Q3Map 2.3.35


(ydnar) #1

Q3Map 2.3.35

Win32 (x86) - Linux (x86) - Darwin/Mac OS X (PPC) - Readme


2.3.35 (2003-01-14)

- PicoModel now inverts ASE T coordinate
- BSP to ASE converter now inverts T coordinate
- Disabling 2.3.34 triangle optimization code until I find out why it crashes
- Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
- Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target


2.3.34 (2003-01-08) (internal Splash Damage release)

- Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
- IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
  They are re-read in by -light from the MAP file. This has two consequences:
  + It is no longer necessary to re-BSP & re-vis a map in order to change
    lighting. You can just change lights in the map file and run -light.
  + Slightly smaller BSP file, due to fewer entities
  + Faster loading time, as the game code doesn't have to deal with them
- Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
  of plane snapping to correct potential AAS/BSP issues
- Using latest PicoModel, with support for RTCW MDC models
- Surfaces per raw lightmap are now sorted by shader name, which should give
  slightly better lightmap efficiency and lower in-game shader counts
- Adjusted model code to use correct m4x4_t code & angles key
- Minor bugfix in patch color gradient calculation code
- Silenced erroneous areaportal warning spew
- q3map_tcGen now works on model surfaces
- Using default radiosity subdivide of 256 again (should make radiosity faster)
- Enabled byte-swapping code so Q3Map2 can be compiled/run on big-endian
  architectures (Mac OS X)


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(system) #2

Good work :slight_smile:
DIsabling the optimiziation code means that -meta and other optimiziation switches are not working in this release?


(Hewster) #3

Nice one…

  • It is no longer necessary to re-BSP & re-vis a map in order to change
    lighting. You can just change lights in the map file and run -light

Now that’s pretty cool…
Time for some more playing :slight_smile:

Thanx
Hewster


(Hewster) #4

deleted… double post !!


(pazur) #5

good job :slight_smile: i like the “lower in-game shader counts” and the separate light rendering part of the changelog. and _farplanedist is also fixed :wink: fiesling pointed out the optimization… does this really mean meta is disabled?


(pazur) #6

deleted


(pazur) #7

sorry for the double post


(r3tina) #8

The light entities stripping is like a dream come true! No more VISsing because I changed the intensity of one light :slight_smile:


(FSF-Moses) #9

Got all the new version mirrored on my page.
For link see my sig.