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March
03/31/2000
QuakeNation
Re-Opens
For those that missed it, QuakeNation
has re-opened to provide the UK with Quake 1, 2, and 3
related news, interviews, and columns.
Z-Axis Review
Z-Axis has
posted a review
of Edge of Oblivion, the remake for Quake 3 by Mike Zuber.
Spyder Murphy has also interviewed
Peej to find out what inspires him to map and other
mapping relating talk.
Editing Stuff
A new version 1.3 of the Q3IDE
integrated development environment for Q3A mod authors is
now available. There was a bug in the initial version 1.3
release if you were using a drive other than C:, so if you
got a version that glitched, there's an updated release
now available. Also, this 3DS
Max Plugin for Polygon Reduction offers an automated
way to cull polygons from a 3D model. Be aware: The
plug-in is described as "not perfect," and
support isn't really available, though word is the
feedback on it has been good. Finally, My
Editing Page (not mine, that's the page's name) has a
Fix197 for Q3Radiant to address problems in q3Radiant
version 197, which occasionally corrupts a map file when
saving. Fix197 can fix some errors to the extent that
q3Radiant is able to load it again, at which point the
mapmaker can make further corrections.
Competitions
Quake3World
Quake III Arena Ladders are underway powered by Case's
Ladder, "one of the #1 Internet Ranking systems"
(there's a tough claim to dispute). There are separate
ladders for one-on-one, TeamDM, and Capture the Flag.
Also, the gameart
versus Contest gives "artists the opportunity to
pick two or more of their favorite gaming characters from
different games and put them to deathmatch each other in
form of a drawing/painting."
03/29/2000
New
Forums
Quake3Stuff.com
has recently added a forum to its site along with a couple
more subhosts.
http://www.quake3stuff.com/demopalace
DemoPalace is dedicated to providing a central store for
all of your demo files out there. Currently they
only have quake3 demos but soon you'll be able to
find Unreal Tournament, Half-life, Kingpin and more
http://www.quake3stuff.com/templeofarena
Temple of Arena - has a couple of its own maps and
a skin ready for download. The site is also
mirrored at a couple of other locations
New Quest
There's a new version of the Quest
level editor. New features include: full Quake 3 support,
Sin support, Heretic 2 support, improved entity editor,
dynamically updated textured view, and lots of other
stuff.
New Curry
Version 0.3 of Curry,
the shader plug-in for Q3Radiant, has been released.
Maya City at
Q-Workshop 3
Q-Workshop
3 has posted information on the first Collaborative
Project, called Maya City. Here's a description (I
snagged this from the project page):
Project Goal: Create a
professional DM / Team DM map, based on Mayan
architecture, featuring new textures and shaders,
sounds and effects... In a project led, collaborative
(online) environment. The project will begin proper in
the last week of April... if you want to collaborate
please email Dr.Qube
and use the subject line Maya City. The purpose of
this who project, to provide a window onto the
development process of a level, from conception to
launch... skills and positions will need filling (see
below), the main requirement for all these
"posts" are enthusiasm, a team spirited
approach and spare time... the project will be
documented and led by the Doc and he'll be keeping the
whole thing hanging together... all contributors will
be credited and a professional quality distribution
will be created to deliver the finished map, also as
the project reaches beta stages we shall approach
various publications for sponsorship and CD cover
distribution. Any commercial proceeds will be up for
either percentage distribution to contributors or for
a collaborative purchase of workstation level
equipment for compilation purposes. Or something
similar... the decisions will be made democratically
by all involved.
Shader
and texture fix!!!!!
I found this post by Eutectic on my daily search's and its
too good not to share here is a copy of it.
The fix I made to the
shader files and the extra textures pack required for this
are now available for download. The purpose of this file
set is cure the common problem of broken shaders in the Id
shader files which causes them either to show up as
red/black squares or even not to appear at all in
Q3Radiant's texture window.
You can download both files
from here:
http://www.ritualistic.com/node/downloads/cleanshaders.zip
http://www.ritualistic.com/node/downloads/missingtexs.zip
1. cleanshaders.zip:
This contains the corrected
.shader files and should be extracted to the
baseq3/scripts folder. A shaderlist.txt file is included
and you must extract it too because I added new shader
files that didn't exist before (base_door.shader for eg.)
and those new file names were added to the shader list
file. You may want to back up your old shaderlist.txt
before extracting the archive if you added your own custom
shader file name(s) to the shader list. Then, edit the new
shaderlist to include those folder names.
2. missingtexs.zip:
This simply contains all
the custom textures needed to fix all the editor texture
window problems. It also makes a few shader editor images
look more like the actual shaders look in the game (like
skies for example). The archive contains 1 file:
missingtexs.pk3 which must be extracted to the baseq3
folder.
IMPORTANT: do NOT extract
missingtexs.pk3 to an external folder structure. Keep the
textures inside the pk3 and the pk3 in baseq3.
Launch Q3Radiant and all
those red/black squares should be gone now. The only
exception is the "letters1" to
"letters5" blue/black squares (means inexistent
texture or shader) that shows up in the sfx texture
folder. They're junk but nothing can be done to remove
those from the window so just ignore them.
Also note that if you use
shaders in your map that refer to textures inside
missingtexs.pk3, you will have to include those textures
in your map's pk3.
