Q3Map2 2.5.17...


(AluminumHaste) #1

I just downloaded the latest release of GtkRadiant for win32, and it comes with this version of Q3Map2:

2.5.17
2 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17
GtkRadiant - v1.5.0 Apr 26 2007 19:01:46

Now I was trying to find the changelog for this version, but I can’t find it anywhere on the web. Any help?

EDIT: Well I found the changelog in the gtkradiant folder, but the version history only goes up to version 16, not 17…


(murka) #2

look around, i think its somewhere.


(Shaderman) #3

Tremoulus and Warzow -support was added and a lightbounce bug was fixed IIRC.


(Hewster) #4

hmmm. accoring to that log, Ydnar had something todo with
.17 ??? is this correct ???

I aint seen him here for ages (years) last I heard he was cycling
up mount everest with no oxygen lol

Dam I miss that guy, he knew his stuff with regards to q3map2


(Shaderman) #5

No, that’s wrong.


(Hewster) #6

Ok thanks for clearing that up shaderman.

btw, I strongly respect your Q3 graphic knowledge too :smiley:


(obsidian) #7

Not quite, but with what he’s up to these days, it sounds like it’s on his todo list.


(jalisko) #8

Shaderman,

Is that lightbounce bug you mention related in any way with the issues when lightmapping map models with forceMeta? I’d really love to see that feature working more solid. Specially cause we’re now using deluxemapping, and for having the models per-pixel-lit I must generate lightmap on all of them.


(Shaderman) #9

Sorry but I can’t answer your question. There was only a single line changed (not by me) in light_bounce.c and I don’t know what this fix does.


(kamikazee) #10

Seems there was some counter named numTriangleDiffuseLights which didn’t get increased.

This could have been bugging things when it should light model triangles. From what I gather from the surrounding code, this counter was only increased when the surfacetype was a “MST_TRIANGLE_SOUP”. Seeing there is “MST_PLANAR” for brushes, this counter should be for models, probably using forceMeta.

Of course, I’m a Q3Map novice, so my guesses could be wrong. I guess there’s only one way to be sure, check out the latest Q3Map2 version and compile it…


(jalisko) #11

Well, doesn’t seem to change anything on lightmapping map models, but I can tell you a thing it fixes. I was having issues in a terrain map cause I couldn’t get lightgrid properly lit in the exteriors. The sun seemed to not be affecting the lightgrid and the entity (lightingDiffuse) models were always dark unless adding light entities (which is just not good at a terrain). This was fixed in that patch and the sky shader is lighting entity models again now.

EDIT: I’ve seen this “black players on exterior” effect at some ET custom maps too. I guess it’s been there for a good while.