1 Old Q3Map 1.x and Early Q3Map2 Changelog (Chronological Order)
3 - FILE IS STATIC. IF YOU MAKE CHANGES, UPDATE CHANGELOG.Q3MAP2 -
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8 2001-12-03 1.2 (ydnar) Alpha Initial version (win32)
10 2001-12-03 1.2 (ydnar 2) Alpha Tolerance expanded
11 (more brush faces caught)
13 2001-12-04 1.2 (ydnar 3) Alpha Detail faces inside other
14 detail brushes now culled,
15 Small against large detail
18 2001-12-04 1.2 (ydnar 4) Alpha djbob found a bug where
19 coincident caulk faces
21 faces to be caulked. Fixed.
23 2001-12-04 1.2 (ydnar 7) Alpha 5 and 6 were internal test
24 versions. This version
25 takes into account extra
26 surface info, so coplanar
27 clip brushes no longer
28 cull away textured sides.
30 2001-12-22 1.2 (ydnar 8) Alpha Optimized light. Lighting
31 for most maps should now
32 be measurable in minutes
35 2001-12-24 1.2 (ydnar 9) Alpha Fixed light. It is still
38 you must supply the -fast
39 switch on the commandline
40 after -light. Fast mode
41 should be approximately
42 2x as fast as build 8.
44 2001-12-24 1.2 (ydnar 10) Alpha Grid lighting is now
45 optimized. Not as much
47 a distance^2 cull before
48 traces on EVERY SINGLE
49 SURFACE LIGHT IN THE MAP
50 certainly speeds things
51 the fuck up. -fast not
53 optimization. Also added
55 limit light contributions
56 to a point when it exceeds
57 255 in R, G, and B. This
58 *may* cause artifacts.
61 2001-12-24 1.2 (ydnar 11) Alpha Now using PVS data (vis).
63 hinted maps should now
64 see a bit of a speedup.
65 Lights in the void are
69 2001-12-24 1.2 (ydnar 12) Alpha Fixed bug that caused
72 2001-12-27 1.2 (ydnar 13) Alpha - Fixed broken PVS check.
73 - Cheap now supresses sun
75 sample is "cheapened."
76 - Experimental -smooth
77 option for subsampling
79 - Experimental radiosity
80 code. Will probably crash.
81 - Other minor optimizations.
83 2001-12-27 1.2 (ydnar 14) Alpha Build 13 always subsampled,
84 making it slower. Fixed.
86 2001-12-28 1.2 (ydnar 15) Alpha Bad windings from edge- or
87 vertex- manipulated brushes
88 no longer created. Vertex
89 lighting on func_* with
91 Radiosity should be more
94 envelopes now properly
95 calculated for entities
98 2001-12-28 1.2 (ydnar 16) Alpha Un-vised maps will now light.
100 2001-12-30 1.2 (ydnar 17) Alpha Radiosity. Use q3map_bounce
101 in shaders to specify
102 amount of light to reflect.
103 Use -bounce N after -light
104 to enable radiosity. Use
105 -dump to emit radiosity
108 2001-12-31 1.2 (ydnar 18) Alpha Normalization release. New
109 features include -fastgrid,
110 -cheapgrid, and -fastbounce.
111 Running with -fastgrid and
112 -cheapgrid will produce
113 results identical to normal
114 q3map (with the lightgrid
115 being a little darker).
116 Also added q3map_nofast to
117 shaders to override -fast
118 switch for a surface light.
120 2002-01-01 1.2 (ydnar 19) Alpha Fixed an odd vertex lighting
121 bug (thanks Quakin) that was
122 causing sun to leak to brush
123 faces when using r_vertexlight
124 ingame. Changed a little bit
125 of the default behavior, so
126 test with vertex lighting
127 and with terrain. Minor
128 shader changes might be
129 necessary to get some maps to
132 2002-01-01 1.2 (ydnar 20) Alpha Colored alpha shadows. Some
133 minor optimizations in
134 shadow tracing. Should be
135 slightly faster than 19.
137 2002-01-02 1.2 (ydnar 21) Alpha Set up colored shadows
139 surfaceparm lightfilter.
