potential memory corruption bug when expiring old particles (classic particle system) - caused crashes, might be cause of bugs reported by bps
  • meag: lots of code moved around to support renderer selection at compilation time, and support future renderer options. still more to do
  • meag: renderer states collected together, standard definitions.
  • meag: powerup shells now supported on md3 models
  • meag: md3 viewmodel size is consistent with .mdl
  • meag: powerup shells sizes no longer changes depending on the model being drawn
  • meag: turb surfaces in modern no longer subdivided
  • meag: memory usage for 3d sprites drastically reduced
  • meag: potential hud corruption when using alignment functions and string truncated

Hoping this fixes:

  • dirtbox: related out of memory error when trying to connect to server (happened on stream)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue)

3.5.alpha4: renderer update

28 Jun 18:46
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Pre-release

Sadly progress on this is slowing to a halt, the buglist is simply aging as I can't replicate a lot of bugs people are reporting. At this moment it doesn't look like this will ever become part of an official ezquake version.

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
    • dirtbox: related out of memory error when trying to connect to server (happened on stream)
  • bps: crash during dm2 game ("was maybe the last second of a dm2 game") (... cannot replicate)
  • blood_dog: still getting border on simple items in linux (... cannot replicate)
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dev: "sometimes the hud goes weird" (looks like atlas corruption?)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: on vid_renderer 0, rockets appear black (is ok on vid_renderer 1) - is using cl_r2g... /gl_vertex_lighting 1? (... cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • russ: at certain point gets all-black textures and needs to restart (was using alpha1 - could have been ciscon's map-with-no-sky issue?) (... cannot replicate)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Others

  • nigve: 'q' in tracker isn't blue anymore
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system
  • blood_dog: the aerowalk airvent texture, and the tele exit texture, seem paler/brighter (compare to old?.. haven't looked at this)

Changes in 3.6 or whatever I call the next version

  • nigve: right-alignment of hud elements using large fonts was broken
  • meag: lots of code moved around to support renderer selection at compilation time, and support future renderer options. still more to do
  • meag: renderer states collected together,
  • meag: powerup shells now supported on md3 models
  • meag: md3 viewmodel size is consistent with .mdl
  • meag: powerup shells sizes no longer changes depending on the model being drawn
  • meag: turb surfaces in modern no longer subdivided
  • meag: memory usage for 3d sprites drastically reduced
  • meag: potential hud corruption when using alignment functions and string truncated

Reported issues hopefully fixed in this version

  • blood_dog, trygve: scr_teaminfo_scale broken, teaminfo appears in incorrect location and size. If possible use hud_teaminfo in the meantime
  • ciscon: "with 3.5 the out of console say command truncates the text into a ~"
  • ciscon: example given where team skins were not set correctly (... cannot replicate, waiting for demo)
  • ciscon: hud elements in wrong locations (newhud) - groups weren't registered
  • ciscon: rendering broken on intel graphics cards, any mesa-rendering on virtual machines
  • meag: ci flags are not drawn correctly (skewed, final point off-screen)
  • meag: gl_caustics 1 on classic - weapon skins and lightmaps corrupt after going underwater
  • meag: vid_restart from classic > modern > classic could cause null pointer access
  • meag: jisse.cfg, telesplash effect can be left at source teleport?
  • meag: classic: shadows can be rendered in incorrect locations
  • meag: reduced base memory usage by 128MB

3.5.alpha3: Renderer update continues...

16 May 17:14
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READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
    • dirtbox: related out of memory error when trying to connect to server (happened on stream)
    • reduced base memory usage by 128MB
  • bps: crash during dm2 game ("was maybe the last second of a dm2 game") (... cannot replicate)
  • blood_dog: still getting border on simple items in linux (... cannot replicate)
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dev: "sometimes the hud goes weird" (looks like atlas corruption?)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: on vid_renderer 0, rockets appear black (is ok on vid_renderer 1) - is using cl_r2g... /gl_vertex_lighting 1? (... cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • russ: at certain point gets all-black textures and needs to restart (was using alpha1 - could have been ciscon's map-with-no-sky issue?) (... cannot replicate)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Others

  • blood_dog, trygve: scr_teaminfo_scale broken, teaminfo appears in incorrect location and size. If possible use hud_teaminfo in the meantime
  • blood_dog: the aerowalk airvent texture, and the tele exit texture, seem paler/brighter (compare to old?.. haven't looked at this)
  • ciscon: "with 3.5 the out of console say command truncates the text into a ~"
  • ciscon: example given where team skins were not set correctly (... cannot replicate, waiting for demo)
  • ciscon: hud elements in wrong locations (newhud) - groups weren't registered
  • ciscon: rendering broken on intel graphics cards, any mesa-rendering on virtual machines
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system
  • meag: ci flags are not drawn correctly (skewed, final point off-screen)
  • meag: gl_caustics 1 on classic - weapon skins and lightmaps corrupt after going underwater
  • meag: vid_restart from classic > modern > classic could cause null pointer access
  • meag: jisse.cfg, telesplash effect can be left at source teleport?
  • meag: classic: shadows can be rendered in incorrect locations

Reported issues hopefully fixed in this version

  • blood_dog: scr_teaminfo/hud_teaminfo text can overlap allocated space
  • bps: hud rendering issue (framebuffer issue)
  • ciscon: corrupt timedemo in classic mode
  • ciscon: no outlines in vid_renderer 0
  • ciscon: 'ghost' outlines when firing grenades (asdf2, low-fps playback)
  • ciscon: cursor image blocky (.lmp image)... corrupt cursor.lmp, have replaced the version in media repo
  • ciscon/blood_dog: white line in corner of simple item (blood_dog reports he sees this on linux only not windows) (initialise full sprite texture data with 0-alpha black)
  • ciscon: 'green' around particles in demo config (same as simple item white line bug)
  • ciscon: black simple items when loading pinion2 map (had no sky texture which led to unbinding array without updating internal view of opengl state)
  • ciscon: /gl_lightmode 0 makes world darker in modern, should be lighter
  • macisum: /r_tracker_images_scale, not being taken into account?
  • raket: textbox background has gaps (gl_draw.c/Draw_TextBox)
  • trygve: fps disappears from hud (can see element in hud_editor, but no content in-game) ... hud_fps_item_opacity wasn't working in older versions...