![quake 3 crash quake 3 crash](https://media.moddb.com/images/members/1/325/324879/profilequakec/maku-zoku-doom-gal-p.jpg)
* Bugfixes and network layer optimizations * Do not print each loaded shader name in developer mode * Add "depthFragment" shader stage parameter - to store non-transparent (with alpha >=0.85) fragments into depth buffer, very useful for sprites (cg_simpleitems) shaderx files - to add or replace any existing shader * Try to handle some non-fatal errors during shaders loading
Quake 3 crash mod#
* Fix non-working effect colors is OSP mod * Skip download blocks parsing during demo playback * Stop demo recording on first download packet to avoid recording downloaded data * Fix local console history not loaded when client is connected to pure server * Fix digits input on numpad in numlock mode * Fix: crash caused by long filenames inside pk3 files * Chg: increase max allowed \r_displayRefresh value to 250 * Add: \in_lagged to simulate old behavior for win32/raw mouse * Chg: increase SHADER_MAX_VERTEXES from 1000 to 1536 * Chg: use q3config_server.cfg as config file for dedicated server binaries and do not write key bindings to that as well
![quake 3 crash quake 3 crash](http://www.rigelatin.net/q3a/slash/pics/slash.png)
* Fix: switch back to old mod if downloading new mod on \connect has been failed * Misc: add SSE math to QVM, speed optimizations * Fix: renderer crash on negative \r_fullscreen values * Chg: alphabetically sort cvars for \writeconfig, will affect \cvarlist too
Quake 3 crash code#
* Fix: several bugs in video recording code
Quake 3 crash archive#
* Fix: check for ZIP archive signature before writing any received data * Fix: reversed timescale during video recording * Fix: black video frames with \r_faskSky 1 * Chg: avi segments naming scheme to "filename-NN.avi" instead of corrupting extension by '_' suffix * Add: backport and use alternative huffman encoder from uberdemotools - means reduced CPU usage on server-side , low limit and high limit can be another cvars So now, for example, volume control binds can fit in two lines:īind F7 varfunc sub s_volume 0.025 0.0 (trailing "-" is not requred)īind F8 varfunc add s_volume 0.025 - 1.0 (low limit is not set but can be 0.0) (all those can be changed/applied without vid_restart) 0 - use constant color with RGB components set to r_dlightSpecColor R_dlightSpecColor - color base for specular component R_dlightSpecPower - strength of specular reflection
Quake 3 crash mods#
R_dlightIntensity - for adjusting dlights intensity in old mods R_dlightScale - for adjusting dlights radius, set to 0.33 for old mods for example r_dlightMode 2 - now with all models on the map r_dlightMode 1 - improved dlights backported (and fixed) from cnq3 Now you can record during demo playback Multiview and server-side demo recording temporary N/A due to new snapshot system Significant memory usage reduction on server side Client country detection on server side \r_dlightMode 1|2 - new per-pixel dynamic lights, requires opengl 1.4 (radeon 8500+, FX5200+) - means it will work event on hardware from 2001 \r_ext_multisample 0|2|4|6|8 - multi-sample anti-aliasing \in_minimize hotkey to fast minimize/restore (windows-only) \dlmap, \download - fast and easy map downloads from ws. (by default) unlagged raw mouse input (win32, enabled automatically for \in_mouse 1) support for cpma/cnq3 color codes (8,9,a-z) in console server auto-restart for long non-stop game series (no need for restart scripts at all) faster and safer QVM (Quake Virtual Machine) - means higher FPS, less lags no external dependencies, no SDL (and related regressions) server-side multiview demo recording temporary N/A due to new snapshot system mod-independent multiview protocol temporary N/A due to new snapshot system significant memory usage reduction for dedicated servers (2x-6x) This is a modern ioquake3-based client to play Quake III Arena mods. Old thread, recreated for better navigation, head will be filled later