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https://bitbucket.org/CPMADevs/cnq3
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1.52 release
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parent
54ee6436fe
commit
05d92ab6f0
3 changed files with 84 additions and 32 deletions
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@ -1,5 +1,8 @@
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DD Mmm 20 - 1.52
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See the end of this file for known issues.
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01 Jun 20 - 1.52
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add: FreeBSD x64 support
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add: FreeBSD x64 support
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@ -8,15 +11,15 @@ add: r_backend <GL2|GL3|D3D11> (default: D3D11 on Windows, GL3 otherwise) select
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GL3 - OpenGL 3.2 minimum, OpenGL 4+ features used for faster geometry upload, compute shaders, etc
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GL3 - OpenGL 3.2 minimum, OpenGL 4+ features used for faster geometry upload, compute shaders, etc
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D3D11 - Direct3D 11 hardware feature level 10.1 minimum, feature level 11.0 for compute shaders
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D3D11 - Direct3D 11 hardware feature level 10.1 minimum, feature level 11.0 for compute shaders
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r_backend | GL2 | GL3 | D3D11 |
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r_backend | GL2 | GL3 | D3D11
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feature | | | |
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feature avail. | | |
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-----------------------|--------|--------|--------------------|
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-----------------------|--------|--------|-------------------
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MSAA | GL 3.0 | always | always |
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MSAA | GL 3.0 | always | always
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MSAA centroid sampling | never | always | always |
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MSAA centroid sampling | never | always | always
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depth fade | never | always | always |
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depth fade | never | always | always
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alpha to coverage AA | never | always | always |
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alpha to coverage AA | never | always | always
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dithering | never | always | always |
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dithering | never | always | always
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GPU mip-map generation | never | GL 4.3 | feature level 11.0 |
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GPU mip-map generation | never | GL 4.3 | feature level 11.0
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add: r_depthFade <0|1> (default: 1) enables depth fade rendering
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add: r_depthFade <0|1> (default: 1) enables depth fade rendering
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this helps explosions, smoke, blood, etc. not having "sharp edges" when intersecting geometry
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this helps explosions, smoke, blood, etc. not having "sharp edges" when intersecting geometry
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@ -25,19 +28,19 @@ add: r_alphaToCoverage <0|1> (default: 1) enables alpha to coverage anti-aliasin
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A2C AA can only work if MSAA is enabled (i.e. r_msaa > 1)
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A2C AA can only work if MSAA is enabled (i.e. r_msaa > 1)
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it is used to super-sample all fragments of alpha-tested surfaces
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it is used to super-sample all fragments of alpha-tested surfaces
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add: r_dither <0|1> (default: 0) enables the addition of noise to reduce color banding artifacts
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add: r_dither <0|1> (default: 0) reduces color banding artefacts by adding noise
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add: r_ditherStrength <0.125 to 8.0> (default: 1.0) controls the amount of noise added by dithering
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add: r_ditherStrength <0.125 to 8.0> (default: 1.0) controls the amount of noise added by dithering
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add: r_gpuMipGen <0|1> (default: 1) enables GPU-side mip-map generation
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add: r_gpuMipGen <0|1> (default: 1) enables GPU-side mip-map generation
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this helps improve map load time (less to upload) and offers greater quality preservation options
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this helps improve map load time (less to upload) and image quality (see r_mipGenGamma, r_mipGenFilter)
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add: r_mipGenGamma <1.0 to 3.0> (default: 1.8) specifies the gamma space in which the textures are stored
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add: r_mipGenGamma <1.0 to 3.0> (default: 1.8) specifies the gamma space in which the textures are stored
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r_gpuMipGen 1 is required
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r_gpuMipGen 1 is required
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it should be closer to 2.4 but defaults lower to not break the looks of some things (e.g. cpm3a tele)
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it should be closer to 2.4 but defaults lower to not break the looks of some things (e.g. cpm3a tele)
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while 1.0 will preserve the original engine's look, higher values will preserve contrast better
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while 1.0 will preserve the original engine's look, higher values will preserve contrast better
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add: r_mipGenFilter <filter> (default: "L4") specified which filter window is used to generate mips
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add: r_mipGenFilter <filter> (default: "L4") specifies which filter window is used to generate mips
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r_gpuMipGen 1 is required
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r_gpuMipGen 1 is required
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the numbers specify the "radius" of the window filters
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the numbers specify the "radius" of the window filters
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r_mipGenFilter L4 = Lanczos
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r_mipGenFilter L4 = Lanczos
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@ -55,6 +58,7 @@ add: r_frameSleep <0|1|2> (default: 2) selects the frame capping mode
