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Releases: meag/ezquake-source

Latest build of 'master' branch

13 Nov 10:03
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Pre-release

Changes in 3.6

3.6 merges 3.2 and the un-released 3.5 - changes listed here are relative to those versions.

(if viewing on github, download links are at bottom of page)

Bugs affecting older clients

  • Fix crash to desktop when finding best routes to server and number of proxies too high (old bug, also fixed in 3.5-alpha24 and 3.2.1)
  • Don't draw hud/console, then full console background then server browser (old)
  • Skip rendering glyphs for spaces when the line has been turned red (old, affected server browser)
  • -gamma command line option now sets /gl_gamma default, rather than also setting the gamma adjustment on some in-game textures (old, very old)
  • /gl_detpacklights now controls if coronas created on detpacks in TF (very old bug, reported by Trickle)
  • /packet command is now only blocked when active on server (old bug)
  • /scr_newhud elements are hidden when free-floating in spectator mode (old, thanks to hemostx)
  • /scr_autoid only shows extended info when in mvd playback (old)
  • Fixed bug causing read-only file handle to config being kept open, preventing backup from being taken (old bug)
  • Fixed bug causing MVD-stats code to cause /tp_loadloc to effectively always be forced to 1 (old bug)
  • Fixed bug causing buffer-overrun if loading a corrupt/truncated .wav file (old bug)
  • Fixed bug causing buffer-overrun if loading a .mdl file with invalid vertex indexes (old bug, reported by Pulseczar1)
  • Fixed bug causing rcon timestamps to be truncated when using /cl_crypt_rcon and server has /sv_timestamplen set (old bug)
  • Fixed bug causing stats hud display to be incorrect if cl_mvdisplayhud not set to 1 and multiview inset view enabled (old bug)
  • Fixed bug causing crash to desktop if invalid .png found (now be told of path before terminating, still not great) (old bug, QW-Group#317)
  • Fixed bug causing radar texture to wrap edges (old bug, QW-Group#424, reported by hemostx)
  • Fixed bug causing gunshot positions on radar to always be displayed around the origin (old bug, QW-Group#425, reported by hemostx)
  • Fixed bug causing sky surfaces on submodels to not be drawn as skybox, if loaded (old bug)
  • Fixed bug causing program to terminate when recording demo and next packetsize exceeded limits (old bug)
  • Fixed bug causing spectator issue when tracking player on server, reconnecting and then tracking again (old bug)
  • Fixed bug causing show net to not show valid information when playing back .qwd files (old bug)
  • Fixed bug causing 'crouch' step-smoothing to kick in when respawning at a (very) nearby spawn point (old bug)
  • Fixed bug causing player to suddenly rotate when game was unpaused as mouse movement during pause suddenly took effect (old bug)
  • Fixed bug causing other players to move around on screen when game is paused (old bug)
  • Fixed bug causing /cl_earlypackets to cause frames to be rendered at teleport entrance position but player pointing at teleport exit angle (old bug)
  • Fixed bug causing parts of the screen covered by turb surfaces to not be redrawn when translucent with no map support (QW-Group#473, old bug, reported by HangTime)
  • Fixed bug causing writing to invalid memory when buffer overflows when printing string (very old bug)
  • Fixed bug causing client to keep reading from stream after /map <mapname> while connected to QTV (linked to QW-Group#488, reported by HangTime)
  • Fixed bug causing client to prioritise player with userid in name rather than the userid in /track, /ignore, /unignore (affected autotrack - reported by andeh, exploited by an1k vs userID 1 henu)
  • Fixed bug causing client to receive playerinfo packet before knowing which protocol extensions are enabled when using /cl_delay_packet on local server (QW-Group#488, reported by pattah)
  • Fixed bug causing fps to affect /cl_yawspeed/+left/+right commands (keyboard turning) (old bug, QW-Group#550, reported by veganaize)
  • Fixed bug causing missing entities when playing back demos recorded in FTE (old bug, QW-Group#551, reported by lordee)
  • Fixed bug causing toggling /gl_no24bit 1 => 0 causing maximum of a single QMB particle (old bug, QW-Group#604, reported by hemostx)
  • Fixed bug causing frag-message highlighting of normal messages if name at start of line (very old bug, reported by qqshka QW-Group#623)
  • Fixed bugs causing access of invalid memory when loading corrupt .bsp files (very old bugs, reported by mmmds, QW-Group#615)
  • Fixed bug causing /gl_particle_gibtrails 1 to turn classic blood trails following gibs into rocket smoke (very old bug, reported by hemostx, QW-Group#614)
  • Translucent models are first drawn with a z-pass, to stop overdraw affecting level of translucency
  • Fixed bug causing /hud_bar_armor to display outside bounds when armor value > 100 (affects ctf - QW-Group#651, reported & fixed by dsvensson)
  • Fixed bug causing copy-to-clipboard from server-browser popup on non-Windows systems to not copy to system clipboard (thanks to dev)
  • Fixed reading from pipe on posix systems (thanks to qqskha)
  • Fix invalid protocol adjustments when using NQ progs.dat and /sv_bigcoords 1

Bugs which affected 3.x

  • Space prefix in console didn't send remaining text as chat (3.2 bug, reported by ciscon, BLooD_DoG & VVD)
  • Fixed bug causing multiple item timers to spawn when using /demo_jump (3.2 bug, reported by Milton)
  • Fixed bug causing team & player sorting to be different (3.2 bug)
  • Fixed bug causing keypad binds to be executed in console when /cl_keypad 1 set, also enter key is treated as return in console (QW-Group#319, 3.2 bug)
  • Fixed bug causing mouse wheel start & stop events to be fired in the same frame (3.x bug, QW-Group#200)
  • Fixed bug causing friendly/enemy teams to switch mid-demo when using teamlock 1 (3.2 bug)
  • Fixed bug causing score_enemy/score_difference hud elements to use next player depending on sort rules, rather than best opponent (QW-Group#469, 3.2 bug, reported by doomie)
  • Fixed bug causing "Unset entity number" message & program termination as entnum overwritten from local baselines after avoiding buffer overflow in previous frame (reported during sdCup2 on Discord)
  • Fixed bug causing /cl_mvinsetcrosshair 1 crosshair to not move with the inset view (QW-Group#462, 3.2 bug, reported by ptdev)
  • Fixed bug causing /scr_cursor_iconoffset_x & /scr_cursor_iconoffset_y to have no effect (3.x bug, fix by ciscon)
  • Fixed bug causing /in_raw 0 to produce no mouse input in-game on MacOS
  • Workaround applied to show players when playing back demos using FTE model extensions where player index >= 256 (3.1+ bug (no support in older clients), QW-Group#551, reported by lordee)
  • Fixed /demo_jump_mark not working if /demo_jump_rewind not set
  • Horizontal field of view limit has increased to 165 (screen ratio adjustment previously limited this to 127 on 16:9) (QW-Group#389, 3.0 issue)
  • Fixed bug causing /cl_curlybraces to affect general parsing (3.1 bug after workaround in 2009, QW-Group#640, reported by raket/fix)
  • Fixed bug causing restore of window which already had input focus (affects linux/macos, thanks to ciscon)

