QHD v1.44 BETA
I've tinkered with it for few weeks and it's less of a “beta” than some of my previous releases. I couldn't bring myself to do a playthrough, so there is a chance that something went wrong somewhere and slipped unnoticed. Once someone reports successfully completing a playthrough of Quake and both MPs, I'll delete beta from the name.
No other changes planned. Several people have offered in the past help with testing it, so eventual reports will be much appreciated.
I've discovered a source of increase in DP performance two years ago.
"r_coronas_occlusionquery""0" use GL_ARB_OCCLUSION_QUERY extension if supported ( fades coronas according to visibility )
Enabling this cvar fixes ugly effect, with coronas from projectiles and explosion shining through models, including weapon viewmodel.
It happens at a huge performance cost though and it was enabled by default on old builds.
What is more strange, after disabling it on DP build from 2011, coronas kept fading out when behind models anyway, but I've got same performance boost as with new builds.
In fact old build is 1-3 fps faster most of the time, with some rare places where performance difference is huge.
For example in e1m4 when standing in the alcove with biosuit and looking between wall and pillar at the door I get 37 fps with DP2013 and 55 fps with DP2011 build.
For few reasons, I keep using build from 2013 by default in the compilation, but I've included older one as an option with some short comparison in the main readme.
Changes in v1.44:
HUD_v4.8:
QHD addon changes over SMC v4.55 - new:
DoE:
QHD addon changes over SMCv4.55 - old:
I've tinkered with it for few weeks and it's less of a “beta” than some of my previous releases. I couldn't bring myself to do a playthrough, so there is a chance that something went wrong somewhere and slipped unnoticed. Once someone reports successfully completing a playthrough of Quake and both MPs, I'll delete beta from the name.
No other changes planned. Several people have offered in the past help with testing it, so eventual reports will be much appreciated.
I've discovered a source of increase in DP performance two years ago.
"r_coronas_occlusionquery""0" use GL_ARB_OCCLUSION_QUERY extension if supported ( fades coronas according to visibility )
Enabling this cvar fixes ugly effect, with coronas from projectiles and explosion shining through models, including weapon viewmodel.
It happens at a huge performance cost though and it was enabled by default on old builds.
What is more strange, after disabling it on DP build from 2011, coronas kept fading out when behind models anyway, but I've got same performance boost as with new builds.
In fact old build is 1-3 fps faster most of the time, with some rare places where performance difference is huge.
For example in e1m4 when standing in the alcove with biosuit and looking between wall and pillar at the door I get 37 fps with DP2013 and 55 fps with DP2011 build.
For few reasons, I keep using build from 2013 by default in the compilation, but I've included older one as an option with some short comparison in the main readme.
Changes in v1.44:
- Included features of SMC v4.55.
- SoA: Sky in the first episode has correct color now.
- DoE: Dragon gibs textures.
- Original texture for spawns is used by default, its lowres nature is not really much noticeable and looks best, overall imo. This also solves a question of skin for the third spawn type in DoE.
- Ruohis' model for hellknight projectile with adjusted size and textures brighness, so it's not solid yellow.
- Lighting cvars values changed to make it darker and maybe closer to original. I've started to like it more that way.
HUD_v4.8:
- Intermission: Camera sway like in original. Mouselook disabled on new builds too.
- Weapon icon will blink on pickup when using custom layout ( icons on the side ).
QHD addon changes over SMC v4.55 - new:
- Bugfix: disabled player footsteps during finale sequence.
- Bugfix: fixed glitched wizard fall dust effect that was spawning two copies of the corpse on fall and the second dust cloud after being touched.
- When player is hit by explosion special version of this effect is spawned that looks beter in fullscreen and cause no performance impact, its a nice performance optimization for single player.
- Changes to SMC particles effects are meant to give them more faithful feel and better performance. Most of altered effects received another iteration of polish since my previous release of this addon, check out new Scrag spit for example.
- Most of unused features don't precache their assets, which decreases loading times. Latest SMC release claim it already, but it cheats a bit, with a lot of the bloat being loaded anyway outside of the start map. Fixed few precaches outside of worldspawn sequnce, like watersplash sound for example, that caused minilag the first time you shot at water on a level and sound had to be fetched at that moment.
- Option to disable hellknight red glow when casting magic attack, adjustable hellknight projectile size. Removed from knight and hellknight hit and death sounds.
- Adjustable probability of using one of restored hellknight attack animations ( original one looks much better with hknight flame spray attack, so restored ones were unused for a reason ).
- Some under the hood rewrites, that should make further work easier, of no importance to end user, but it took the most time, hope it'll pay off...
DoE:
- Option to use original sword death animations, with or without "phantom knight" effect.
- Modified lava nailgun textures: cracks on barrels glow in the dark and gloss effect added to super lava nailgun.
- Minigrenades can splash in liquids. Dragon gibs won't disappear.
QHD addon changes over SMCv4.55 - old:
- Optional workaround that prevent corpses from creating weird piles of suspended mid air models when gibable corpses are enabled. Height of the corpse bbox depend on the height of the monster bbox.
- Shotgun casings with more interesting physics and sounds. There are 10 "bounce tink" sounds spawned randomly each time a shell bounces and 10 random "resting" sounds when it stop moving.
- Adjustable gibs buoyancy and some other minor gibs physics tweaks. Adjustable weapons gyro force and optional explosion physics tweaks;
- Adjustable additional effects from external ent files: lightbeams, particles, rain, snow, fog...
- Default models and skins are untouched by multimonster feature, that way it avoids conflicts with maps and mission packs that use altered models, or secondary skins for original quake models. It can also use up to four additional models with two skin each and allow user to choose any possible combination of them vith autoexec,cfg cvar.
- Option to disable pickup items particles effects. Option to disable player bleed effect, it cause performance issues with "cl_decals_models""1" in case someone want it.
- Ogres will aim properly on low gravity e1m8, now stuff got serious there
- New "pulling a chainsaw starter" idle sound from the SMC used only for the restored "pulling chainsaw starter" animation, while the original "scratching a floor with a chainsaw" ogre idle sound is enabled again for other animations. Original sound creates great ambience imo.
- Option to adjust volume of monsters footsteps and monsters fall sounds.
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