Enjoy your clean texture
window
Eutectic
The Node
what are you waiting for go
get it
03/25/2000
Site
news
I
will be gone for four days, so sorry no updates until I
get back.
New BeGLQuake
Version 1.13
of The
GLQuake Update Project's BeOS port of GLQuake has been
released. This new version fixes a problem that would
cause the program to crash when bump mapping was enabled
New map
Outpost Omega is ready released by RENEGADE187,
Grab it here
a very cool map
Yes another map
Ztn's Blood Run
Blood Run has been released by ztn,
grab it here
also very well done
Jailbreak
Q3A
A load of screenshots from Q3Jailbreak have been posted http://q3jb.teamreaction.com/screenshots.html
nice... beta very soon
03/24/2000
I
little news about me
I
have been raised to the high title of Dali
Llama
that's a forum moderator at Q-Workshop
3 this is a Q3 editing site as if you didn't know
that, and its one of the best one's also. There forums are
a blast I spend a lot of time there because in my option
making maps for Q3 is almost more fun than playing them.
Q3A Challenge Pro
Challenge.World has the debut release of the Challenge
Pro mod for Quake III Arena. Available in two flavors, a
"Classic" mode and a "Full" mode,
which "includes most of the stuff from the Classic
version, but it also has weapons changes and a few other
distinctive tweaks." Here is the general Pro Mode
description: "Pro Mode is a modification for Q3A
which aims to make the game more exciting and challenging
for "expert players". It is NOT a remake of Q3A
as QW or Q2, although some features from both previous id
Software games have made their way into the mod." The
introduction
to the Pro Mode beta release and the
Pro Mode read me give more details on what the mod
entails.
New Q3Cam
A new unnumbered version of the Quake
III Camera is now available. This Q3A chasecam has
been improved to be smarter about where it looks for
players in both teamplay matches and regular deathmatches.
Enough of the mod's source code is included so the camera
can be incorporated into other mods.
Q1Q3 Pak
The Q1Q3 Pak page has a newer version of the Q1Q3 pak
that adds some favorite graphical and sound elements from
Quake and Doom back into Quake III Arena. Changes in the
new version can be found on
this page.
03/23/2000
GLQuake
have joined the Quake3Stuff
GLQuake
has moved across to join us. Go and have a look at their
new design. Judging by the worklogs, these guys have been
pretty busy enhancing good old GLQuake and
GLQuakeWorldClient.
Three
new files (editing stuff)
Go
here
and grab them. They are for Q3R a new def file new in
editor manual and new texture-shader pk3.
Quake 3 World Map of
the Week
Quake3World
has started a Map
of the Week section to give players good map downloads
to try. This week is a map called PadHome. The level
focuses around a cartoon character called Padman that the
maker of the map created. It is a cool one this week.
Q3A Demo
Enhancement
Version 1.16n of the Quake III Arena Demo Menu Enhancement
is now available on FilePlanet.
Ya I know FilePlanet is slow most days for me. Using this
file, you can launch Q3A demos directly though a
double-click and browse sub-directories of the Demos
directory (even automatically sizing the columns to
prevent demo names from overlapping). The full source is
included, and mod authors are encouraged to incorporate
the demo enhancement into their projects.
Bot editing Guide
There is a 23 page bot editing guide over at Q3Seek.
Its a good read check it out.
03/21/2000
Still
working on the move
Texture
Bank Announced
Graphtallica
has announced Texture Bank. Texture Bank is a real-time,
continuously updated database of free textures, that
allows any artist to contribute. No longer will level
designers have to search through hundreds of thumbnails
for a specific texture. It can be searched for on their
site.
Play- station 2 Review
3D Accelerated has posted a Japanese
Playstation 2 Review. A correspondent from Japan sent
in the review. It's too bad they didn't test with more
game titles though. :( I definitely agree with some of the
points in there (well, the ones that can be judged without
using a PSX2) Here's part:
The graphics were amazing
- simply better than anything I have seen before, and
every character and background was done to the finest
detail (just check out the included screenshots).
However, you can't get the full experience simply by
looking at pictures on a computer screen--you really
have to experience it in full motion to understand.
Hellhound
Quake 3 Strategy Guide
Hellhound
has posted a Quake
3 Strategy Guide. It's called: Q3 Guide to best Game play
and Effectiveness and goes over a couple scenarios, giving
techniques on kicking butt. Annex is the author and mainly
talks about death match .
Railfest for Q3A
RailFest
is now available. This Quake 3 mod is not an insta-gib
mod. It is an all-rail+guantlet mod with 7 runes, which
can be disabled selectively. The runes replace other
weapons in the level. It sounds like fun.
New id Biz Development
Director
Todd Hollenshead updated his .plan with word that they
have named a new director of business development.
ID SOFTWARE NAMES DIRECTOR, BUSINESS DEVELOPMENT
Marty Stratton Joins Legendary Game Shop from Activision
MESQUITE, Texas March 21, 2000 id Software, a
leading independent
developer of entertainment software, has named Marty
Stratton as director of
business development.