Bugs which affected 3.5 (typically related to renderer rewrite)

  • When using non-desktop resolution and running fullscreen, image was cropped (3.5 bug, reported by bgnr)
  • HUD renders circles again (affects speed2, radar, itemsclock with certain settings) (3.5 bug, reported by numerous people)
  • Fixed visual artifact around classic particles in classic OpenGL (3.5 bug, reported by hemostick)
  • OpenGL viewport state invalidated if window is resized (3.5 bug, reported by blindcant)
  • NULL pointer dereference if OpenGL implementation didn't support buffers (3.5 bug)
  • Corrupt lightmap rendering when lots of options enabled for world-drawing GLSL (3.5 bug)
  • Gamma adjustment on screenshots led to them being colored incorrectly (3.1/3.5 bug re-introduced during merge)
  • Stop levelshot (console background) from potentially being deleted too early (3.5 bug)
  • /gl_texturemode doesn't affect the texture used for framebuffers (3.5 bug, reported by hemostx)
  • When using scaled framebuffer, mouse cursor co-ordinates are incorrect (3.5 bug, reported by hemostx)
  • When using scaled framebuffer, screenshots use correct dimensions (3.5 bug, reported by hemostx)
  • When using 2d&3d framebuffers, world-view was being over-written during 2d draw (3.5 bug, reported by hemostx)
  • Fix rendering of fullbright textures that aren't luma/external-32bit textures (3.5 bug, reported by ciscon & lurq)
  • /gl_textureless 1 on glsl path in classic renderer caused bmodel entities to be rendered textureless (3.5 bug, reported by hemostx)
  • /gl_outline 2 fixed (3.5 bug, reported by fourier)
  • /gl_shaftlight 0 fixed on glsl path in classic renderer (3.5 bug, reported by maniac)
  • /r_dynamic 2 was calculating too many lightmaps (3.5 bug, reported by ciscon)
  • /gl_no24bit wasn't disabling loading external textures (3.5 bug, kind of reported by hemostx, QW-Group#601)
  • Fixed bug causing invalid texture references to be used if /vid_restart issued while disconnected (3.5 bug)
  • Fixed bug causing oblique particles if sprite array dimensions were unmatched (width != height) (3.5 bug - reported by ciscon)
  • Fixed bug causing flashblend to render as transparent if sprite array dimensions were unmatched (width != height) (3.5 bug - reported by ciscon)
  • Fixed bug causing /gl_brush_polygonoffset not to work in modern-glsl renderer (3.5 bug, QW-Group#404)
  • Fixed bug causing powerup shell to not obey /r_lerpframes when aliasmodel VAO already bound pre-draw (3.5 bug, QW-Group#421)
  • Fixed bug causing sky surfaces on submodels to be displayed without z-buffer enabled (3.5 bug, QW-Group#426, reported by Pulseczar1)
  • Fixed bug causing submodels to not be displayed if only surfaces visible were sky textures (3.5 bug)
  • Fixed bug causing corrupt rendering if HUD contained lines but no images (3.5 bug)
  • Fixed bug causing corrupt HUD rendering until GLSL HUD enabled or enabled but disabled and then r_smooth option disabled (3.5 bug)
  • Fixed bug causing crash with old-hud rendering and r_damagestats enabled (3.5 bug,...
Read more

ezQuake 3.5-alpha24

09 May 22:29
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ezQuake 3.5-alpha24 Pre-release
Pre-release

READ FIRST

DEVELOPMENT OF 3.5 has now ended, please use 3.6

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Official changelog and individual 3.5 version changelogs moved to here

Lots of changes to classic in this version - started adding GLSL rendering to classic renderer for instance, it also uses texture arrays for lightmaps. Might have more issues on particular cards or configs than usual.

Changes/fixes in latest release

  • /sb_findroutes crashed client with increased number of proxies

Todo list for next build

  • meag: lightmaps set incorrectly if caustics enabled in classic
  • ciscon: @meag hud_speed2 no longer has colored meter
  • VVD: [VVD: ezq 3.5 alpha20 can't restore correct resolution after alt+enter 2 times VVD: help only: vid_framebuffer 1 vid_framebuffer_scale 2 vid_restart vid_framebuffer_scale 1 VVD: from window to fullscreen VVD: or set vid_framebuffer_scale 2 before ALT+Enter and vid_framebuffer_scale 1 after (with vid_framebuffer 1)
  • r_viewmodellastfired - bugged in earlier versions when going to next map, in 3.5 renders a corrupt axe (root cause should have been fixed in 3.2)
  • dirtbox: "i don't think cfg_backup 1 is working ezQuake 3.5 alpha"
  • dopeskillz: reports crashes when viewing qtv, nothing to replicate so far, looking into it
  • hangtime: quadglow disappears when very close to quad
  • dog_sacrifice: when i use the chat window to chat instead of the console it is also shifted around from 3.1 to 3.5 and it does this weird thing where it moves down each message
  • fgh: no menu options when loading
  • fgh: no text until cfg_load
  • fgh: black textures (despite map, but not all the time)
  • mushi: viewsize 80 etc looks odd (border not cleared - tracked down to a missing backtile image... should clear to black in this case)
  • ciscon: so it appears if i switch to the new renderer and then back i get twice the framerate with the old renderer (or just a vid_restart it would seem)
  • ciscon: if you're using the nquake pk3, gamma breaks unless you set /gl_luma_textures 0
  • ciscon: fyi, flashblend breaks on the individual glsl/std builds if the new particle engine isn't initialized and the individual explosion images don't exist
  • ciscon: on race14 /r_dynamic 2 is slower than /r_dynamic 1 (no short-circuiting of large surfaces?)
  • ciscon/r00k: /gl_powerupshells_cull to place the powerupshell behind the model
  • praxismo: join dm2 server as observer, vid_restart, black bars at top of screen (viewsize?)
  • fourier: also somehow my ups indicator in the middle of the screen just disappeared
  • meag: hall of mirrors effect in antemple.bsp
  • meag: downloading map from server now creates directory rather than a file
  • petska: "I got some random crashes with ezquake-std.exe after trying to connect to any server. Sometimes it can be 3 times in a row"
  • VVD: reports of increased input lag in 3.5 vs 3.1... might be cheaper to just buy & send him a new computer
  • investigate item_opacity on hud elements - this wasn't always followed, but seemed to define the opacity of non-text items (the speed bar as an example) - utilised by nquake so should keep using
  • .md3 shader support (keep very basic for now, maybe just blending modes)

