+++ /dev/null
-Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)
-
-- FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -
-
-
-Date Version Notes
-----------------------------------------------------------------
-2001-12-03 1.2 (ydnar) Alpha Initial version (win32)
-
-2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded
- (more brush faces caught)
-
-2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other
- detail brushes now culled,
- Small against large detail
- faces also culled.
-
-2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where
- coincident caulk faces
- were causing textured
- faces to be caulked. Fixed.
-
-2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test
- versions. This version
- takes into account extra
- surface info, so coplanar
- clip brushes no longer
- cull away textured sides.
-
-2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting
- for most maps should now
- be measurable in minutes
- as opposed to hours.
-
-2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still
- faster, but to enable
- "blinding fast" mode,
- you must supply the -fast
- switch on the commandline
- after -light. Fast mode
- should be approximately
- 2x as fast as build 8.
-
-2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now
- optimized. Not as much
- as I would like, but
- a distance^2 cull before
- traces on EVERY SINGLE
- SURFACE LIGHT IN THE MAP
- certainly speeds things
- the fuck up. -fast not
- necessary to see this
- optimization. Also added
- the -cheap switch to
- limit light contributions
- to a point when it exceeds
- 255 in R, G, and B. This
- *may* cause artifacts.
- Test away...
-
-2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).
- Well constructed and
- hinted maps should now
- see a bit of a speedup.
- Lights in the void are
- also now removed as a
- byproduct.
-
-2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused
- vlight to crash.
-
-2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.
- - Cheap now supresses sun
- Sun trace skipped if
- sample is "cheapened."
- - Experimental -smooth
- option for subsampling
- shadow edges.
- - Experimental radiosity
- code. Will probably crash.
- - Other minor optimizations.
-
-2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,
- making it slower. Fixed.
-
-2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or
- vertex- manipulated brushes
- no longer created. Vertex
- lighting on func_* with
- an origin now works.
- Radiosity should be more
- stable (but not fully
- correct yet). Light
- envelopes now properly
- calculated for entities
- with origins.
-
-2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.
-
-2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce
- in shaders to specify
- amount of light to reflect.
- Use -bounce N after -light
- to enable radiosity. Use
- -dump to emit radiosity
- lights as a prefab.
-
-2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New
- features include -fastgrid,
- -cheapgrid, and -fastbounce.
- Running with -fastgrid and
- -cheapgrid will produce
- results identical to normal
- q3map (with the lightgrid
- being a little darker).
- Also added q3map_nofast to
- shaders to override -fast
- switch for a surface light.
-
-2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting
- bug (thanks Quakin) that was
- causing sun to leak to brush
- faces when using r_vertexlight
- ingame. Changed a little bit
- of the default behavior, so
- test with vertex lighting
- and with terrain. Minor
- shader changes might be
- necessary to get some maps to
- look as before.
-
-2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some
- minor optimizations in
- shadow tracing. Should be
- slightly faster than 19.
-
-2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows
- properly to use
- surfaceparm lightfilter.
- Shaders must use this parm
- to have colored shadows.
- Can be used with alphashadow
- as well.
-
-2002-01-04 1.2.1-y1 (nightly) This version is all new,
- based off the official
- GtkRadiant tree, which has
- all the previous enhancements.
- New features include colored
- lightgrid tracing through
- lightfilter shaders, and
- surfaceparm lightgrid, for
- large/space maps with large
- volumes. Also fixed are
- potential broken brush
- winding radiosity crashes.
- Maybe.
-
-2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed
- bug where ambient was getting
- calculated into the radiosity
- solution for every pass,
- leading to overbright maps
- in a hurry. Also removed
- the bad PTPFF reporting,
- as it only caused problems
- with radiosity in a big way.
- Sue me.
-
-2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color
- now properly cleared to 0
- when bouncing.
-
-2002-01-07 1.2.1-y4 (nightly) Particle Studio generated
- brush faces should no longer
- be culled. I no longer cull
- faces that are autosprite.
- Added -bouncegrid to have
- radiosity add to lightgrid.
-
-2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with
- full optimizations. Should
- be 10-25% faster in all,
- including BSP and vis
- stages.
-
-2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset
- in their shader will no longer
- be faceculled.
-
-2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads
- to 4MB on Win32 to (hopefully)
- elminate stack overflow
- crash with radiosity. Also
- made subdivision use the heap
- to lessen the stack load. Fixed
- bug where q3map_bounce was not
- being used in shader parsing.
- Redid some of the divide math
- to work in 0-255 instead of
- 0-256.
-
-2002-01-11 1.2.1-y8 (nightly) More Win32 threading
- crutches. Eat me, Bill.
-
-2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug
- in my PVS code. Fixed it,
- so the PVS light opts work as
- they should. Lighting is
- faster. Also got rid of some
- redundant square roots from
- the raytracing, speeding up
- lighting another ~25%.
