Send News. Want a reply? Read this. More in the FAQ.   News Forum - All Forums - Mobile - PDA - RSS Headlines  RSS Headlines   Twitter  Twitter
Customize
User Settings
Styles:
LAN Parties
Upcoming one-time events:
San Diego, CA 08/21

Regularly scheduled events

Carmack's Worklog

John Carmack updated his .plan stating that they're currently working on the single player version of Quake III: Arena, which is why there hasn't been a Q3Test release, as well as a big ol' worklog. Here's the big ol' list, since it's loaded with interesting stuff:

* weapon switch animations at 20hz instead of 15hz cuts switch time from 600 msec to 450 msec
* initial spawn flag for single player
* finished new fog code
* fixed walking underwater friction problems
* autosprite2 now selects the longest axis to pivot on, and allows any texture mapping, not just unity
* fixed autosprite on entities
* fixed lurching during low timescale
* reduced machinegun damage
* set clamp mode on 2D pics
* take hostname off of single player connect
* remvoed dlighting on skies and solid lava
* fixed lower body twitch when copytobodyque with a motion
* always show your score in second box if not in first
* sarge as default model
* com_blood 0 option for no gibs and no blood on hits
* mouse click aborts cinematic
* show tourney scores in all games, add fraglimit
* removed tripple bunny-hop protection, it was too arbitrary and didn't accomplish it's goal
* pump event loop during level loading
* added pass count to shaderlist
* default to CGEN_IDENTITY / CGEN_IDENTITY_LIGHTING based on blendSrc
* optional simplified blendfuncs: blendfunc
* new shader command: deformVertexes normal
* new shader command: tcgen vector ( ) ( )
* fixed fog on alpha tested surfaces
* reduced com_maxfps to 85
* defined shaders for menu and console backgrounds
* reset players on clientinfo transitions
* windows icons
* fixed powerups on spinning barrels
* removed some latency from lightning endpoint
* fixed lightning bolt drawing too far
* removed color clamping from entity lighting
* moved all 2D drawing to shader pipeline
* r_printShaders tool
* moved dlighting into world node descent
* pause when menu is up in single player
* fixed double EV_FIRE_WEAPON
* r_singleShader optimization tool
* some renderer optimizations
* better multitexture collapsing

Email Digg Facebook Twitter   Share More    


 

  
   Current Headlines
Warhammer: 40,000 Eternal Crusade Next Month
DCS: Bf 109 K-4 Kurfürst Takes Off
Star Citizen Gamescom Presentation
Saturday Patches
Gatherings & Competitions
Saturday Consolidation
Saturday Tech Bits
Hardware Reviews
etc.
Out of the Blue
Free Umbrella Corps Weekend
EVE Online Free Weekend
F1 2016 Released
TOXIKK & Free Trial Next Month
Bonus Weekend in GTA Online, Battleborn, Evolve
Dishonored 2 Gamescom Video
Prey 2 Video
Evening Patches
Evening Consolidation
Evening Mobilization
  

 



footer

Blue's News logo