Todo list (4.0-alpha)

  • .md3 vertex/colored lighting etc as normal
  • hazeus: look into progs/v_bat.mdl & r_lerpmuzzlehack... only lerp points which are always in front of the player?
  • stop switching programs when drawing different hud elements (especially circles/lines)
  • stop switching back to immediate mode at end of each program call in classic
  • complete classic .glsl rendering path, allow -noimmediate
    • Alpha chains
    • HUD: Circles
    • GLC_RenderFramebuffers
    • MD3 Rendering
    • MD3 Powerup shell
    • Bloom effect
    • GLC_PolyBlend
    • GLC_BrightenScreen
    • GLC_DrawSky() (various?)
    • GLC_DrawMapOutline()
    • DrawGLPoly() (what else uses this?)
    • GLC_EmitWaterPoly() - only called when *model, find example
  • OpenGL 3.2 support (update v120 shaders, ask for core on OSX)
  • bloom functionality in glsl
  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd and seen demo showing example, happened once on watching demo bug cannot reliably replicate - could have been the GL_BindTextures() bug?
  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)
  • core profile rendering broken on AMD (narrowed it down to draw_world)

4.0 complete

  • convert .mdl/.md3/.bsp-items to a common model format
  • vertex/colored lighting in .glsl
  • complete reading user interface from json
  • complete new threading model for server browser

4.1

  • multiple huds per config
  • old-hud should be subset of new-hud rendering
  • customisable scoreboards
  • customise the location of multiview windows
  • look again at gpu-culling of scene, pre-building list of surfaces per vis-area
  • look again at deferred shading

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - was .wad font only)
  • bps: crash on last seconds of dm2 (particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... could not replicate but alpha16 fixed bug in GL_BindTextures() call)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • dopeskillz: "gl_picmip is broken" (cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (cannot replicate)

ezQuake 3.5-alpha23

20 Mar 07:37
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ezQuake 3.5-alpha23 Pre-release
Pre-release

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Official changelog and individual 3.5 version changelogs moved to here

Lots of changes to classic in this version - started adding GLSL rendering to classic renderer for instance, it also uses texture arrays for lightmaps. Might have more issues on particular cards or configs than usual.

Changes/fixes in latest release

(please use version 3.5-alpha23.1, just incase - earlier version truncated at character 128 instead)

  • bps/people-playing-with-vvd: fix infinite loop when console notify area had character 128.
  • Added BLooD_DoG's change to add LG as option to /hud_frags_extra_spec_info

Todo list for next build

  • meag: lightmaps set incorrectly if caustics enabled in classic
  • ciscon: @meag hud_speed2 no longer has colored meter
  • VVD: [VVD: ezq 3.5 alpha20 can't restore correct resolution after alt+enter 2 times VVD: help only: vid_framebuffer 1 vid_framebuffer_scale 2 vid_restart vid_framebuffer_scale 1 VVD: from window to fullscreen VVD: or set vid_framebuffer_scale 2 before ALT+Enter and vid_framebuffer_scale 1 after (with vid_framebuffer 1)
  • r_viewmodellastfired - bugged in earlier versions when going to next map, in 3.5 renders a corrupt axe (root cause should have been fixed in 3.2)
  • mushi: viewsize 80 etc looks odd (border not cleared - tracked down to a missing backtile image... should clear to black in this case)
  • ciscon: so it appears if i switch to the new renderer and then back i get twice the framerate with the old renderer (or just a vid_restart it would seem)
  • ciscon: if you're using the nquake pk3, gamma breaks unless you set /gl_luma_textures 0
  • ciscon: fyi, flashblend breaks on the individual glsl/std builds if the new particle engine isn't initialized and the individual explosion images don't exist
  • ciscon: on race14 /r_dynamic 2 is slower than /r_dynamic 1 (no short-circuiting of large surfaces?)
  • ciscon/r00k: /gl_powerupshells_cull to place the powerupshell behind the model
  • dirtbox: "i don't think cfg_backup 1 is working ezQuake 3.5 alpha"
  • dopeskillz: reports crashes when viewing qtv, nothing to replicate so far, looking into it
  • praxismo: join dm2 server as observer, vid_restart, black bars at top of screen (viewsize?)
  • dog_sacrifice: when i use the chat window to chat instead of the console it is also shifted around from 3.1 to 3.5 and it does this weird thing where it moves down each message
  • fgh: no menu options when loading
  • fgh: no text until cfg_load
  • fgh: black textures (despite map, but not all the time)
  • fourier: also somehow my ups indicator in the middle of the screen just disappeared
  • hangtime: quadglow disappears when very close to quad
  • meag: hall of mirrors effect in antemple.bsp
  • meag: downloading map from server now creates directory rather than a file
  • petska: "I got some random crashes with ezquake-std.exe after trying to connect to any server. Sometimes it can be 3 times in a row"
  • VVD: reports of increased input lag in 3.5 vs 3.1... might be cheaper to just buy & send him a new computer
  • investigate item_opacity on hud elements - this wasn't always followed, but seemed to define the opacity of non-text items (the speed bar as an example) - utilised by nquake so should keep using
  • .md3 shader support (keep very basic for now, maybe just blending modes)

Todo list (4.0-alpha)

  • .md3 vertex/colored lighting etc as normal
  • hazeus: look into progs/v_bat.mdl & r_lerpmuzzlehack... only lerp points which are always in front of the player?
  • stop switching programs when drawing different hud elements (especially circles/lines)
  • stop switching back to immediate mode at end of each program call in classic
  • complete classic .glsl rendering path, allow -noimmediate
    • Alpha chains
    • HUD: Circles
    • GLC_RenderFramebuffers
    • MD3 Rendering
    • MD3 Powerup shell
    • Bloom effect
    • GLC_PolyBlend
    • GLC_BrightenScreen
    • GLC_DrawSky() (various?)
    • GLC_DrawMapOutline()
    • DrawGLPoly() (what else uses this?)
    • GLC_EmitWaterPoly() - only called when *model, find example
  • OpenGL 3.2 support (update v120 shaders, ask for core on OSX)
  • bloom functionality in glsl
  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd and seen demo showing example, happened once on watching demo bug cannot reliably replicate - could have been the GL_BindTextures() bug?
  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)
  • core profile rendering broken on AMD (narrowed it down to draw_world)

