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The only compression features not implemented in this release are gameplay demo compression, and reading compressed files from PAK archive files.

As stated before, most files generated will be compressed. Color blending maps, color shading maps, horizon fading maps, fog fading maps, FQB skyboxes, FQM & FQT textures, and savegames. Savegames are always compressed; I've found out that they're small enough for their compression to not disrupt the gameplay.

The compression gives great results in some files. As an example, the color shading map for vanilla Quake is compressed down to less than 6% of its uncompressed size. I suspect that FQM textures will also be greatly compressed, since their source images are the original 8-bit color internal textures.

For the next version I'll implement compression on the gameplay demo files, and will try to add support for compressed files stored in PAK archives. Afterwards, I'll start working on multicore rendering. The PNG support is also important, but since there were some major issues to implement it, I'll work on the multicore rendering first, which has a higher priority.

A note to the new patrons: Due to some unfortunate events, new patrons will only be credited and will only start getting the releases after their first payment is cleared. But when that happens, you will still get all the versions released since the date when you joined.

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