Announcement

Collapse
No announcement yet.

New DarkPlaces Release

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • New DarkPlaces Release

    I almost missed this, but just last week LordHavoc released an update to DarkPlaces! LordHavoc's DarkPlaces Quake Modification
    Here's what he had to say
    2010-04-08:
    New DarkPlaces engine release with many improvements and bugfixes, including:
    High quality shadowmapping - r_shadow_shadowmapping 1 to enable, or r_shadows 2 for shadowmapped model shadows only.

    New Bounding Interval Hierarchy collision culling system to improve server performance on Q3BSP maps (mod_collision_bih cvar is on by default).

    In other news I am actively working on the Nexuiz coming this summer on Playstation Network and Xbox Live Arcade, powered by DarkPlaces engine, I had lots of fun at GDC, thanks everyone for the support and this game is going to rock (on the topic of licensing please see the interview, this means I have even more reason to actively maintain DarkPlaces engine and will continue adding great features.
    >>Download link here<<
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

  • #2
    I will definitely be checking this out... I haven't heard about this new release either oddly. LordHavoc is one awesome individual.
    Clan Brotherhood of the Axe

    Comment


    • #3
      I've been later few days trying DP betas and I encountered this version the day it was released and when it didn't say "beta" in the filename, I tried it too.

      As in the previous betas, I like two things:
      Fixed flickering water when grenade or rocket explosion is near the water surface.
      New decals system, it's great! No longer blood splatters are looking bad e.g. on stairs, they are no longer overlapping them, but nicely blend with the edges. No longer there are funny decals from rocket on sky etc.

      One thing I don't like: Stuttering in some levels.

      I have no idea why it does it. But there are maps that even though the framerate is still sky high, they stutter badly. Damaul6, Colony, at least one level from Travail, start of Insomnia etc. Also, it sometimes doesn't stutter in the whole level, only in some of it's parts, strange. 20090709 doesn't do this, ever.

      I've been trying to get rid of it by fiddling with various settings and I found only one "solution" - enabling realtime world. This completely fixes the stuttering problem, but depending on map, it can also be horribly slow.

      Does anyone have a clue what other variables realtime world enables? Maybe simply setting some of those can fix the problem w/o having to use realtime world itself. I tried various shadow_realtime_* settings, but still the same.

      Comment

      Working...
      X