4.0 complete

  • convert .mdl/.md3/.bsp-items to a common model format
  • vertex/colored lighting in .glsl
  • complete reading user interface from json
  • complete new threading model for server browser

4.1

  • multiple huds per config
  • old-hud should be subset of new-hud rendering
  • customisable scoreboards
  • customise the location of multiview windows
  • look again at gpu-culling of scene, pre-building list of surfaces per vis-area
  • look again at deferred shading

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - was .wad font only)
  • bps: crash on last seconds of dm2 (particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... could not replicate but alpha16 fixed bug in GL_BindTextures() call)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • dopeskillz: "gl_picmip is broken" (cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (cannot replicate)

ezQuake 3.5-alpha22

26 Feb 19:58
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ezQuake 3.5-alpha22 Pre-release
Pre-release

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Official changelog and individual 3.5 version changelogs moved to here

Lots of changes to classic in this version - started adding GLSL rendering to classic renderer for instance, it also uses texture arrays for lightmaps. Might have more issues on particular cards or configs than usual.

Changes/fixes in latest release

  • dog_sacrifice: in 3.5 does the text wrap on hud_notify not work?
  • fourier: known bug about Russian text not rendered(when trying to input it) in 3.5a20?
  • meag: fixed bug where state not fully reset on vid_restart
  • toma: added two new itemclock styles
  • blood_dog: fix potential memory corruption (thanks to Spike for the fix)
  • teamfortress: block r_skincolormode working on TF or other server with skin/color forcing enabled
  • teamfortress: color in scoreboard is set based on team name if on TF server (team renaming not supported)

Todo list for next build

  • mushi: viewsize 80 etc looks odd (border not cleared - tracked down to a missing backtile image... should clear to black in this case)
  • ciscon: @meag hud_speed2 no longer has colored meter
  • ciscon: so it appears if i switch to the new renderer and then back i get twice the framerate with the old renderer (or just a vid_restart it would seem)
  • ciscon: if you're using the nquake pk3, gamma breaks unless you set /gl_luma_textures 0
  • ciscon: fyi, flashblend breaks on the individual glsl/std builds if the new particle engine isn't initialized and the individual explosion images don't exist
  • ciscon: on race14 /r_dynamic 2 is slower than /r_dynamic 1 (no short-circuiting of large surfaces?)
  • ciscon/r00k: /gl_powerupshells_cull to place the powerupshell behind the model
  • dirtbox: "i don't think cfg_backup 1 is working ezQuake 3.5 alpha"
  • dopeskillz: reports crashes when viewing qtv, nothing to replicate so far, looking into it
  • praxismo: join dm2 server as observer, vid_restart, black bars at top of screen (viewsize?)
  • dog_sacrifice: when i use the chat window to chat instead of the console it is also shifted around from 3.1 to 3.5 and it does this weird thing where it moves down each message
  • fgh: no menu options when loading
  • fgh: no text until cfg_load
  • fgh: black textures (despite map, but not all the time)
  • fourier: also somehow my ups indicator in the middle of the screen just disappeared
  • hangtime: quadglow disappears when very close to quad
  • meag: hall of mirrors effect in antemple.bsp
  • meag: downloading map from server now creates directory rather than a file
  • petska: "I got some random crashes with ezquake-std.exe after trying to connect to any server. Sometimes it can be 3 times in a row"
  • VVD: reports of increased input lag in 3.5 vs 3.1... might be cheaper to just buy & send him a new computer
  • VVD: [VVD: ezq 3.5 alpha20 can't restore correct resolution after alt+enter 2 times VVD: help only: vid_framebuffer 1 vid_framebuffer_scale 2 vid_restart vid_framebuffer_scale 1 VVD: from window to fullscreen VVD: or set vid_framebuffer_scale 2 before ALT+Enter and vid_framebuffer_scale 1 after (with vid_framebuffer 1)
  • r_viewmodellastfired - bugged in earlier versions when going to next map, in 3.5 renders a corrupt axe
  • investigate item_opacity on hud elements - this wasn't always followed, but seemed to define the opacity of non-text items (the speed bar as an example) - utilised by nquake so should keep using
  • .md3 shader support (keep very basic for now, maybe just blending modes)

Todo list (4.0-alpha)

  • .md3 vertex/colored lighting etc as normal
  • hazeus: look into progs/v_bat.mdl & r_lerpmuzzlehack... only lerp points which are always in front of the player?
  • stop switching programs when drawing different hud elements (especially circles/lines)
  • stop switching back to immediate mode at end of each program call in classic
  • complete classic .glsl rendering path, allow -noimmediate
    • Alpha chains
    • HUD: Circles
    • GLC_RenderFramebuffers
    • MD3 Rendering
    • MD3 Powerup shell
    • Bloom effect
    • GLC_PolyBlend
    • GLC_BrightenScreen
    • GLC_DrawSky() (various?)
    • GLC_DrawMapOutline()
    • DrawGLPoly() (what else uses this?)
    • GLC_EmitWaterPoly() - only called when *model, find example
  • OpenGL 3.2 support (update v120 shaders, ask for core on OSX)
  • bloom functionality in glsl
  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd and seen demo showing example, happened once on watching demo bug cannot reliably replicate - could have been the GL_BindTextures() bug?
  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)
  • core profile rendering broken on AMD (narrowed it down to draw_world)

4.0 complete

  • convert .mdl/.md3/.bsp-items to a common model format
  • vertex/colored lighting in .glsl
  • complete reading user interface from json
  • complete new threading model for server browser

4.1

  • multiple huds per config
  • old-hud should be subset of new-hud rendering
  • customisable scoreboards
  • customise the location of multiview windows
  • look again at gpu-culling of scene, pre-building list of surfaces per vis-area
  • look again at deferred shading

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - was .wad font only)
  • bps: crash on last seconds of dm2 (particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... could not replicate but alpha16 fixed bug in GL_BindTextures() call)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • dopeskillz: "gl_picmip is broken" (cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (cannot replicate)

ezQuake 3.5-alpha20 (21st March 2019)

21 Mar 22:50
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Pre-release

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Official changelog and individual 3.5 version changelogs moved to here

Lots of changes to classic in this version - started adding GLSL rendering to classic renderer for instance, it also uses texture arrays for lightmaps. Might have more issues on particular cards or configs than usual.