Stratton joins id Software from Activision Inc., where
he served as a producer in their StudioX PC group,
working on id games including QUAKE II and QUAKE III
Arena. Stratton also contributed to the production of
QUAKE II Mission Packs Ground Zero and The Reckoning in
addition to QUAKE II for the Nintendo64 and Sony
PlayStation video game consoles.
As director of business development, Stratton will team
up with Todd Hollenshead, CEO, to manage strategic
partnerships and id Software’s marketing and corporate
communications efforts.
"Marty’s track record at Activision and hands-on
experience with id’s games have distinguished him as
one of the rising stars in the industry,"
Hollenshead said. "His background and expertise
ensure a seamless transition into our tight-knit
group."
You can contact Marty at:
mstratton@idsoftware.com
(972) 613-3589 x.49
id Skunk works?
Graeme Devine updated his .plan with some thoughts on
creating a way to teach the community some game developing
skills. Check it out:
Okay. X-Files back on track.
I've been thinking a lot about this whole idea of giving
out degrees in game design, and it seems that thereÕs a
genuine need to be pro active in bringing
new people into the community and teaching them some of
our mysterious ways. What I'd like to look at doing for
those people not enrolled in game design courses at
school (who teaches those anyway?) is to start a small
skunk works inside id that has active ongoing support
from a few people here, a small budget, and actively
encourages and teaches our trade.
A lot of us (myself included) started out coding in the
bedroom and things like game design documents,
schedules, and team coordination were not exactly things
we looked at making or doing because back then no one
did. Nowadays if you want to make it in the commercial
biz of games you've got to be very savvy at producing a
game design that's coherent, conveys the message clearly
and concisely to the team, and has set goals that can
scheduled.
Anyway, I'd like to propose that our new skunk works
helps out by helping the game design process, looking at
maps, looking at code, and communicating directly
between us, other developers, and the community at
large. It's only in our best interests to pass on
knowledge, get input and give input on what we're doing,
and help make this industry grow.
03/19/2000
I'm
moving to Quake3stuff
I
will leave a forwarding address here once I know it
updates maybe a little slow until site has moved. sorry
about banner add had to do it.
03/18/2000
GenSurf
plug in
Q3R1.97
Let
us not forget this excellent plug in its been done for
awhile now but didn't work until the new Q3R well it did
work with 187 but most people didn't get that one. Anyway
go get it here
Q3
id Employee Bot Files
TheOxygenTank
has released a zip containing the bot files needed to use
the new id player models in single player. No word on how
accurate they represent how the real id employees play.
Curry
Plug-in
If you're interested in the Curry Plug-in mentioned in
Robert Duffy's plan, here's some info:
The Curry plugin mentioned in Mr Duffy's plan can be found
here: http://curry.sourceforge.net
It's a shader manager for Radiant. With it you can preview
and edit shaders selected from the texture window or a .shader file. It can also render the
shader, giving
instant feedback on edits and letting you see shaders
without having to boot up q3.
New
Wally
There's a new version of Wally
available, version 1.50B, described as fixing some bugs
and adding a few new features.
New Q3Build
Here's the update:
There is a new version of Q3Build the compiling GUI for
Quake3 Arena maps. This new version has plugin support for
Q3Radiant and can be found on http://q3build.gamedesign.net.
With this version people can compile their maps right for
Q3Radiant with Q3build's saved settings. Or just be able
to launch Q3build from within Q3Radiant with the currently
opened map file as the selected file within Q3Build.
(Note: The plugin support for this version will only work
with the latest version of Q3Radiant.
New
Q3A T.E.C
The T.E.C. for
Quake III Arena page has a new version 1.31 of the
T.E.C. mod that adds techs to the game, and tweaks several
other aspects of gameplay to create a mod that "has a
Quake 2'ish feel to it," while retaining "Quake
3 fast action." The new version features the
oft-requested off-hand grapple, along with some match mode
enhancements.
Q3A
OSP Tourney
Though their news
page doesn't reflect it, the Orange
Smoothie Productions beta downloads page has a new
beta 0.8 of the OSP Tourney mod for Quake III Arena for
download. OSP Tourney adds enhanced match play controls,
an additional game mode similar to Rocket Arena, extensive
weapon and match stats for all players, an advanced voting
system, and more.
Q3A
Bot Creator
PhatDC21's Quake 3 Bots Page (midi alert) has a new
"flawless" version 1.03 of Bot Creator utility
that allows you to easily turn any Quake III Arena
model/skin into a functioning bot to play against in the
game. As that fate-tempting flawless label suggests, the
author feels the new release has worked out any remaining
kinks in the program.
03/17/2000
New Q3Radiant
Here's the update:
There is an update to the
tools out on our ftp. It contains new executables for
Q3Radiant, Q3Map, Q3Data, and the TexTool plugin. It
is very hot off the presses so use at your own risk.
The change log will be quite large and is not yet
included but I wanted to get this out so people could
start taking advantage of new plugins. Many thanks go
out to Timothee Besset, The Curry Team, David Hyde,
Jason Spencer, Jan Paul ( Mr. Elusive ), Eutectic, Maj,
Paul Jaquays, and everyone taking part in the ongoing
Radiant and Plugin department. The Gensurf and Curry
plugins look fantastic as does the upcoming MGS plugin
from Timothee.