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r_frameSleep 2 = automatic (detects V-Sync status)
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r_frameSleep 2 = automatic (detects V-Sync status)
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this only applies to OpenGL rendering back-ends
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this only applies to OpenGL rendering back-ends
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for Direct3D 11, the behavior is always equivalent to "automatic"
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for Direct3D 11, the behavior is always equivalent to "automatic"
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the new default mode fixes the V-Sync stutter from previous releases
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add: r_gl3_geoStream <0 to 4> (default: 0) sets the geometry upload strategy
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add: r_gl3_geoStream <0 to 4> (default: 0) sets the geometry upload strategy
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r_gl3_geoStream 0 = decide automatically
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r_gl3_geoStream 0 = decide automatically
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@ -88,12 +92,13 @@ add: r_rtColorFormat <0|1|2> (default: 0) selects the color format for render ta
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r_rtColorFormat 0 = R8G8B8A8
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r_rtColorFormat 0 = R8G8B8A8
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r_rtColorFormat 1 = R10G10B10A2
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r_rtColorFormat 1 = R10G10B10A2
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r_rtColorFormat 2 = R16G16B16A16
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r_rtColorFormat 2 = R16G16B16A16
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higher color bit depths help reduce color banding
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add: r_lightmapGreyscale <0.0 to 1.0> (default: 0) to control how monochromatic the lightmaps look
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add: r_lightmapGreyscale <0.0 to 1.0> (default: 0) controls the level of color desaturation in the lightmap
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r_lightmapGreyscale 0 = full color (nothing done)
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r_lightmapGreyscale 0 = full color (nothing done)
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r_lightmapGreyscale 1 = completely monochrome
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r_lightmapGreyscale 1 = completely monochrome
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add: r_transpSort <0|1> (default: 0) to select the transparency sorting mode
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add: r_transpSort <0|1> (default: 0) selects the transparency sorting mode
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r_transpSort 0 = sort dynamic transparent surfaces
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r_transpSort 0 = sort dynamic transparent surfaces
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r_transpSort 1 = sort all transparent surfaces
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r_transpSort 1 = sort all transparent surfaces
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the drawback of r_transpSort 1 is that gameplay legibility might suffer and results might look
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the drawback of r_transpSort 1 is that gameplay legibility might suffer and results might look
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@ -101,7 +106,7 @@ add: r_transpSort <0|1> (default: 0) to select the transparency sorting mode
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example: dropped items in the cpm18r acid with cg_simpleItems 1
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example: dropped items in the cpm18r acid with cg_simpleItems 1
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add: global shader directive q3map_cnq3_depthFade <scale> <bias> enables depth fade rendering
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add: global shader directive q3map_cnq3_depthFade <scale> <bias> enables depth fade rendering
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scale is the depth range over wich to fade the currently rendered surface
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scale is the depth range over which to fade the currently rendered surface
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bias is a value added to the currently rendered surface's depth, positive goes towards the camera
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bias is a value added to the currently rendered surface's depth, positive goes towards the camera
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whether this is enabled is decided by r_depthFade (must be 1) and r_backend (can't be GL2)
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whether this is enabled is decided by r_depthFade (must be 1) and r_backend (can't be GL2)
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depth writes must be disabled in all stages (no shader stage can use the depthWrite directive)
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depth writes must be disabled in all stages (no shader stage can use the depthWrite directive)
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@ -120,7 +125,7 @@ chg: improved the map download initiation logic and updated the CNQ3 map server
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chg: increased the small zone allocator's size from 512 KB to 4 MB (1 MB in the dedicated executable)
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chg: increased the small zone allocator's size from 512 KB to 4 MB (1 MB in the dedicated executable)
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chg: dynamic lights now use a softer fall-off curve to create softer edges
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chg: dynamic lights now use a different fall-off curve to create softer edges
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chg: reverted an old change to the Escape key handling for cgame
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chg: reverted an old change to the Escape key handling for cgame
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this fixes demo playback behavior in CPMA, which enables custom binds after pressing Escape once
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this fixes demo playback behavior in CPMA, which enables custom binds after pressing Escape once
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@ -949,3 +954,45 @@ pak list made fs_debug 1
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removed the TA cvars that were hacked into the engine
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removed the TA cvars that were hacked into the engine
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reordered demo_protocols to reduce spew
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reordered demo_protocols to reduce spew
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====================
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=== Known issues ===
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====================
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iss: OBS captures go blank after doing a video restart with the D3D11 back-end
