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InsideQC Forums • View topic - 1'st beta

1'st beta

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Postby revelator » Sun Oct 26, 2008 4:08 am

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Postby revelator » Sun Oct 26, 2008 9:00 am

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Postby revelator » Mon Oct 27, 2008 2:33 pm

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Postby Baker » Mon Oct 27, 2008 3:22 pm

I don't claim to know a great deal about how it works because I haven't taken the time to walk through the code (although I did a cursory look-over of the code) but ezQuake 1.9.2 added "DarkPlaces memory manager".

I don't know if the feature is active in ezQuake 1.9.2 or if the binaries were compiled without it, but when I compared the ezQuake 1.8.3 source with the ezQuake 1.9.2 source, the changes to implement this feature are very easy.

My understanding of how the DarkPlaces memory manager works is that it allocates memory as needed, eliminating entirely the need for -mem xx or -heapsize xxxxx in the command line.

I have gamedir switching, video mode switching in the menu and I'd really like the kill any need for adding a memory command line parameter.

Anyway ... since maybe about 18 months ago, ezQuake's code has becoming outstanding from the perspective of "quality control" and I really enjoy checking in on the changes they've made. DarkPlaces has morphed too far from the original source for me to easily follow the highly evolved code, although soon I'm going to start looking harder at more DarkPlaces enhancements.

Anyway, in the ezQuake 1.9.2 source code, just search for #ifdef WITH_DP_MEM and #ifndef WITH_DP_MEM and you can see the changes. If I recall, there are only 7 changes to the code to implement this.

Source code link:

http://sourceforge.net/project/showfile ... _id=130270

Add: Although this is in the source, it does not appear to be an active feature in the binaries. I don't know whether this is because it hasn't been tested enough, still in testing or if it doesn't work right.
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Postby revelator » Tue Oct 28, 2008 6:38 am

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Postby revelator » Sat Nov 01, 2008 1:32 am

very near a release now :) added bloom control to menu and switched unzip.c and unzip.h out against newer versions "the one i used was rather old and had some serious memory leaks as i found out :)

its pretty stable now loads marcher fortress directly no need for heapsize anymore with the new memory system.

bastion of the underworld is a lost cause on this engine unfortunatly
i found the bug its mh's volume carving code. unfortunatly i cannot easily do away with it since most of this engine relies on it for getting the correct "approximatly" surfs for stuff like fog caustics etc.

and actually its not a bug in his code but more a bsp tool problem since the surf it catches has invalid verts :| .

well everything else i could throw at it runs "ofc not including mods with special engine requirements scripts md3's etc"

the purpose with it was a good standard glquake with enhanced looks it doesnt have md3 skeletal models scripting or anything fancy but a rock solid wm code "aquire's actually" and much better memory handling.

other updates: done away with the entire caching system.
models and sound now correctly unloads at map end.
done away with some leftover autowater trans code "had leaf checking on but wasnt used this engine still needs vissed maps for translucent water"

finished pk3 code its now rock solid :)

found out how to scale the sky so now the clouds are actually visible :) not like a blur.

malice looks awsome on this puppy :)
after the fall also ;)

try it with the same texturepack darkplaces uses it can load the external normalmaps from it, gives it quite a nice look tbh :)

plagues mdl modelpack gives you some nicer looking weapons
and if anyones interrested i got some special monster skins modified from ogro's so they dont look like crap on engines that dont have bumpmapping on alias models.

this is probably the largest project i have worked on rewriting allmost 70% of the code still a lot of todo's like nehahra support.


compilation is now only supported with msvc 2005 older versions have proven to be quite unhappy about some libraries it needs so i took the liberty of removing msvc6 project files.

will upload later tomorrow still a few things i want to try out before i release it ;)
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Postby Mancubus » Tue Feb 08, 2011 10:14 pm

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Postby leileilol » Tue Feb 08, 2011 11:26 pm

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Postby revelator » Wed Feb 09, 2011 2:28 am

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Postby Mancubus » Wed Feb 09, 2011 7:28 pm

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Postby revelator » Thu Feb 10, 2011 3:25 am

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Postby Mancubus » Fri Feb 11, 2011 10:19 am

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