New Q3 Patch v1.27 -- Fixes Geforce TC (added pictures)

Traumahound

Junior Member
Nov 15, 2000
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Saw on Voodooextreme that id released the latest Quake 3 patch.

I downloaded it and it totally fixes the Quake3 Sky Problem. The sky looks much better now. Darn near perfect as far as I can tell.

See? It was id's problem... :D

Anyways, those who are interested can grab the patch here.

Have fun, but be warned that this patch will break compatibility with most (all?) mods.

Edit: Some sample pics available here. (source was 1152x864x32 with max texture detail)
 

BFG10K

Lifer
Aug 14, 2000
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I think S3TC is simply turned off by default, just like it was in the 1.25 release.
 

oldfart

Lifer
Dec 2, 1999
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Check your q3config.cfg. It should be setup like this for tex compression:

seta r_ext_compress_textures "1"

Set it up this way and try it again. Be sure to put up some screenshots so we can see how it looks.
 

BFG10K

Lifer
Aug 14, 2000
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Don't forget to run some benchmarks and check for bugs.
Are the old timedemos still there? Do the bots still play the same as 1.17?
 

lsd

Golden Member
Sep 26, 2000
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Here's another Pic (300KB :|)
Note that Jpeg compression causes some loss of quality. I tried to benchmark but I think Team Arena is required to do it.
I dont think TC was fixed.....
 

oldfart

Lifer
Dec 2, 1999
10,207
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I just installed the patch. I deleted my q3config.cfg file and let Q3 build a new one. Texture compression is OFF by default. seta r_ext_compressed_textures "0" is the default config, just like it was in 1.25.
 

lsd

Golden Member
Sep 26, 2000
1,184
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Yeah you're right, I must be in La LA land :confused:
BTW: my pic shows S3TC on, but I think trama's shows it off.
 

oldfart

Lifer
Dec 2, 1999
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Timedemos dont work :| as far as I can tell. The AI is supposed to be better. Cant tell yet. Looks like the CD check is gone also.
 

2dfx

Member
Sep 3, 2000
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I heard they stopped the compression of lightmaps, which was what caused the discolouration artifacts.
 

oldfart

Lifer
Dec 2, 1999
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From the readme:

Fixes and Additions
- fixed several predictable player event problems
- made entity events more reliable
- fixed sv_minping
- fixed setting "sv_maxclients 0" causes crash upon match restart when the server is full with clients
- print gametype name when voting for a new game type
- fixed sometimes getting spawned into others in tournament mode
- fixed "sudden death" and "5 minute warning" sounds overlapping on server entry
- optimized file system memory usage, can now easily load 100+ pk3 files
- fixed icon heads when loading a map in teamplay
- fixed several zone memory leaks causing Z_MALOC failure
- fixed auto weapon switch when picking up the weapon held before a map restart
- fixed falling off map due to old movement after map_restart
- fixed chatting from dedicated server console
- added better error handling to auto-downloading
- added "noglobalsound" option for items
- improved bot AI
- fixed bots taking same path through enemy base in CTF
- fixed bot gauntlet usage
- cg_forceModel works without vid_restart
- CD keys no longer overwritten
- Typing % in chat text causes the client to be disconnected with an illegible server message
- Removed Global Rankings support. We are currently investigating the best approach to properly integrate Global Rankings into Quake III Arena and Quake III: Team Arena
- Various speed tweaks
- VM Optimazation to bring vm speed closer to DLL speed
- Cinematic support available to mod developers

Known Issues
- Launching demos from the user interface does not work. To play a demo back, go to the console and type "demo demofilename" without the quotes. This is a bug that cropped up when we changed the extension for demos so they include the protocol number so demos show up properly in menus. This will be addressed in a later patch.


 

BFG10K

Lifer
Aug 14, 2000
22,709
3,003
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Oldfart, thanks for taking the time to post that readme. :)

-fixed auto weapon switch when picking up the weapon held before a map restart
-improved bot AI


You've got me to thank for those. I sent Carmack a bug report with those things in it. :)

-Various speed tweaks
-VM Optimazation to bring vm speed closer to DLL speed


Interesting. Of course without the old timedemos we'll never know how much of a boost these produce.

To play a demo back, go to the console and type "demo demofilename" without the quotes.

Has anybody got this to work?
 

DaveB3D

Senior member
Sep 21, 2000
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They might have killed the flag on certain textures so they don't get compressed. Sorta like ATI does, but earlier on.
 

sparkle

Senior member
Nov 4, 2000
903
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Well, I got it, runs kinda slow IMO. and it is not finding all the files it needs ie:gibs, player sounds. Any ideas>?
 

Traumahound

Junior Member
Nov 15, 2000
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I checked on the r_ext_compress_textures variable as old fart suggested. Mine was set 1, however there is also an r_ext_compressed_textures variable which was set to 0. Setting it to 1 (so that both compression variables were 1) resulted in the ugly, ugly sky again.

Now, I'm wondering... were the always the two variables? I don't recall both of them being there before. Perhaps they are doing as Dave suggested and not compressing the 128x128 textures by default, but, instead, using a different variable to set the compression of those textures. Any ideas? Or, were there always the two variables and I just have a bad memory?

Unfortunately, it's now time to go to work... :frown:
 

oldfart

Lifer
Dec 2, 1999
10,207
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The r_ext_compress_textures variable is used in the 1.17 version. The r_ext_compressed_textures variable is used in the 1.27 version. If you have Q3 1.27 make a new q3config.cfg, it will only have the latter one. Looking through the config files, there are quite a few changes like this. I would suggest nuking your old config to force Q3 make a new one. I wish the darn timedemos weren't broken.
 

Smbu

Platinum Member
Jul 13, 2000
2,403
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Does the new patch fix the ugly sky, or did it just disable texture compression?