-
-2002-01-20 1.2.1-y10 Fixed a potential crash bug
- with maps with 0 lights. Also
- changed how lightmaps are
- projected onto patches that
- lie in a single plane (bevel
- endcaps, floors, etc). Shadows
- now work properly on them.
-
-2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash
- with maps with no lights or
- no tracing. Also added
- code to make brush/patch
- vertex lighting more closely
- resemble lightmap, even on
- less-than-perfect maps. And
- -light is faster, too...about
- 25% on q3dm17. 34->25 seconds.
-
-2002-01-24 1.2.1-y12 Completely rewrote the path
- argument handling. Should find
- the Quake 3 dir and other
- dirs properly now. Needs to
- be tested on Linux though.
- Also made lights linear by
- default when run with -game
- wolf. This is to match the
- Gray Matter q3map and
- entity definition.
-
-2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS
- sources. Fog sparklies gone.
- -nopatchfix so vlight works
- properly again. Cleaned up
- paths processing some more,
- including Linux stuff. Added
- _lightmapscale entity key.
- Brought -game wolf lighting
- to parity with GM tools.
- RR2DO2's PCX loading fix. A
- bunch of other useful fun shit.
-
-2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.
- Fixed a stupid bug in lightmap
- dimension bounds checking (thanks
- Laerth).
-
-2002-01-29 1.2.4-y3 Now will detect (and report to
- GtkRadiant) all degenerate patches
- like those created by capping a
- cone.
-
-2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.
- Lots of cool new shit.
-
-2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches
- are no longer circus colored, more
- terrain texturing fixes.
-
-2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now
- will share lightmaps. This prevents
- most wierd edge cases with filter
- and speeds things up a bit. Patches
- too.
-
-2002-02-27 2.0.0-a12 More lightmap fixes for non-planar
- surfaces. Bugfixes in allocation/
- compression of lightmaps as well.
-
-2002-03-02 2.0.0-a13 Fixed some surface light bugs,
- adjusted the occluded-luxel finding
- code, and amped the radiosity. Other
- fixes to RTCW lighting code (better
- angle attenuation on linear lights).
-
-2002-03-04 2.0.0-a14 Vertex light should now be near-
- perfect on clean (and mostly on not-
- so-clean) maps. Unlit maps will no
- longer have tri-fanned brush faces
- with random vertex colors. VLight is
- now totally gone (reverts to -light).
-
-2002-03-06 2.0.0-a15 Relaxed the planar check, should now
- classify all slightly-off plane brush
- face metasurfaces as planar. Triangle
- checking much more stringent as well.
-
-2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation
- now sorted by shader to minimize
- shader count (and lessen chance for
- RTCW shader substitution bug). Hit
- big quarter-century also.
-
-2002-03-12 2.0.0-a17 Dammit.
-
-2002-03-12 2.0.0-a18 Hunting phantom lights...
-
-2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the
- extras folder...
-
-2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the
- stupid phantom light bug finally.
- Tricked out the sun tracing a wee
- bit as well, should be a little
- faster + more accurate. Other little
- bits fixed up as well. Thanks to K,
- {wf}ShadowSpawn and RR2DO2 for their
- help tracking these last bugs down.
-
-2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got
- rid of some cruft.
-
-2002-03-22 2.0.0-b1-rc3 Some minor optimizations.
-
-2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).
-
-2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.
-
-2002-05-01 2.0.1 OK, better late than never. Fixed the
- alphashadow = 255 = transparent bug.
-
-2002-06-24 2.1.0-b1 Added _foghull functionality. Works
- like terrain "_shader" where
- you don't need "textures/" prefix.
- Also added q3map_normalmap. See
- NVIDIA's website for Photoshop filter
- to generate normalmaps from grayscale
- heightmaps. This makes lightmaps
- look bumpmapped. Currently 50% broken.
-
-2002-07-06 2.2.0-b1 Empty epairs now stripped from map,
- fixing Wolfenstein crash bug. Func_*
- entities are now fogged properly.
- Sort of. This will be enhanced later.
- Added the .srf file to store all the
- extra crap I was hiding in the BSP.
- It's an editable text file that
- -light uses, so you can change the
- samplesize w/o recompiling the map
- (just -light'ing it). Changed color
- normalization to clamping, because
- it looks better. Other stuff got
- fixed as well.
-
-2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!
-
-2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now
- supported, up to 1024x1024. Add
- q3map_lightmapSize H W to a shader
- to use. Lightmaps are stored in
- maps/{mapname}/_lm_NNN.tga and a
- shader script q3map_{mapname}.shader
- is generated. Also added
- q3map_lightmapGamma N.N. Use a
- value of 2.0 to simulate
- r_overBrightBits 1 and
- r_mapOverBrightBits 2 on external
- lightmap images.