Some words of caution, brush primitives
"should" work fine but they are as always
subject to change. They are required for the new
grouping to work, but I would not use them or the new
grouping yet as both are very much under construction.
The filename is "Q3ToolSetup_Mar172000.exe"
Local Copy is "Q3ToolSetup_Mar172000.exe"
03/16/2000
Q3A Game Source 1.16n Released
As reflected in Robert Duffy's .plan update, id Software
has released the game source code for version 1.16n of
Quake III Arena. Id
ftp source, and here are the details, straight from
Robert's .plan:
The game source for 1.16n
is available on our ftp and should be appearing on
mirrors soon. As with the previous source release this
is a Win32 installation.
The code should be compilable into vm's without Visual C
headers this time around so lcc (included) is all you
need.
Q3A
ClanArena
Version 1.6 of
Quake 3 ClanArena
is now available, offering gameplay in the classic style
of Quake (1) Clan Arena. The new version was compiled
using the new version 1.16h source code, and features a
new directory so clients can download the .pk3 file when
connected to a pure server and to allow Linux users to run
the mod. Client side files are included in this release
which now displays scores in spectator mode, cleans up the
text displayed on the HUD, and displays the health/armor
of the person who killed you.
New Quake 3
Benchmarking Demo
Hellhound has posted a new Q3
Crush Demo that is supposed to tax a computer system
heavily. It's on Q3DM17 with 24 bots. They say that if
your system gets over 20 fps then it's very good for
competitive play.
03/15/2000
Official Quake 3 1.16n Patch Released
Yes it has been released for all three Os at once this
time.
id Software has released the official Quake 3 Arena
Point 1.16n Point Release (aka a patch). This one is
non-beta folks so you can all finally upgrade! . You can
go to Quake3Arena.com
for mirrors if one of the links below doesn't work:
All Files Stomped
FTP1 and FTP2 3D
Action Gamers TheOxygenTank
3D
Files
TERRAGEN
tutorial
I uploaded a
tutorial today explains how to make your own sky graphics
using Terragen check it out
here.
Update from
Robert A. Duffy
The 1.16 point release is done. It should start appearing
on mirrors soon, in all three flavors. The release also
contains the original player models done way back when for
Xian, Carmack, Hellrot, Paul Jaquays, Willits, and Brandon
James ( now at Rogue ). These are included in the PK3
file. Available separately are the Max files for each as
well.
There were only a few changes between 1.16m and 1.16n, the
readme details what was changed. I should get the code
bundled up and out within a few days as well.
Any problems with the release ( or the game in general )
need to be e-mailed to livehumanfeedback@idsoftware.com,
this will ensure the issues get added to our bug database
and looked at.
The Mod scene is pretty much exploding, I have a very long
list of Mods to look at and play. A few issues have come
up that are centered around Mod coding and requested
features.
-Config files. The q3config.cfg file IS propogated to each
mod directory as a set of defaults. If you want to use mod
specific configurations, just use a yourmodname.cfg file
and execute it at load time and save it out when
appropriate.
-Server side DLL support for pure servers. This would
allow pure servers to load DLL's on the server side only
while keeping the clients pure. This will likely be
possible in a future release.
-Client identification. Cheating is obviously a big issue.
It seems that some people just cannot get over the fact
that they suck at the game and have to cheat to try and
make up for it :-) This along with abusive players has
caused quite a few requests for the ability to generate a
unique user ID based on the end users CD Key. This would
allow servers to ban troublesome players or habitual
cheaters. This method would not compromise the CD Key in
any way but would provide a unique string that would
identify a particular user irrespective of their user
name, ip address and so on. Our current thought process is
to implement a system very similar to caller ID. This
would allow a server to be setup to accept only clients
that provide their ID or accept all ( anonymous ) clients.
Clients would be able to specify whether or not to provide
their ID or be anonymous. Any feedback on this is welcome
( This is NOT in the game at this time but is under
consideration )
Tools
-----
There should be a new release of the tools available
within a few days as well. The editor is still undergoing
quite a few changes but I want to get it out so people can
work around the nVidia stipple slow down and take
advantage of the new plugins that are about to hit the
streets. Tool feedback still needs to go to tools@idsoftware.com.
id Team Bios
Quake3World
has been updated with the id
Team Bios for Christian Antkow, Kevin Cloud, Robert
Duffy, Todd Hollenshead, Paul Jaquays and Kenneth Scott.
They are mini-bios but have some information in them that
people might not have known. Upcoming Bios include Adrian
Carmack, John Carmack, John Cash, David Kirsch, Paul Steed
and Tim Willits.
A Kickass Q3Map
I was surfing for maps last night and found this
one and I am very impressed with it. Its called LUN3DM1:
Coriolis Storm click name to go to authors site and
download this one.
Mousepad roundup
3daccelerated has posted a detailed
roundup of the most popular new "precise"
mousepads including: Everglide Giganta, Everglide Large
Attack Pad, Ratpadz, 3M Precision Surface... instead of
posting a bunch of separate reviews they decided to
combine them so that people can compare the mousepads more
easily. Check it out here
03/14/2000
One
more Q3a prefab loaded
Check
out my prefab page and grab it. Here.
Some good news
My favorite Q3a editing site Q
Workshop3 that was made by Lard is handing over the
site to a new guy who goes by DrQube so the content will
keep on flowing yes.
