Q3Map 2.3.37


(ydnar) #1

Q3Map 2.3.37

Win32 (x86) - Linux (x86) - Darwin/Mac OS X (PPC) (2.3.36) - Readme


2.3.37 (2003-01-24)

- Building from GtkRadiant CVS trunk
- Added new brush bevel code by MrElusive to fix lingering aas problems (sweet!)
- Added -snap N arg to BSP phase for axial bevel plane snapping to reduce
  clipped model plane count (note: will muck with above, use with care)
- Patches in terrain entities should now have proper vertex alpha set
- Fixed bug in fur code where fur was being limited to 2 layers (thanks pazur)
- Reduced vertexlight search area to a reasonable size to keep vertex lighting
  times down


This should fix a host of moronic bot problems if you’ve been having them. Give it a shot.

OS X users, a build is forthcoming.

y


(pazur) #2

wohoo. u mentioned me even in the changelog :banana: lol :wink: dowloading immediately. checking next

edit: good release. i see no bugs so far


(U.S.S. Speed) #3

Who don’t love moronic bot? :smiley:


(shadowspawn) #4

-snap?

what’s it do actually? (updating q3map2build and manual stuff).


(U.S.S. Speed) #5

As what I read, seam to delete unseen part of model, or something to do with clipping them…


(RabidCow) #6

Excellent release Ydnar! Actually, I’m not sure if it started with 2.3.37 or with 2.3.33 or so, but I just did a patch for twinlakesv2 and compiled with 2.3.37 and a problem that I had with some funny color appearing in blotches on the snow is now gone…completely :). Thanks so much for your continued hard work!

BTW, I have been changing hints in various Urban Terror maps to skip, with only one face hint and it improves some of the compile times tremendously. On one map, ut_rommel, I knocked 10hrs off of the compile time. The vis data hardly changed at all though, so I am interested to hear what others are experiencing. Of course I checked, and r_speeds are the same or lower, so no damage has been done to the vis blocking. Interesting…


(ydnar) #7

The -snap N argument snaps the brush bevel planes to the nearest N units, inward. If you have a complex map, or one that uses a lot of q3map_clipModel model shaders, then this can reduce BSP size considerably.

Values higher than 1 or 2 can cause clipping problems, so use with care.

y