Changes/fixes in latest release

  • Proportional fonts: fix loading on Windows (download freetype.dll and put in same directory as ezquake.exe)
  • Proportional fonts: loads .ttf by default and looks in system directories for files
  • Proportional fonts: fontlist enumerates fonts available on system
  • dopeskillz: if r_fastturb set, lava in pkeg1 gets random colours from the map (-glsl only?)
  • tuna: crash on multi-renderer build when entering map (was compiling programs for inactive renderers)
  • tuna: green lines on menu screen when no cursor texture (fixed rendering of lines & polygons in hud)
  • classic: request explicit OpenGL versions (4.3-compat, 3.2-compat, any)
  • hud: combine polygon/line-drawing programs with image-rendering
  • hud: score_bar attributes can have formatting applied (%<10r>T etc)
  • .md3/.mdl: add special cases for ng/sng to not lerp back to the frame 0 when firing stops
  • .md3/.mdl: block lerping of vertices if they come from behind the player
  • .md3: support outlining of models
  • ciscon: font loading broken on linux, should be defining EZ_FREETYPE_SUPPORT_STATIC if linking freetype
  • ciscon: if proportional font loaded, "pushes my speed number to the right unless i set hud_speed_proportional 1"
  • /hud_speed_text_align 0 hides the text value (as per documentation)
  • lordlame: netgraph not rendered in hud (possibly tuna's line-rendering problem)

Todo list for next build

  • dog_sacrifice: in 3.5 does the text wrap on hud_notify not work?
  • fourier: known bug about Russian text not rendered(when trying to input it) in 3.5a20?
  • meag: fixed bug where state not fully reset on vid_restart
  • mushi: viewsize 80 etc looks odd (border not cleared - tracked down to a missing backtile image... should clear to black in this case)
  • ciscon: @meag hud_speed2 no longer has colored meter
  • ciscon: so it appears if i switch to the new renderer and then back i get twice the framerate with the old renderer (or just a vid_restart it would seem)
  • ciscon: if you're using the nquake pk3, gamma breaks unless you set /gl_luma_textures 0
  • ciscon: fyi, flashblend breaks on the individual glsl/std builds if the new particle engine isn't initialized and the individual explosion images don't exist
  • ciscon/r00k: /gl_powerupshells_cull to place the powerupshell behind the model
  • dirtbox: "i don't think cfg_backup 1 is working ezQuake 3.5 alpha"
  • dopeskillz: reports crashes when viewing qtv, nothing to replicate so far, looking into it
  • praxismo: join dm2 server as observer, vid_restart, black bars at top of screen (viewsize?)
  • dog_sacrifice: when i use the chat window to chat instead of the console it is also shifted around from 3.1 to 3.5 and it does this weird thing where it moves down each message
  • fgh: no menu options when loading
  • fgh: no text until cfg_load
  • fgh: black textures (despite map, but not all the time)
  • fourier: also somehow my ups indicator in the middle of the screen just disappeared
  • meag: hall of mirrors effect in antemple.bsp
  • meag: downloading map from server now creates directory rather than a file
  • petska: "I got some random crashes with ezquake-std.exe after trying to connect to any server. Sometimes it can be 3 times in a row"
  • VVD: reports of increased input lag in 3.5 vs 3.1... might be cheaper to just buy & send him a new computer
  • VVD: [VVD: ezq 3.5 alpha20 can't restore correct resolution after alt+enter 2 times VVD: help only: vid_framebuffer 1 vid_framebuffer_scale 2 vid_restart vid_framebuffer_scale 1 VVD: from window to fullscreen VVD: or set vid_framebuffer_scale 2 before ALT+Enter and vid_framebuffer_scale 1 after (with vid_framebuffer 1)
  • r_viewmodellastfired - bugged in earlier versions when going to next map, in 3.5 renders a corrupt axe
  • investigate item_opacity on hud elements - this wasn't always followed, but seemed to define the opacity of non-text items (the speed bar as an example) - utilised by nquake so should keep using
  • .md3 shader support (keep very basic for now, maybe just blending modes)

Todo list (4.0-alpha)

  • .md3 vertex/colored lighting etc as normal
  • hazeus: look into progs/v_bat.mdl & r_lerpmuzzlehack... only lerp points which are always in front of the player?
  • stop switching programs when drawing different hud elements (especially circles/lines)
  • stop switching back to immediate mode at end of each program call in classic
  • complete classic .glsl rendering path, allow -noimmediate
    • Alpha chains
    • HUD: Circles
    • GLC_RenderFramebuffers
    • MD3 Rendering
    • MD3 Powerup shell
    • Bloom effect
    • GLC_PolyBlend
    • GLC_BrightenScreen
    • GLC_DrawSky() (various?)
    • GLC_DrawMapOutline()
    • DrawGLPoly() (what else uses this?)
    • GLC_EmitWaterPoly() - only called when *model, find example
  • OpenGL 3.2 support (update v120 shaders, ask for core on OSX)
  • bloom functionality in glsl
  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd and seen demo showing example, happened once on watching demo bug cannot reliably replicate - could have been the GL_BindTextures() bug?
  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)
  • core profile rendering broken on AMD (narrowed it down to draw_world)

4.0 complete

  • convert .mdl/.md3/.bsp-items to a common model format
  • vertex/colored lighting in .glsl
  • complete reading user interface from json
  • complete new threading model for server browser

4.1

  • multiple huds per config
  • old-hud should be subset of new-hud rendering
  • customisable scoreboards
  • customise the location of multiview windows
  • look again at gpu-culling of scene, pre-building list of surfaces per vis-area
  • look again at deferred shading

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - was .wad font only)
  • bps: crash on last seconds of dm2 (particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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 s...
Read more

ezQuake 3.5-alpha19 (30th Jan 2019)

30 Jan 14:04
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Pre-release

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Official changelog and individual 3.5 version changelogs moved to here

Lots of changes to classic in this version - started adding GLSL rendering to classic renderer for instance, it also uses texture arrays for lightmaps. Might have more issues on particular cards or configs than usual.

