June 2012
10 posts
Makaqu 1.5 released →
Here’s a big warning: The Windows version will crash when trying to select a fullscreen video mode. It should only be run on windowed modes for now. I only found about it yesterday, and decided to not delay this release anymore. This bug will be fixed in the next release. On the Dreamcast, the list of demos may stop right after playing the first demo, but this isn’t a big issue...
Jun 24th
Implemented a workaround for the mod menu bug. Somehow the array of command line arguments is getting overwritten by some memory leak which I haven’t found out yet, but the engine also keeps a copy of the original command line in a separated variable, so I made a new array and parsed the copy of the command line into it. Not an ideal solution, but it’s better than nothing. Despite...
Jun 22nd
I’ve made a number of optimizations in the lighting and in the surface cache drawing code. Some of those also benefited the Windows version, but the speed gain seems to be too small for the Dreamcast version. Anyway, I suspect some people may still prefer to play in 640x240 instead of 320x240, as the game does really look nicer on it now. The mod menu bug is puzzling. The game does...
Jun 21st
Implemented the video refresh rate selector in the Dreamcast version. It will start automatically when running on an European DC using composite video output, or if the Y button is held during the boot. The performance on the Dreamcast is really good at 320x240, except when rendering dynamic lights. When no dynamic lights are in, Makaqu usually renders between 20 and 45 fps. I may see if...
Jun 19th
Jun 16th
Finally, the translucent BSP clipping bug is gone! First, I figured out that translucent SPR models weren’t disappearing, they were just being rendered in a completely different place. This was when I enabled additive sprites in the menu, loaded up one of my testing saves to check out the translucent BSP clipping bug, and the bubble sprites that should be right next to the exploboxes in my...
Jun 13th
More work, more bugfixes, and proper lighting support on external BSP models. Ammo boxes, health boxes and so on will be as dark as their surroundings now, though I’ve also implemented a minimum light value for them, as not all of them have fullbright pixels on their textures to prevent them from becoming invisible in pitch black areas. This was actually easier than I expected, and is fully...
Jun 8th
Implemented SPR model lighting, and added a menu option for it. No support for Darkplaces’ naming convention of lit SPR models yet though. Some code cleanup, and some more work on the new tinting system. I’ve also optimized the translucent SPR model drawing code, and found out that translucent SPR models seems to also be suffering from the same bug as translucent BSP models....
Jun 6th
Implemented translucency for both the console background and the crosshair. Crosshairs will use additive blending for now, as the other blending modes didn’t look good on it. I’ve also did some tests to figure out a better way to tint the menu background, as the current method is a bit problematic. Also, I’m not going to use the gelmap that the 1.0 version of Quake used, because...
Jun 4th
Fixed the 2D scaling algorithm (it was just a matter of rounding up the first division), fixed a few bugs in the mission packs’ HUDs, fixed the HUD style 5 (which also requires horizontal flipping of some 2D graphics, so I’ve implemented it), and fixed a few minor bugs that also showed up. Translucency still need to be implemented in the 2D renderer, though the only things that should...
Jun 3rd