Q1 Engine Releases thread
Q1 Engine Releases thread
Post here about your latest engine release (though this is mostly a qc community, engine coders come and go...)
Vengeance v2.0.1, the second version of my newest engine project based on QMB, has been released! Check out the website at http://entar.quakedev.com and pick up a copy today!
Vengeance v2.1.1, the new version of my NetQuake engine project based on QMB, has been released! Check out the website at http://entar.quakedev.com and pick up a copy today!
http://www.dcemulation.com/phpBB/viewtopic.php?t=65193
Makaqu by Fragger released.. software rendering engine, better then ToChris
Makaqu by Fragger released.. software rendering engine, better then ToChris
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- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Vengeance 2.2.1 is released. New features include:
- Lots of bugfixes
- Dynamic crosshair applied to regular '+' version
- Improved blood and spark particles
- Slightly reworked particle script system
- Fragment shader lighting
- Basic .rtlights file support
http://entar.quakedev.com
- Lots of bugfixes
- Dynamic crosshair applied to regular '+' version
- Improved blood and spark particles
- Slightly reworked particle script system
- Fragment shader lighting
- Basic .rtlights file support
http://entar.quakedev.com
New releases of Vr2 and vr2mod! Woo-friggedy-hoo! Let's start off with the Vr2 engine features:
- Optimized reflective water and motion blur
- Added new r_editlights cvars and commands
- Changed automatic blood texture geneation
- Added cl_gunx, cl_guny, and cl_gunz cvars
- Fixed texture shader on liquids
- Fixed bug in player colors
- Fixed -nomtex
- Fixed bug in console color with .avi capture
- Fixed celshading bug
- Fixed dlight-rtlights
Lots of bugfixes, eh? And a new feature here and there to boot. The new version of vr2mod includes a changed weapons system with alternate fire on certain weapons, fixed bugs, graphics enhancements, and more. Get on over to the downloads pages and check both out.
- Optimized reflective water and motion blur
- Added new r_editlights cvars and commands
- Changed automatic blood texture geneation
- Added cl_gunx, cl_guny, and cl_gunz cvars
- Fixed texture shader on liquids
- Fixed bug in player colors
- Fixed -nomtex
- Fixed bug in console color with .avi capture
- Fixed celshading bug
- Fixed dlight-rtlights
Lots of bugfixes, eh? And a new feature here and there to boot. The new version of vr2mod includes a changed weapons system with alternate fire on certain weapons, fixed bugs, graphics enhancements, and more. Get on over to the downloads pages and check both out.
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- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
You do remember the old -heapsize trick, right?CocoT wrote:Cool! I'm gonna check it out
Oh, and it's my 100th post! I know many of you have a lot more, but for a lurker like me, it's not so bad!
Update: I wanted to try it, but it's giving me the following error : "Z_Malloc : failed on allocation of 112728 bytes"...
Bummer
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- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
Oh dear... You have been gone a while, haven't you?CocoT wrote:Oh yeah, erm, poop... erm... what is that again?
http://wiki.quakesrc.org/index.php/Installing%20Addons
This should help.
Keep in mind though, that -heapsize measures memory in k, not mb like winmem does. Therefore, to allocate 16 mb of memory to quake (rather than the 8mb default) you need to do it like -heapsize 16000 instead of -winmem 16.
The Z_Malloc error might need the '-zone #' param instead, I forget. I think that value is in KB, and I don't forget what the default is, and Entar should up the default anyway if it's not working off the bat.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.