Changes/fixes in latest release

  • ciscon: classic rendering bugged (multi-renderer build only)
  • sae: particles can disappear (was when /r_particles_count limit set > 2048, and then > 2048 particles - two explosions with /r_explosiontype 0 + a rocket trail)
  • turning off all /r_smooth* cvars disables hud rendering
  • missing tracker images causes crash on map load
  • changing /gl_modulate updates all lightmaps immediately (old bug)
  • programs should compile ahead of being used, otherwise stuttery performance the first time a program is used in a scene
  • /gl_program_world and lightmaps in texture array is broken (need to make gl_program_world dictate if texture arrays are used, require vid_restart?)
  • removed functionality: velocity3d
  • .md3 models could cause application crash (incorrectly measuring size prior to populating vbo)
  • .md3 viewmodels should have depth buffer hack
  • .md3 models have more flexible .skin support
  • .md3 models with multiple surfaces/textures supported
  • .md3 models don't set modelhint (itemsclock, gamesummary etc broken.. also in 3.1)
  • .md3 model corruption when drawing in modern
  • .md3 model lerping when using VBOs
  • .md3 models are lit as normal
  • .md3 models support /gl_outline
  • .md3 model rendering/lerping in glsl (classic)
  • powerup shell texture is incorrect with /gl_program_aliasmodels 0 in classic
  • /vid_framebuffer & /vid_gamma_correction is double-applying the gamma correction

Todo list for next build

  • Proportional fonts: fix loading on Windows (download freetype.dll and put in same directory as ezquake.exe)
  • Proportional fonts: loads .ttf by default and looks in system directories for files
  • Proportional fonts: fontlist enumerates fonts available on system
  • dopeskillz: if r_fastturb set, lava in pkeg1 gets random colours from the map (-glsl only?)
  • tuna: crash on multi-renderer build when entering map (was compiling programs for inactive renderers)
  • tuna: green lines on menu screen when no cursor texture (fixed rendering of lines & polygons in hud)
  • classic: request explicit OpenGL versions (4.3-compat, 3.2-compat, any)
  • hud: combine polygon/line-drawing programs with image-rendering
  • hud: score_bar attributes can have formatting applied (%<10r>T etc)
  • .md3/.mdl: add special cases for ng/sng to not lerp back to the frame 0 when firing stops
  • .md3/.mdl: block lerping of vertices if they come from behind the player
  • .md3: support outlining of models
  • ciscon: font loading broken on linux, should be defining EZ_FREETYPE_SUPPORT_STATIC if linking freetype
  • ciscon: if proportional font loaded, "pushes my speed number to the right unless i set hud_speed_proportional 1"
  • /hud_speed_text_align 0 hides the text value (as per documentation)
  • lordlame: netgraph not rendered in hud (possibly tuna's line-rendering problem)
  • mushi: viewsize 80 etc looks odd (border not cleared, have asked for backtile.png)
  • dopeskillz: reports crashes when viewing qtv, nothing to replicate so far, looking into it
  • r_viewmodellastfired - bugged in earlier versions when going to next map, in 3.5 renders a corrupt axe
  • investigate item_opacity on hud elements - this wasn't always followed, but seemed to define the opacity of non-text items (the speed bar as an example) - utilised by nquake so should keep using
  • .md3 shader support (keep very basic for now, maybe just blending modes)
  • fgh: no menu options when loading
  • fgh: no text until cfg_load
  • fgh: black textures (despite map, but not all the time)

Todo list (4.0-alpha)

  • .md3 vertex/colored lighting etc as normal
  • hazeus: look into progs/v_bat.mdl & r_lerpmuzzlehack... only lerp points which are always in front of the player?
  • stop switching programs when drawing different hud elements (especially circles/lines)
  • stop switching back to immediate mode at end of each program call in classic
  • complete classic .glsl rendering path, allow -noimmediate
    • Alpha chains
    • HUD: Circles
    • GLC_RenderFramebuffers
    • MD3 Rendering
    • MD3 Powerup shell
    • Bloom effect
    • GLC_PolyBlend
    • GLC_BrightenScreen
    • GLC_DrawSky() (various?)
    • GLC_DrawMapOutline()
    • DrawGLPoly() (what else uses this?)
    • GLC_EmitWaterPoly() - only called when *model, find example
  • OpenGL 3.2 support (update v120 shaders, ask for core on OSX)
  • bloom functionality in glsl
  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd and seen demo showing example, happened once on watching demo bug cannot reliably replicate - could have been the GL_BindTextures() bug?
  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)
  • core profile rendering broken on AMD (narrowed it down to draw_world)

4.0 complete

  • convert .mdl/.md3/.bsp-items to a common model format
  • vertex/colored lighting in .glsl
  • complete reading user interface from json
  • complete new threading model for server browser

4.1

  • multiple huds per config
  • old-hud should be subset of new-hud rendering
  • customisable scoreboards
  • customise the location of multiview windows
  • look again at gpu-culling of scene, pre-building list of surfaces per vis-area
  • look again at deferred shading

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - was .wad font only)
  • bps: crash on last seconds of dm2 (particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... could not replicate but alpha16 fixed bug in GL_BindTextures() call)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)
  • mushi: "with Viewsize values less than 100, borders of the screen have issues. Maybe someone else can confirm. 3.5 glsl"

ezQuake 3.5-alpha18

22 Jan 00:18
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ezQuake 3.5-alpha18 Pre-release
Pre-release

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Official changelog and individual 3.5 version changelogs moved to here

Lots of changes to classic in this version - started adding GLSL rendering to classic renderer for instance, it also uses texture arrays for lightmaps. Might have more issues on particular cards or configs than usual.

Changes/fixes in latest release

  • ciscon: r_drawflat bugged on modern
  • /vid_framebuffer 1, /vid_framebuffer_scale 0 & /vid_framebuffer_width 0 produces rendering bugs (potential wallhack-like effect)
  • during vid_restart the buffers can be recreated in a different order which causes problems & potential crash

Todo list for next build

  • ciscon: classic rendering bugged (multi-renderer build only)
  • sae: particles can disappear (was when /r_particles_count limit set > 2048, and then > 2048 particles - two explosions with /r_explosiontype 0 + a rocket trail)
  • turning off all /r_smooth* cvars disables hud rendering
  • missing tracker images causes crash on map load
  • changing /gl_modulate updates all lightmaps immediately (old bug)
  • programs should compile ahead of being used, otherwise stuttery performance the first time a program is used in a scene
  • /gl_program_world and lightmaps in texture array is broken (need to make gl_program_world dictate if texture arrays are used, require vid_restart?)
  • removed functionality: velocity3d
  • .md3 models could cause application crash (incorrectly measuring size prior to populating vbo)
  • .md3 viewmodels should have depth buffer hack
  • .md3 models have more flexible .skin support
  • .md3 models with multiple surfaces/textures supported
  • .md3 models don't set modelhint (itemsclock, gamesummary etc broken.. also in 3.1)
  • .md3 model corruption when drawing in modern
  • .md3 model lerping when using VBOs
  • .md3 models are lit as normal
  • .md3 models support /gl_outline
  • .md3 model rendering/lerping in glsl (classic)
  • powerup shell texture is incorrect with /gl_program_aliasmodels 0 in classic
  • /vid_framebuffer & /vid_gamma_correction is double-applying the gamma correction

