Releases: xoxor4d/iw3xo-dev
3537
This release comes in two variants: default and rtx
. If you want to use nvidia's rtx-remix, download the rtx
variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/9323467036
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/9394429223
- all required iw3xo - rtx assets
iw3xo specific changes:
- code maintenance
- added dvar
r_showModelNames
to show names of static models (3d text) - automatically enable no-border mode if game resolution == native resolution
- moved ocean tab into the shader tab
- added all
cg_gun_
offsets to the devgui visuals tab - added dvar
bg_bobIdle
to stop viewmodel idle animations (visuals tab)
rtx-remix related changes:
- code maintenance
- devgui: various tweaks, fixes and additions
- skies can now be spawned and changed in demos
- player shadow now works in demos as well (also renamed the startup arg to
no_playershadow
) - player shadow now works on dedicated servers and in killcams
- added default cod4 skies
- enabled remix effect light (add light to texture) -> muzzleflashes
- allow 4k/6k iwi files
- improved effect performance
- fixed effect alpha
- added
r_showTess
,r_showTessSkin
,r_showTessDist
to visualize materials and texture names - mapsettings.ini refactor
- sun direction
- sun color
- sun intensity
- unique anchor mesh spawning (100 markers)
- better anti culling system with more options and manual culling overrides per portal/cell via
mapsettings.ini
- added dvar:
rtx_culling_plane_dist
(distance of frustum culling planes - larger = less culling)- added dvar:
rtx_culling_tweak_mins
- added dvar:
rtx_culling_tweak_maxs
- added dvar:
rtx_culling_tweak_frustum
- added dvar:
rtx_culling_tweak_smodel
- added dvar:
r_showCellIndex
that draws the current cell index as 2D/3D text + enablesr_showPortals
- fixed debug polygon drawing (debug collision / show portals)
- the game now automatically sets remix-required dvars ->
main/rtx.cfg
was removed - increased maximum number of static models visible on-screen (shipment was having a stroke)
- fixed sky jitter
- fixed culling distance of cargoship wall lights
- gun impact marks are now rendered using fixed-function
- added dvar
rtx_fx_alpha_scalar
to globally scale effect alpha - added dvar
rtx_fx_cull_elem_draw_radius
to not cull effects within a set radius around the player
3495/rtx
This release comes in two variants: default and rtx
. If you want to use nvidia's rtx-remix, download the rtx
variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/7835937549
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7837829106
- all required iw3xo - rtx assets
iw3xo specific changes:
- general code cleanup
- disable devgui hotkeys on debug builds
- fixed an issue with custom fastfile loading
rtx-remix related changes:
- disabled loading of specular and normal maps to declutter the rtx-remix gui
- added commandline argument
-load_normal_spec
to re-enable specular and normal map loading - devgui no longer shows features that are not supported when in rtx mode
- debug visualization can now be rendered when in rtx mode
- main menu :>
3490/rtx - code and imgui fixes, better sky handling, flashlight
This release comes in two variants: default and rtx
. If you want to use nvidia's rtx-remix, download the rtx
variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/7835937549
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7837829106
- all required iw3xo - rtx assets
iw3xo specific changes:
- general code cleanup
- game input is now getting blocked when an ImGui widget that wants text input is active
rtx-remix related changes:
- changed commandline argument
-no_rtx
to-rtx
.
It's now required to run iw3xo with the-rtx
arg in order to activate rtx-remix modules (use the providedrun_remix.bat
) - removed commandline argument
-no_d3d9_check
- added fixed function rendering of non-batched bsp surfaces (dvar
r_pretess 0
) - added a feature to mark additional user-defined textures as sky (string dvar
rtx_sky_materials
- iw3xo will replace these with a replacement sky texture - same logic as dvarrtx_hacks
- can be useful for custom maps with custom skyboxes) - added a proper flashlight that is attached to the gun (
tag_flash
) - can be enabled within the debug light gui category
3483/rtx: merged rtx branch (rtx-remix v0.4.1)
This release comes in two variants: default and rtx
. If you want to use nvidia's rtx-remix, download the rtx
variant.