Quake
3 Map Explorer v1.2
Quake 3 Map Explorer version 1.2. Q3ME is a front-end
compiler for Quake3's level editing tools Q3Map and BSPC.
Some of the new features include support for running maps
from a mod folder, custom gametype option, and other new
features and fixes
Q3A
Domination
Domination-Q3
Download and Installation page
has anew version 1.2 of the
Domination mod for Quake III Arena. The new version offers
a new Windows front-end to launch both clients and
servers, a new HUD with "UT style" display of
current point status, and improved Bot support (described
as "still not perfect, but slightly more
playable").
Q3Fortress
interview
Quake3zone.net has a relatively short
Q&A with Locki of the Q3Fortress team. The mod is
currently in testing and they plan to release a public
beta within the next few weeks. The Q3Fortress
website has a bunch of screenshots if you are
wondering how TF translates to the Q3 engine.
Brian
Hook update
Brian Hook has spilled a little more beans
about why he left id, in a Q&A at VoodooExtreme.
He goes on to say how much of a genius John Carmack is and
how programming under him was hard.
Q3Log
A new version 0.97 of the Q3Log
mod is now available. The new release of this log analysis
program for Quake III Arena adds support for custom
variables, which allows you to create your own statistics
to track, a new full HTML help file, easier setup, and
more.
Q3A Challenge
A new version 1.36 of the Challenge
mod for Quake III Arena is now available. Challenge
adds several tournament-friendly features, including a
pre-match warm-up period, and the ability for players on
the server to vote on many aspects of game play.
Editing Stuff
There's a
new mapping tutorial on Quake3mods.net showing how to
create a map with an outer space feel to it.
03/13/2000
Q3A Texture pack
The
Mean Arena site has posted a texture pack for Q3A.
There is a set of 96 ready for download now and it sounds
like another set of alpha channels are on the way. Check
them out here.
New MilkShape 3D released today
Version 1.2.0 of MilkShape 3D is out today. This program
will interest any one who wants to convert models from one
format to another or for those who want to make their own.
This latest version has full .MD3 support. Check it out here.
Q3 Mission Pack
I noticed over on Gamespy's
GDC Page that Paul Steed has announced a Q3 Mission
Pack. They also released a few screenshots.
New Q3Offline
There is a new version of the Q3
Offline launching program. This is mainly a bug fix
release for this program that makes setting up offline
games with user defined bots and maps easy.
03/11/2000
Site news
Missed
a couple days been working on my dam computer. It works much
better now if you care. On with the news. Check out
the links page added custom map sites.
Want
three great Q3A maps
Check out these three maps at Fooker
Looking for some CTF maps
Well look no furthur because Q3Ctf
map repository as them for ya
New Z-Axis
reviews
Z-Axis
has posted 5 new Quake 3 map reviews
03/09/2000
A
new Q3A prefab for ya.
I
was bored this this afternoon so I made one more prefab for ya go here
to check it out.
Analyzing Layered
Shaders (thanks Rust)
EutecTic and Ricebug have combined their talents and
posted a new tutorial
dealing with "layered shaders." It's a
difficult subject, but written with plenty of screenshots
so anyone can understand it.
Quake III Camera
(thanks
Blues)
Completing a trilogy of camera mods, Quake III Camera is
now available on the
Q3Cam page. Created by the author of QCam and
Quake2Cam, this mod brings third-person camera viewing to
Quake III Arena games, allowing you to watch games live or
record them for later viewing.
A
new Q3A prefab for ya.
I
was bored this morning so I made one more prefab for ya go here
to check it out.
Big Plan
from the main man
John Carmack
This is something I have been preaching for a couple years,
but I
finally got around to setting all the issues down in writing.
First, the statement:
Virtualized video card local memory is The Right Thing.
Now, the argument (and a whole bunch of tertiary information):
If you had all the texture density in the world, how much
texture
memory would be needed on each frame?
For directly viewed textures, mip mapping keeps the amount of
referenced texels between one and one quarter of the drawn
pixels.
When anisotropic viewing angles and upper level clamping are
taken into
account, the number gets smaller. Take 1/3 as a conservative
estimate.
Given a fairly aggressive six texture passes over the entire
screen,
that equates to needing twice as many texels as pixels. At
1024x768
resolution, well under two million texels will be referenced,
no matter
what the finest level of detail is. This is the worst case,
assuming
completely unique texturing with no repeating. More commonly,
less
than one million texels are actually needed.
As anyone who has tried to run certain Quake 3 levels in high
quality
texture mode on an eight or sixteen meg card knows, it
doesn’t work out
that way in practice. There is a fixable part and some more
fundamental parts to the fall-over-dead-with-too-many-textures
problem.
The fixable part is that almost all drivers perform pure LRU
(least
recently used) memory management. This works correctly as long
as the
total amount of textures needed for a given frame fits in the
card’s
memory after they have been loaded. As soon as you need a tiny
bit
more memory than fits on the card, you fall off of a
performance cliff.
If you need 14 megs of textures to render a frame, and your
graphics
card has 12 megs available after its frame buffers, you wind
up loading
14 megs of texture data over the bus every frame, instead of
just the 2
megs that don’t fit. Having the cpu generate 14 megs of
command
traffic can drop you way into the single digit frame rates on
most
drivers.