Todo list (4.0-alpha)

  • .md3/.mdl: add special cases for ng/sng to not lerp back to the frame 0 when firing stops
  • .md3 vertex/colored lighting etc as normal
  • .md3 shader support (keep very basic for now, maybe just blending modes)
  • stop switching programs when drawing different hud elements (especially circles/lines)
  • stop switching back to immediate mode at end of each program call in classic
  • complete classic .glsl rendering path, allow -noimmediate
  • OpenGL 3.2 support (update v120 shaders, ask for core on OSX)
  • bloom functionality in glsl
  • fix proportional font loading for Windows (convert everything to SDL_ttf?)
  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd and seen demo showing example, happened once on watching demo bug cannot reliably replicate - could have been the GL_BindTextures() bug?
  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)
  • core profile rendering broken on AMD (narrowed it down to draw_world)

4.0 complete

  • vertex/colored lighting in .glsl
  • complete reading user interface from json
  • complete new threading model for server browser

4.1

  • multiple huds per config
  • old-hud should be subset of new-hud rendering
  • customisable scoreboards
  • customise the location of multiview windows
  • look again at gpu-culling of scene, pre-building list of surfaces per vis-area
  • look again at deferred shading

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - was .wad font only)
  • bps: crash on last seconds of dm2 (particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... could not replicate but alpha16 fixed bug in GL_BindTextures() call)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)

3.5-alpha17 (15th January 2019)

15 Jan 11:40
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Pre-release

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Official changelog and individual 3.5 version changelogs moved to here

Lots of changes to classic in this version - started adding GLSL rendering to classic renderer for instance, it also uses texture arrays for lightmaps. Might have more issues on particular cards or configs than usual.

Changes/fixes in latest release

  • includes all changes up to and including v3.1
  • classic renderer can now use glsl (currently world drawing, sky, turbsurfaces, aliasmodels, some hud - still some aspects of rendering to complete). Can be toggled on/off with /gl_program_xxx
  • classic renderer uses texture arrays for lightmaps, if available
  • /r_lightmap_lateupload added, uploads changes to lightmaps as they are first bound in the scene (potential performance boost for those who had better performance with -nomtex command-line parameter)
  • /r_lightmap_packbytexture added, naive way to reduce texture switches when rendering world by changing order surface lightmaps are added to lightmap atlases
  • fix hunk-leak when loading or starting a new single player game
  • added hud elements for centerprint & qtv_buffer
  • added /r_drawhud option, for timedemo testing (also useful for level screenshots)
  • don't check for updated lightmaps on non-world brushmodels
  • bugfix: gfx.wad console font loaded on startup again (previously had to toggle 24bit and back again... reported by bgnr)
  • bugfix: potential bug when binding multiple textures (hopefully this was the cause of bps seeing lightmaps on his ammo boxes instead of luma textures)
  • bugfix: co-ordinates for solid colour correctly set when sprite array is large size (reported by ciscon)
  • bugfix: /gl_outline_width was not being applied in modern/glsl-only renderer (reported by ciscon)
  • bugfix: ezQuake would quit with message "too many graphics buffers allocated" after multiple vid_restarts fixed (reported by dopeskillz)
  • bugfix: /scr_new_hud_clear has been removed, area outside viewarea should always be cleared now (reported by drzel)
  • bugfix: /gl_simpleitems 0 & /r_drawflat 1 caused ammoboxes etc to disappear
  • bugfix: toggling /r_drawflat led to fps drop
  • bugfix: potential NULL reference error when deleting VBO buffer
  • bugfix: aliasmodel powerup shell didn't match underlying models lerp values (classic)
  • bugfix: /cl_bufferwait has been removed, was either low-latency & very smooth or very jerky movement (reported by mushi)
  • renamed /scr_printspeed to /scr_centerspeed
  • removed functionality: turb ripple (was demos only)
  • removed functionality: scene blur
  • removed /r_glstats, values now in hud element framestats

Todo list for next build

  • ciscon: r_drawflat bugged on modern
  • ciscon: classic rendering bugged on linux (nvidia drivers & mesa) (same errors, using multi-renderer build)
  • programs should compile ahead of being used, otherwise stuttery performance the first time a program is used in a scene
  • /gl_program_world and lightmaps in texture array is broken (need to make gl_program_world dictate if texture arrays are used, require vid_restart?)
  • cfg_load when connected to server and r_dynamic 1 can lead lightmaps to be incorrect
  • /vid_framebuffer & /vid_gamma_correction is double-applying the gamma correction
  • ~~~confy: show speed is broken, show speed2 works but takes over whole screen (cannot replicate, waiting on config)~~~ - was config issue, hud_speed_style 1 to get rid of the green background... but what is opacity vs item_opacity cvars? couldn't get an difference in 3.1 either
  • during vid_restart the buffers can be recreated in a different order which causes problems

Todo list, reported longer-term issues

  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd and seen demo showing example, happened once on watching demo bug cannot reliably replicate - could have been the GL_BindTextures() bug?
  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)
  • core profile rendering broken on AMD (narrowed it down to draw_world)
  • stop switching programs when drawing different hud elements (especially circle crap)
  • /r_lerpframes & md3 models... double-check

Changes in upcoming version

  • ...