140 Shaders must use this parm
141 to have colored shadows.
142 Can be used with alphashadow
145 2002-01-04 1.2.1-y1 (nightly) This version is all new,
146 based off the official
147 GtkRadiant tree, which has
148 all the previous enhancements.
149 New features include colored
150 lightgrid tracing through
151 lightfilter shaders, and
152 surfaceparm lightgrid, for
153 large/space maps with large
154 volumes. Also fixed are
155 potential broken brush
156 winding radiosity crashes.
159 2002-01-05 1.2.1-y2 (nightly) Merged latest CVS. Removed
160 bug where ambient was getting
161 calculated into the radiosity
162 solution for every pass,
163 leading to overbright maps
164 in a hurry. Also removed
165 the bad PTPFF reporting,
166 as it only caused problems
167 with radiosity in a big way.
170 2002-01-05 1.2.1-y3 (nightly) I really suck. Sample color
171 now properly cleared to 0
174 2002-01-07 1.2.1-y4 (nightly) Particle Studio generated
175 brush faces should no longer
176 be culled. I no longer cull
177 faces that are autosprite.
178 Added -bouncegrid to have
179 radiosity add to lightgrid.
181 2002-01-08 1.2.1-y5 (nightly) Same as y4, but compiled with
182 full optimizations. Should
183 be 10-25% faster in all,
184 including BSP and vis
187 2002-01-09 1.2.1-y6 (nightly) Brushfaces with polygonoffset
188 in their shader will no longer
191 2002-01-11 1.2.1-y7 (nightly) Increased stack size for threads
192 to 4MB on Win32 to (hopefully)
193 elminate stack overflow
194 crash with radiosity. Also
195 made subdivision use the heap
196 to lessen the stack load. Fixed
197 bug where q3map_bounce was not
198 being used in shader parsing.
199 Redid some of the divide math
200 to work in 0-255 instead of
203 2002-01-11 1.2.1-y8 (nightly) More Win32 threading
204 crutches. Eat me, Bill.
206 2002-01-15 1.2.1-y9 RR2DO2 noticed a stupid bug
207 in my PVS code. Fixed it,
208 so the PVS light opts work as
209 they should. Lighting is
210 faster. Also got rid of some
211 redundant square roots from
212 the raytracing, speeding up
213 lighting another ~25%.
215 2002-01-20 1.2.1-y10 Fixed a potential crash bug
216 with maps with 0 lights. Also
217 changed how lightmaps are
218 projected onto patches that
219 lie in a single plane (bevel
220 endcaps, floors, etc). Shadows
221 now work properly on them.
223 2002-01-22 1.2.1-y11 Fixed a divide-by-zero crash
224 with maps with no lights or
225 no tracing. Also added
226 code to make brush/patch
227 vertex lighting more closely
228 resemble lightmap, even on
229 less-than-perfect maps. And
230 -light is faster, too...about
231 25% on q3dm17. 34->25 seconds.
233 2002-01-24 1.2.1-y12 Completely rewrote the path
234 argument handling. Should find
235 the Quake 3 dir and other
236 dirs properly now. Needs to
237 be tested on Linux though.
238 Also made lights linear by
239 default when run with -game
240 wolf. This is to match the
241 Gray Matter q3map and
244 2002-01-28 1.2.4-y1 Merged from 1.2.4-nightly CVS
245 sources. Fog sparklies gone.
246 -nopatchfix so vlight works
247 properly again. Cleaned up
248 paths processing some more,
249 including Linux stuff. Added
250 _lightmapscale entity key.
251 Brought -game wolf lighting
252 to parity with GM tools.
253 RR2DO2's PCX loading fix. A
254 bunch of other useful fun shit.
256 2002-01-29 1.2.4-y2 Fixed a bug in RR2DO2's PCX fix.
257 Fixed a stupid bug in lightmap
258 dimension bounds checking (thanks
261 2002-01-29 1.2.4-y3 Now will detect (and report to
262 GtkRadiant) all degenerate patches
263 like those created by capping a
266 2002-02-23 2.0.0-a1 thru a3 Rewrote about 30% of the code.