If an application makes reasonable effort to group rendering
by
texture, and there is some degree of coherence in the order of
texture
references between frames, much better performance can be
gotten with a
swapping algorithm that changes its behavior instead of going
into a
full thrash:
While ( memory allocation for new texture fails )
Find the least recently used texture.
If the LRU texture was not needed in the previous frame,
Free it
Else
Free the most recently used texture that isn’t bound to an
active texture unit
Freeing the MRU texture seems counterintuitive, but what it
does is
cause the driver to use the last bit of memory as a sort of
scratchpad
that gets constantly overwritten when there isn’t enough
space. Pure
LRU plows over all the other textures that are very likely
going to be
needed at the beginning of the next frame, which will then
plow over
all the textures that were loaded on top of them.
If an application uses textures in a completely random order,
any given
replacement policy has the some effect…
Texture priority for swapping is a non-feature. There is NO
benefit to
attempting to statically prioritize textures for swapping.
Either a
texture is going to be referenced in the next frame, or it
isn’t.
There aren’t any useful gradations in between. The only hint
that
would be useful would be a notice that a given texture is not
going to
be in the next frame, and that just doesn’t come up very
often or cover
very many texels.
With the MRU-on-thrash texture swapping policy, things degrade
gracefully as the total amount of textures increase but due to
several
issues, the total amount of textures calculated and swapped is
far
larger than the actual amount of texels referenced to draw
pixels.
The primary problem is that textures are loaded as a complete
unit,
from the smallest mip map level all the way up to potentially
a 2048 by
2048 top level image. Even if you are only seeing 16 pixels of
it off
in the distance, the entire 12 meg stack might need to be
loaded.
Packing can also cause some amount of wasted texture memory.
When you
want to load a two meg texture, it is likely going to require
a lot
more than just two megs of free texture memory, because a lot
of it is
going to be scattered around in 8k to 64k blocks. At the
pathological
limit, this can waste half your texture memory, but more
reasonably it
is only going to be 10% or so, and cause a few extra texture
swap outs.
On a frame at a time basis, there are often significant
amounts of
texels even in referenced mip levels that are not seen. The
back sides
of characters, and large textures on floors can often have
less than
50% of their texels used during a frame. This is only an issue
as they
are being swapped in, because they will very likely be needed
within
the next few frames. The result is one big hitch instead of a
steady
loading.
There are schemes that can help with these problems, but they
have
costs.
Packing losses can be addressed with compaction, but that has
rarely
proven to be worthwhile in the history of memory management. A
128-bit
graphics accelerator could compact and sort 10 megs of texture
memory
in about 10 msec if desired.
The problems with large textures can be solved by just not
using large
textures. Both packing losses, and non- referenced texels can
be
reduced by chopping everything up into 64x64 or 128x128
textures. This
requires preprocessing, adds geometry, and requires messy
overlap of
the textures to avoid seaming problems.
It is possible to estimate which mip levels will actually be
needed and
only swap those in. An application can’t calculate exactly
the mip
map levels that will be referenced by the hardware, because
there are
slight variations between chips and the slope calculation
would add
significant processing overhead. A conservative upper bound
can be
taken by looking at the minimum normal distance of any vertex
referencing a given texture in a frame. This will overestimate
the
required textures by 2x or so and still leave a big hit when
the top
mip level loads for big textures, but it can allow giant
cathedral
style scenes to render without swapping.
Clever programmers can always work harder to overcome
obstacles, but in
this case, there is a clear hardware solution that gives
better
performance than anything possible with software and just
makes
everyone’s lives easier: virtualize the card’s view of its
local
memory.
With page tables, address fragmentation isn’t an issue, and
with the
graphics rasterizer only causing a page load when something
from that
exact 4k block is needed, the mip level problems and hidden
texture
problems just go away. Nothing sneaky has to be done by the
application or driver, you just manage page indexes.
The hardware requirements are not very heavy. You need
translation
lookaside buffers (TLB) on the graphics chip, the ability to
automatically load the TLB from a page table set up in local
memory,
and the ability to move a page from AGP or PCI into graphics
memory and
update the page tables and reference counts. You don’t even
need that
many TLB, because graphics access patterns don’t hop all
over the place
like CPU access can. Even with only a single TLB for each
texture
bilerp unit, reloads would only account for about 1/32 of the
memory
access if the textures were 4k blocked. All you would really
want at
the upper limit would be enough TLB for each texture unit to
cover the
texels referenced on a typical rasterization scan line.
Some programmers will say “I don’t want the system to
manage the
textures, I want full control!” There are a couple responses
to that.
First, a page level management scheme has flexibility that you
just
can’t get with a software only scheme, so it is a set of
brand new
capabilities. Second, you can still just choose to treat it as
a fixed
size texture buffer and manage everything yourself with
updates.
Third, even if it WAS slower than the craftiest possible
software
scheme (and I seriously doubt it), so much of development is
about
willingly trading theoretical efficiency for quicker, more
robust
development. We don’t code overlays in assembly language any
more…
Some hardware designers will say something along the lines of
“But
the graphics engine goes idle when you are pulling the page
over from
AGP!” Sure, you are always better off to just have enough
texture
memory and never swap, and this feature wouldn’t let you
claim any more
megapixels or megatris, but every card winds up not having
enough
memory at some point. Ignoring those real world cases isn’t
helping
your customers. In any case, it goes idle a hell of a lot less
than if
you were loading the entire texture over the command fifo.
