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This version features dynamic interlacing, enabled through the cvar r_interlacing_dynamic (enabled by default). This feature automatically activates interlacing when the framerate is above 35 frames per second, helping to achieve framerates between 40 and 60 fps. In my tests, once the interlacing is activated, the framerate stayed most of the time above 50 fps.

The engine automatically switches between the 3 interlacing modes to balance between blurriness and flickering, so you may see a bit of flickering sometimes.

Also, to use this feature you must also have dynamic resolution (cvar viewsize_dynamic) enabled.

A bug in the texture compiler was fixed, so it does not save compiled textures in the "maps" folder anymore. The "textures" folder, which is the correct one, is used instead.

Also, another important feature was implemented: When saving color transformation tables (for lighting, blending, fog and sky horizons) and compiled textures, Retroquad will always use the path from the same gamedir (the folder indicated in the "-game" commandline parameter) from where the palette was loaded.

This helps to save storage memory, since most Quake mods shares a lot of textures for the same palette. The engine will save all of their compiled textures in the "id1\textures" folder, ensuring that there will be no duplicate texture files created.

This also helps developers who wants to use custom palettes, since the engine will always use the correct color transformation tables for the given palette.

Note: Some mods does include a redundant copy of Quake's palette in their gamedir path. In their case, the id1 folder path will not be used for saving those files. This may be fixed later.

The amount of random crashes seems to have been reduced a little after fixing a couple small bugs. I didn't get any crashes when reloading maps yet.

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