267 Lots of cool new shit.
269 2002-02-24 2.0.0-a4 thru a8 Terrain fix (thx Pointy), patches
270 are no longer circus colored, more
271 terrain texturing fixes.
273 2002-02-26 2.0.0-a10 thru a11 Adjacent coplanar surfaces now
274 will share lightmaps. This prevents
275 most wierd edge cases with filter
276 and speeds things up a bit. Patches
279 2002-02-27 2.0.0-a12 More lightmap fixes for non-planar
280 surfaces. Bugfixes in allocation/
281 compression of lightmaps as well.
283 2002-03-02 2.0.0-a13 Fixed some surface light bugs,
284 adjusted the occluded-luxel finding
285 code, and amped the radiosity. Other
286 fixes to RTCW lighting code (better
287 angle attenuation on linear lights).
289 2002-03-04 2.0.0-a14 Vertex light should now be near-
290 perfect on clean (and mostly on not-
291 so-clean) maps. Unlit maps will no
292 longer have tri-fanned brush faces
293 with random vertex colors. VLight is
294 now totally gone (reverts to -light).
296 2002-03-06 2.0.0-a15 Relaxed the planar check, should now
297 classify all slightly-off plane brush
298 face metasurfaces as planar. Triangle
299 checking much more stringent as well.
301 2002-03-11 2.0.0-a16 Vis crash gone. Lightmap allocation
302 now sorted by shader to minimize
303 shader count (and lessen chance for
304 RTCW shader substitution bug). Hit
305 big quarter-century also.
307 2002-03-12 2.0.0-a17 Dammit.
309 2002-03-12 2.0.0-a18 Hunting phantom lights...
311 2002-03-16 2.0.0-a19 Fogclip and _celshader. Check the
314 2002-03-18 2.0.0-b1-rc1 Beta release candidate. Fixed the
315 stupid phantom light bug finally.
316 Tricked out the sun tracing a wee
317 bit as well, should be a little
318 faster + more accurate. Other little
319 bits fixed up as well. Thanks to K,
320 {wf}ShadowSpawn and RR2DO2 for their
321 help tracking these last bugs down.
323 2002-03-19 2.0.0-b1-rc2 Increased some maximums, and got
326 2002-03-22 2.0.0-b1-rc3 Some minor optimizations.
328 2002-03-30 2.0.0-b1-rc5 Now with fur (see extras/fur.shader).
330 2002-04-01 2.0.0-b1-rc6 Enhanced with baby seal technology.
332 2002-05-01 2.0.1 OK, better late than never. Fixed the
333 alphashadow = 255 = transparent bug.
335 2002-06-24 2.1.0-b1 Added _foghull functionality. Works
336 like terrain "_shader" where
337 you don't need "textures/" prefix.
338 Also added q3map_normalmap. See
339 NVIDIA's website for Photoshop filter
340 to generate normalmaps from grayscale
341 heightmaps. This makes lightmaps
342 look bumpmapped. Currently 50% broken.
344 2002-07-06 2.2.0-b1 Empty epairs now stripped from map,
345 fixing Wolfenstein crash bug. Func_*
346 entities are now fogged properly.
347 Sort of. This will be enhanced later.
348 Added the .srf file to store all the
349 extra crap I was hiding in the BSP.
350 It's an editable text file that
351 -light uses, so you can change the
352 samplesize w/o recompiling the map
353 (just -light'ing it). Changed color
354 normalization to clamping, because
355 it looks better. Other stuff got
358 2002-07-08 2.2.0-b2 thru b11 Test versions. Thanks jer and jet!
360 2002-07-09 2.2.0-b12 Larger-than-life lightmaps are now
361 supported, up to 1024x1024. Add
362 q3map_lightmapSize H W to a shader
363 to use. Lightmaps are stored in
364 maps/{mapname}/_lm_NNN.tga and a
365 shader script q3map_{mapname}.shader
366 is generated. Also added
367 q3map_lightmapGamma N.N. Use a
368 value of 2.0 to simulate
369 r_overBrightBits 1 and
370 r_mapOverBrightBits 2 on external