3Dlabs is supposed to have some form of virtual memory
management in
the permedia 3, but I am not familiar with the details (if
anyone from
3dlabs wants to send me the latest register specs, I would
appreciate
it!).
A mouse controlled first person shooter is fairly unique in
how quickly
it can change the texture composition of a scene. A 180-degree
snap
turn can conceivably bring in a completely different set of
textures on
a subsequent frame. Almost all other graphics applications
bring
textures in at a much steadier pace.
So, given that 180-degree snap turn to a completely different
and
uniquely textured scene, what would be the worst case
performance? An
AGP 2x bus is theoretically supposed to have over 500 mb/sec
of
bandwidth. It doesn’t get that high in practice, but linear
4k block
reads would give it the best possible conditions, and even at
300
mb/sec, reloading the entire texture working set would only
take 10
msec.
Rendering is not likely to be buffered sufficiently to overlap
appreciably with page loading, and the command transport for a
complex
scene will take significant time by itself, so it shows that a
worst
case scene will often not be able to be rendered in 1/60th of
a second.
This is roughly the same lower bound that you get from a chip
texturing
directly from AGP memory. A direct AGP texture gains the
benefit of
fine-grained rendering overlap, but loses the benefit of
subsequent
references being in faster memory (outside of small on-chip
caches).
A direct AGP texture engine doesn’t have the higher upper
bounds of a
cached texture engine, though. It’s best and worst case are
similar
(generally a good thing), but the cached system can bring
several times
more bandwidth to bear when it isn’t forced to swap anything
in.
The important point is that the lower performance bound is
almost an
order of magnitude faster than swapping in the textures as a
unit by
the driver.
If you just positively couldn’t deal with the chance of that
much worst
case delay, some form of mip level biasing could be made to
kick in, or
you could try and do pre-touching, but I don’t think it
would ever be
worth it. The worst imaginable case is acceptable, and you
just won’t
hit that case very often.
Unless a truly large number of TLB are provided, the textures
would
need to be blocked. The reason is that with a linear texture,
a 4k
page maps to only a couple scan lines on very large textures.
If you
are going with the grain you get great reuse, but if you go
across it,
you wind up referencing a new page every couple texel
accesses. What
is wanted is an addressing mechanism that converts a 4k page
into a
square area in the texture, so the page access is roughly
constant for
all orientations. There is also a benefit from having a 128
bit access
also map to a square block of pixels, which several existing
cards
already do. The same interleaving-of-low-order-bits approach
can just
be extended a few more bits.
Dealing with blocked texture patterns is a hassle for a driver
writer,
but most graphics chips have a host blit capability that
should let the
chip deal with changing a linear blit into blocked writes.
Application
developers should never know about it, in any case.
There are some other interesting things that could be done if
the page
tables could trigger a cpu interrupt in addition to being
automatically
backed by AGP or PCI memory. Textures could be paged in
directly from
disk for truly huge settings, or decompressed from jpeg
blocks, or even
procedurally generated. Even the size limits of the AGP
aperture could
usefully be avoided if the driver wanted to manage each
page’s
allocation.
Aside from all the basic swapping issue, there are a couple of
other
hardware trends that push things this way.
Embedded dram should be a driving force. It is possible to put
several
megs of extremely high bandwidth dram on a chip or die with a
video
controller, but won’t be possible (for a while) to cram a 64
meg
geforce in. With virtualized texturing, the major pressure on
memory
is drastically reduced. Even an 8mb card would be sufficient
for 16
bit 1024x768 or 32 bit 800x600 gaming, no matter what the
texture load.
The only thing that prevents a geometry processor based card
from
turning almost any set of commands in a display list into a
single
static dma buffer is the fact that textures may be swapped in
and out,
causing the register programming in the buffer to be wrong.
With
virtual texture addressing, a texture’s address never
changes, and an
arbitrarily complex model can be described in a static dma
buffer.
03/08/2000
New
site design for Quake 3 Arena the point
Also a new name called E.M.C. short for Exoteric Map
Central If you have a map to get reviewed of just want to
download some q3a maps go check it out here.
Boomslang 2000 review
3daccelerated has reviewed a boomslang 2200 check it out here.
03/07/2000
Q3 Point Release 1.16m Beta patch
There is a new beta of the Q3 Point Release out on the id
Software FTP (also on Stomped)
according to Robert Duffy's .plan. Here's the full update:
A new point release beta
is out and on the FTP. We anticipate removing the beta
tag in the very near future. We have been doing a lot of
testing on connection issues, cheat preventions,
auto-downloading as well as running a lot of the new
mods through it. Things look good, some of the mods
heading our way look fantastic!
This also contains a CTF version of Q3Tourney6 which is
tons of fun for 2 on 2 CTF.
One key thing is that when connecting to a pure server
both sides will have to be using the latest point
release as we updated the pak2.pk3. This is not much of
an issue once this version propogates a bit but it is
something to keep in mind.