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - cannot replicate)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... could not replicate but alpha16 fixed bug in GL_BindTextures() call)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)

3.5-alpha16 (5th December 2018)

05 Dec 20:08
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Pre-release

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 clean && CLASSIC_OPENGL_ONLY=1 make -j3
make clean && MODERN_OPENGL_ONLY=1 make -j3

Changes in 3.5-alpha16

  • ciscon: "if you use gl_gammacorrection 1, you have to do a vid_restart after startup. or i should say, if you do, it gets reset"
  • ciscon: "r_fullbrightskins is either on or off it appears, anything below 1 is the same"
  • ciscon/dev: alias model textures corrupt/incorrect
  • ginzberg: "is it known that gl_detail 1 is sad in 3.5?"
  • meag: /r_drawflat affected brush models
  • meag: /cl_fakeshaft disabled during intermission
  • meag: added /r_fx_geometry for outlining world based on surface normals, not surfaces. requires /vid_framebuffer 1
  • meag: removed cached memory in hunk (skins & models)
  • meag: disabled logging console during match in competitive rulesets
  • meag: /cl_bufferwait re-enabled
  • meag: /r_tracker_inconsole messages now have the image in the console
  • meag: legacy variables (renamed) now registered earlier, so old values should set new console variables.
  • meag: tracker is now also a hud element

Known/reported issues

Open issues/reports from previous versions

  • 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)
  • lordlame: complaints about performance on radeon 6990 (reports alpha3 runs better)

Latest version

  • bgnr: fov distortion on vid_restart
  • bgnr: gamma doesn't work, reports "gamma size broken, gamma wont work" (likely to be linux specific)
  • confy: show speed is broken, show speed2 works but takes over whole screen (cannot replicate, waiting on config)
  • meag: /vid_framebuffer & /vid_gamma_correction is double-applying the gamma correction
  • meag: /r_lerpframes & md3 models... double-check
  • meag: core profile rendering broken on AMD (narrowed it down to draw_world)
  • meag: stop switching programs when drawing different hud elements (especially circle crap)

Changes in upcoming version

  • includes all changes up to and including v3.1
  • bgnr: reports that gfx.wad consolefont is not loaded on startup
  • bps: "bug on alpha15 where it glows on the ground on couple of places, like the glow from a quad, currently only on ztndm3" - have downloaded the .mvd, waiting on further details
  • ciscon: reports that nailtrails disappear when using simple item textures of higher dimensions (has supplied .zip of new simple items, confirmed that removing them fixes problem)
  • ciscon: gl_outline & gl_multisamples conflict in glsl - gl_outline_width was not being applied in modern
  • dopeskillz: "I can do about 12 /vid_restarts and then ezQuake quits with the message 'Too many graphics buffers allocated'"
  • drzel: /scr_newhud_clear should be forced on (defaults to 0 because of software according to original commit)
  • meag: /gl_simpleitems 0, /r_drawflat 1 caused item brushmodels to disappear
  • meag: toggling /r_drawflat led to lightmaps on surfaces being processed twice/frame (fps drop)
  • meag: fixed potential NULL reference error when deleting VBO buffer (seemed to be classic only)
  • meag: /cl_bufferwait 1 & timedemo is broken
  • meag: powerupshell didn't match underlying model's lerp values
  • mushi: "when moving feels like 5fps" (have asked to try /cl_bufferwait 0) - has now reported that he can't replicate this - have removed /cl_bufferwait again, caused these kind of issues on AMD card
  • skydome rendering in glsl optimised
  • skydome/box rendering can use glsl in classic renderer, enabled by default (/gl_program_sky 1)
  • turb surface rendering can use glsl in classic renderer, enabled by default (/gl_program_turbsurfaces 1)
  • aliasmodels can use glsl in classic renderer, enabled by default (/gl_program_aliasmodels 1)
  • world can use glsl in classic renderer, enabled by default (/gl_program_world 1)
  • hud rendering can use glsl in classic renderer, enabled by default (/gl_program_hud 1) - incomplete, still circles etc to do
  • added /r_lightmap_lateupload to upload changes to lightmaps as they are bound (anyone who had better performance with -nomtex, this might help performance)
  • added /r_lightmap_packbytexture to change the order surface lightmaps are added to atlases (naive way to reduce number of texture switches when rendering world)
  • renamed /scr_printspeed to /scr_centerspeed
  • removed functionality: turb ripple (was demos only)
  • removed functionality: scene blur
  • removed /r_glstats, values now in hud element framestats
  • fix hunk-leak when loading or starting a new single player game
  • added hud elements for centerprint & qtv_buffer
  • classic renderer uses texture arrays for lightmaps, if available
  • don't check for updated lightmaps on non-world brushmodels
  • added /r_drawhud option, for timedemo testing (also useful for level screenshots)

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)

Bugs reported, 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)

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - cannot replicate)
  • bps: crash on last seconds of dm2 (hoping this was the particle-expiring issue fixed in alpha6)
  • dimman: crash when running timedemo demo1 (...cannot replicate, believe might be same as bps)
  • 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
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... could not replicate but alpha16 fixed bug in GL_BindTextures() call)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (can't replicate)

3.5.alpha15 (21st November 2018)

21 Nov 11:48
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Pre-release

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

CLASSIC_OPENGL_ONLY=1 make
MODERN_OPENGL_ONLY=1 make

Changes in 3.5-alpha15

  • 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 (fixed, old bug in ezQuake)
  • 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 (atlas no longer rebuilt if images changed once connected to server)
  • meag: fix incorrect textures on brush models when > 64 draw calls
  • meag: brushmodel rendering (especially with items when using /gl_simpleitems 0) should be a bit more efficient
  • meag: r_drawviewmodel rendering should match 3.1
  • raket: eyes don't appear at correct height (fixed, 30 unit offset not applied correctly)
  • 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)

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

  • 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)
  • ciscon: "if you use gl_gammacorrection 1, you have to do a vid_restart after startup. or i should say, if you do, it gets reset" - check what this sentence means
  • ciscon: "r_fullbrightskins is either on or off it appears, anything below 1 is the same"
  • ciscon/dev: alias model textures corrupt/incorrect
  • ginzberg: "is it known that gl_detail 1 is sad in 3.5?"
  • meag: /r_drawflat affected brush models
  • meag: /cl_fakeshaft disabled during intermission
  • meag: added /r_fx_geometry for outlining world based on surface normals, not surfaces. requires /vid_framebuffer 1
  • meag: removed cached memory in hunk (skins & models)
  • meag: disabled logging console during match in competitive rulesets
  • meag: /cl_bufferwait re-enabled
  • meag: /r_tracker_inconsole messages now have the image in the console
  • meag: legacy variables (renamed) now registered earlier, so old values should set new console variables.

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)

Bugs reported, 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

  • bgnr: text font appears as solid colour (reports that running without config works fine, has supplied config - cannot replicate)
  • blah/ciscon: increased memory usage over time (... cannot replicate)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • nigve: 'q' in tracker isn't blue anymore (can't 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)

alpha14 changes (Friday 5th October 2018)

  • 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

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/...
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