and the messiah spoke again...
What's up, everyone!
Welcome to the episode 42 of Warsow Celebrity Blog, in which I'm going to enlighten you on what I've been doing during 0.5 development phase up to this moment. I'm going to sound a bit too technical at times, but what else one would expect from a machinefsckingmessiah? :)
While still developing Warsow 0.4 I noticed how painful it sometimes was to merge our game networking protocol changes from the client/server parts of code to the tv part, since originally wswtv was located on Medar's experimental branch and had its copy own game protocol implementation. So the first thing I did was merging all this stuff into one common module. That alone eliminated 50 kilobytes of code from our codebase and we don’t have to worry about wswtv being out of sync with other binaries (I still need to port over the TV lobby snapshots writer though).
After that, I decided to take a break from coding and started messing up with our textures, extracting them from map .pk3’s, removing duplicates, merging and moving them into texture sets, fixing shaders, removing cruft nobody really cared about. As a result of this mammoth (haha, I’m starting to sound overly modest), we now hopefully have more consistent packs for our mappers to work with.
Speaking about maps… The infamous memory hog on q3rankin has been fixed as well. It was a really dumb bug of mine and it affected all maps, which got worse with increasing verts/tris counts. I’ve also fixed the grayscale portals bug with newer NVidia drivers, but I liked the effect the glitch produced so much, I decided to keep it as a shader option. You might have seen it in my previous glog entry.
Another huge thing I finally implemented is support for multiple visible portal surfaces and rendering to framebuffer objects, which is used both for portals and shadow maps. There are some other minor additions and fixes in the renderer in the current versions of Warsow but I don’t think they are worth mentioning in this blog entry. Some other day, perhaps. :)
On the less graphical side, I ported over the raw mouse input from ezquake. Along with jal’s prediction overhaul/improvements that makes the mouse movement in Warsow as smooth as baby’s bottom (at least for Windows XP users).
Oh, and the last but not the least thing, is the addition of automatic .pk3’s loading to servers. Now one doesn’t have to restart the server to make the new maps appear in the maplist, the list is going to be automatically refreshed on each new map start and right before the map callvotes. All you have to do is simply drop the .pk3 into basewsw directory and it will be eventually picked up by the server.
Welcome to the episode 42 of Warsow Celebrity Blog, in which I'm going to enlighten you on what I've been doing during 0.5 development phase up to this moment. I'm going to sound a bit too technical at times, but what else one would expect from a machinefsckingmessiah? :)
While still developing Warsow 0.4 I noticed how painful it sometimes was to merge our game networking protocol changes from the client/server parts of code to the tv part, since originally wswtv was located on Medar's experimental branch and had its copy own game protocol implementation. So the first thing I did was merging all this stuff into one common module. That alone eliminated 50 kilobytes of code from our codebase and we don’t have to worry about wswtv being out of sync with other binaries (I still need to port over the TV lobby snapshots writer though).
After that, I decided to take a break from coding and started messing up with our textures, extracting them from map .pk3’s, removing duplicates, merging and moving them into texture sets, fixing shaders, removing cruft nobody really cared about. As a result of this mammoth (haha, I’m starting to sound overly modest), we now hopefully have more consistent packs for our mappers to work with.
Speaking about maps… The infamous memory hog on q3rankin has been fixed as well. It was a really dumb bug of mine and it affected all maps, which got worse with increasing verts/tris counts. I’ve also fixed the grayscale portals bug with newer NVidia drivers, but I liked the effect the glitch produced so much, I decided to keep it as a shader option. You might have seen it in my previous glog entry.
Another huge thing I finally implemented is support for multiple visible portal surfaces and rendering to framebuffer objects, which is used both for portals and shadow maps. There are some other minor additions and fixes in the renderer in the current versions of Warsow but I don’t think they are worth mentioning in this blog entry. Some other day, perhaps. :)
On the less graphical side, I ported over the raw mouse input from ezquake. Along with jal’s prediction overhaul/improvements that makes the mouse movement in Warsow as smooth as baby’s bottom (at least for Windows XP users).
Oh, and the last but not the least thing, is the addition of automatic .pk3’s loading to servers. Now one doesn’t have to restart the server to make the new maps appear in the maplist, the list is going to be automatically refreshed on each new map start and right before the map callvotes. All you have to do is simply drop the .pk3 into basewsw directory and it will be eventually picked up by the server.
I don't quite understand everything but it sounds like Warsow is
getting structured and that is a good thing, isnt' it? #:F
what about matchmaker ?
and "automatic pk3 loading" with "pure pk3" ?
and "automatic pk3 loading" with "pure pk3" ?
matchmaker is still in development and you better ask will about it
:)
and I don't quite get the "automatic pk3 loading" with "pure pk3" thing, what do you mean by this?
and I don't quite get the "automatic pk3 loading" with "pure pk3" thing, what do you mean by this?
Nice things, even if I hardly understand anything I bet good things
are good.
Putting some time on testing the wswTV now, will be interesting.
Thanks for keeping us informed about the progress, we're all very curious!
Putting some time on testing the wswTV now, will be interesting.
Thanks for keeping us informed about the progress, we're all very curious!
P.S. someone puleeasse allow the "\" key (inbetwen z and Lshift) to
be bindable in Wsw