There are 3 issues of note with this version ( 2 of them
Linux only )
- ZFree errors, on some Linux systems you may see ZFree
allocation errors. This happens mostly when fiddling
with the mouse etc. during map loads. We are looking
into this ( as is Loki ).
- Mods directory does not show mods ( Linux only )
- Starting a team game with bots does not automatically
assign the player ( you ) to a team.
As before, please forward bug and other information to raduffy@idsoftware.com
New Q3A Models
Polycount
has posted 5 new Quake 3 Arena models for download. They
include; Dark Rider, Piccolo, The Tick, Tommi, and SUW Field.
New QTracker
QTRacker version 2.3
beta 16 has been released. Qtracker is server browser, server
launcher, MP3 streaming audio browser, and HTML server list
generator for Windows 95/98/NT/2000. The new version adds a
"Find Internet Games" wizard, ICMP-based pings,
several times faster server searching, Q3A IPX/password
support, and Soldier of Fortune support.
Rocket Arena 3 Update
crt has updated the Rocket
Arena page with the latest on Rocket Arena 3's
development. Here it is:
Progress on Rocket Arena
3 is going well. The major gameplay features are done
and the maps are looking awesome (expect screenshots
soon!). The only major features left to implement are
trackcams, admin/competition mode, soundtrack, and the
final scoreboard/menu art and layout.
The later part of this week I'll be up at GDC hanging
out in the GameSpy booth and giving a session on
Saturday. We'll have a bunch of machines for deathmatch
at the GameSpy booth running Rocket Arena 3, so if
you're there be sure to check it out.
We'll also be showing a phat new product from GameSpy at
the booth, which will help explain why these updates
have been so few and far between :)
03/06/2000
Quake III Arena Hulk
(thanks
Blues)
Version 1.0 of Reactive
Software's Hulk mod for Quake III Arena is now available.
Like the namesake comic book series, this mod pits a lone
powerful Hulk (randomly selected at game start) against a
group of "puny humans," who attempt to gang up on
him. The player who kills the Hulk takes the next turn in his
place, while doing damage to the Hulk will earn frags for
players, with the Hulk increasing his score by fragging the
players persecuting him. Thanks Timothy J. Agen.
New Q3A Viz
(thanks
Blues)
The El Niño Quake
Extensions page has a new version 2.1.5 of Viz for Quake
III Arena, written by Quake II VWep author Hentai. This
release fixes a few problems with picking up/dropping the ball
in rugby mode, and causes the ball to respawn after sitting
still too long. A new release that adds more new gameplay
features is expected shortly (as Hentai says: "but first
I gotta take a shower.").
Q3A Server Console
(thanks
Blues)
A public beta (Rev. 430) of the Quake
3 System Management Server offers a replacement for the
Quake III Arena default server console. "It allows you to
choose which server you want to monitor (if you have multiple
servers running on one box), and offers a lot of features that
the default console doesn't."
Quake II Demo
Tool
(thanks
Blues)
A new version 0.3 of Quake2
Relay is now available, promising "demos on
steroids," and basically delivering just that, as this
utility overcomes some of the limitations of Quake II demo
recording, allowing the recording and playback of entire Q2
matches from any perspective, rather than just the recording
player's viewpoint. The new release adds Linux support and a
tool to convert relay demos to regular Quake II demo format.
New QBind
A new beta 0.86 of the QBind
advanced script editor for Quake-engine games is now available
(thanks FileClicks).
Included in the new version is enhanced support for the latest
versions of Quake III Arena, as well as improved Win2K
support.
03/04/2000
Gaming
Modem reviewed
3d
Accelerated.com has posted a review of 3Com's 56k modem. The
review can be found here
Quake3Mods
Database Update
The Quake3Mods.net
Database has now surpassed the 40 mods mark. If you're
looking to find a Quake 3 Mod, it's there. They can be
searched as well as arranged alphabetically.
Want a B.A. in
Quake? (Thanks
Stomped)
We're not quite there yet, but according to this ZDnet
article, students at UC Irvine will be able to participate
in an Interdisciplinary Gaming Studies Program. I can see the
student/parent conversations now "How's school?"
"Great, I'm doing some studying." "Sounds like
you're playing video games." "Exactly" :)
Tim Willits
interview (Thanks
Stomped)
Mean Arena has posted a new interview with id Software
level designer Tim
Willits. The interview is far reaching, with Willits
talking on a number of topics. Here is a snip:
Kiltron: Do you plan on inviting people to the offices for
the new game Graeme is working on?
Willits: Oh yeah, when we get the game into playable state,
and currently, the game Graeme's working on is not gonna be
playable for a loooonnggg time! But once we get it into a
playable state, then yeah of course we always like to get
people up here, because we don't have little secrets, if you
read John's plan though, you know that there's not many
industry secrets going on around here.
New Oni Bot
(thanks
Blues)
Version 0.02 of the server-side
Oni Bot for Quake III Arena has been released. It's still
an early release of the bot, but the author says that the bot
can, "find targets in its field of view and attack the
target." But he has high hopes for the project, as it is
part of a larger scientific research project in Artificial
Intelligence, and it utilizes, "the latest techniques in
multi-agent systems."
03/03/2000
Q3A Compiler Front-End
(thanks
Blues) | | |