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This version features the volumetric submerged (aka underwater) fog. It can only be seen when underwater, and will require a couple seconds to compute the fog tables once you get into water, slime & lava for the first time. Its fog values are hardcoded for now.

There are two more events that can trigger autosaves now: Megahealth and text messages.

The value of the cvar autosave_megahealth makes the engine automatically save the game every time the health suddenly increases by the amount specified in it (100 by default). This feature is fully compatible with the health recovery autosave algorithm set by the cvars autosave_lowhealthrange and autosave_onhealthrecovery.

Autosaves on text messages are fully customizable. Add this line near the end of the default.ini file to trigger an autosave every time you complete a sequence of actions in the game:

autosave_onmessage_add "Sequence completed!"
  • You can add up to 16 messages this way, just call the autosave_onmessage_add command for each one.

Now, for the fixes.

As can be seen in this screenshot, lightmapped liquid surfaces won't be affected by negative dynamic lights anymore. This way, the water won't turn black near the monsters and players.

Some issues with wrong dithering levels being applied to mesh models were fixed; HD textures will look sharper on MD5 models now.

Compiled textures from maps won't be saved in the "maps" folder anymore.

And as mentioned before, the "mod_numknown == MAX_MODELS" limit was fully removed.

Probably a couple other fixes here and there. I remember fixing some stuff in the fog initialization.

Also, I'm attaching in this post an updated progs.dat containing a few new fixes, tweaked effects and a new particle effect for the thunderbolt weapon.

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