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exp: device/swap chain re-creation isn't handled by OBS' capture plug-in
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fix: use the GL3 back-end
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act: won't fix
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iss: once the GL2 back-end is used, performance drops when switching back to the GL3 back-end
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cfg: nVidia GeForce GTX 1070 - Windows 7 SP1 x64 - drivers 430.64 and 445.87
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fix: don't switch back-ends at runtime or upgrade drivers
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act: can't fix (root cause unknown)
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iss: with GL3 and r_gpuMipGen 1, performance collapses big time
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cfg: AMD Radeon HD 6950 - Windows 10 Pro version 10.0.16299 - drivers 15.201.1151.1008
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exp: confirmed: whenever glTexStorage2D is called (even when using that function is the only change)
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fix: use D3D11 or upgrade drivers
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act: won't fix
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iss: with GL3 and r_gpuMipGen 1, the GPU-generated mips are corrupted
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cfg: AMD Radeon R7 360 - Windows 7 SP1 x64 - drivers 14.502.0.0
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exp: not confirmed: broken barrier implementation?
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fix: use D3D11 or upgrade drivers
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act: can't fix (root cause unknown)
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iss: with GL3, depth faded surfaces break anti-aliasing
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exp: can't fetch from the right sample index because render buffers
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are used as FBO attachments instead of textures
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fix: use D3D11
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act: will get fixed
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iss: strong gamma correction breaks anti-aliasing
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exp: MSAA resolve happens before the post-process pass
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act: will get fixed for D3D11 and GL3
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iss: D3D11 full-screen toggles with the 32-bit client freeze myT's PC :-(
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cfg: nVidia GeForce GTX 1070 - Windows 7 SP1 x64 - drivers 445.87
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fix: use the 64-bit client
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act: can't fix (root cause unknown)
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@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// q_shared.h -- included first by ALL program modules.
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// q_shared.h -- included first by ALL program modules.
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// A user mod should never modify this file
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// A user mod should never modify this file
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#define Q3_VERSION "CNQ3 1.51"
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#define Q3_VERSION "CNQ3 1.52"
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#define CLIENT_WINDOW_TITLE "CNQ3"
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#define CLIENT_WINDOW_TITLE "CNQ3"
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#define CONSOLE_WINDOW_TITLE "CNQ3 Console"
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#define CONSOLE_WINDOW_TITLE "CNQ3 Console"
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@ -10,18 +10,19 @@ cnq3-x64 64-bit Linux client
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cnq3-server-x64 64-bit Linux dedicated server
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cnq3-server-x64 64-bit Linux dedicated server
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changelog.txt the list of changes for every release
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changelog.txt the list of changes for every release
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===================
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===========================
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System Requirements
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Minimum System Requirements
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===================
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===========================
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All clients:
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OS : Windows Vista x64 or later
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- OpenGL 2 support
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or
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Linux x64 with SDL 2 for the client
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Windows:
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or
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- Windows Vista or later
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FreeBSD 10.0 x64 or later with with SDL 2 for the client
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CPU: SSE2 support
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Linux:
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GPU: OpenGL 2.0 (all platforms)
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- SDL 2 for the client
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or
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Direct3D 11 with hardware feature level 10.1 (Windows only)
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===========================
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===========================
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Documentation and Downloads
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Documentation and Downloads
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@ -29,8 +30,12 @@ Documentation and Downloads
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https://playmorepromode.com
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https://playmorepromode.com
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===========
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==================
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Source code
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Source Code Access
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===========
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==================
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Browsing the repository:
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https://bitbucket.org/CPMADevs/cnq3
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https://bitbucket.org/CPMADevs/cnq3
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Cloning the Git repository:
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git clone https://bitbucket.org/CPMADevs/cnq3.git
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