rtx variant includes:
- remix-bridge nightly: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/7835937549
- dxvk-remix nightly: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7837829106
- all required iw3xo - rtx assets
Changelog:
Added commandline arguments:
-no_rtx
:: disable all rtx modules (useful if you are using ad3d9.dll
that is not rtx remix)-no_d3d9_check
:: active rtx modules even if no d3d9.dll was found (eg: if you are loading remix using asi loader)
Fixes:
- fixed a bug that led to uppercase mod names -
fs_game
- playing demos with a mod that has no
mod.ff
should now work
3480-rtx: first full release (rtx-remix v0.4)
This release comes with all required files including:
- the remix runtime (commit/action: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/7704430023)
- bridge (0.4 release)
- all required files of iw3xo (rtx-branch)
edit 4th Feb. 2024: added the correct version of iw3x.dll ;)
3430: small fixes
- updated
xcommon_iw3xo.ff
(was missing the latest SSAO shader)
[General]
- fix
load_iw3mvm
dvar- proper client versioning and github workflows (nightly builds)
- fixed mistakes in vector normalize3 & normalize3_glm (caused a lot of issues especially within movement functions)
- devgui tweaks
3428: custom sp mapents, crash fixes, bot support etc
[General]
- add custom mapEnts for each SP map to spmod (3 dm spawns, global intermission :: dynamically loaded)
- fix damage and respawn on SP maps
scr_testclients
now works on SP maps- intercept and skip a entity visibility check on SP maps (caused a crash when spawning bots)
- move MP-SP logic to module "_Map"
- slightly modify the map-exporter to export original mapEnts and not the custom ones
3427: load SP maps in MP, devgui crash fix
Visit: https://github.com/xoxor4d/iw3xo-dev/wiki/Changelog for the latest changelog in case I missed something here.
[General]
- make SP maps loadable in MP
- add mod spmod (custom map gsc/createfx and globallogic tweaks)
- updated iw3xo_xcommon
- fix a crash when opening the config tab within the DayAndNight devgui tab
loading SP maps:
- load spmod
- use gametype
dm
devmap coup
(or any other sp map)
3424
Visit: https://github.com/xoxor4d/iw3xo-dev/wiki/Changelog for the latest changelog in case I missed something here.
[General]
- added "DayNightCycle" module
- fixed structures + general clean-up
[Rendering]
- increased main menu fps cap to 125 FPS
- fixed in-game fps getting stuck at 500 FPS (Windows 10)
- you can now tweak world and weapon fov separately ("cg_fov_tweaks" -> "cg_fov" (world) & "cg_fov_gun")
- you can now tweak framefog using "r_fogTweaks" dvars
[Menu / Gui]
- fixed a crash when loading a mod from the main menu (changelog related)
- refactored devgui tabs
- added fov settings to the visual tab
- added fog settings to the visual tab
- added DayNight cycle tab
[Moviemaking]
- dvar "cl_avidemo_streams_viewmodel" should now work as expected
3421: disabled culling dvars, forced sv_punkbuster, general fixes
Visit: https://github.com/xoxor4d/iw3xo-dev/wiki/Changelog for the latest changelog in case I missed something here.
[Dependencies]
- added imgui_md
- added dxsdk
- added WinHttpClient
[General]
- added "_Client" module
- added "_Renderer" module
- added "Mvm" module
- cleanup and refactoring
- automatically load reshade.dll if placed in "iw3xo\bin"
- automatically load iw3mvm.dll if placed in "iw3xo\bin" and dvar "load_iw3mvm" is enabled
- forced "sv_punkbuster" to 0 (randomly crashed the game)
[Common]
- increased Hunk
- increased Gmem
[Rendering / Shaders]
- proper d3d9 implementation
- devgui no longer needs r_d3d9ex enabled ^
- minor fixes for shader overlays
- sampler.resolvedPostSun now includes the latest frame with filmtweaks/visions
- added dvar "r_debugShaderTexcoord" :: show world and model uv's / texcoords
- added dvar "r_dumpShaders" :: dump shader binaries at runtime (to iw3xo\shader_dump)
- added dvar "r_wireframe_xmodels" and "r_wireframe_world" :: draw xmodels / world surfaces using their wireframe technique (use r_clear and r_clearcolor to manipulate filling-colors)
added dvar "r_cullWorld" and "r_cullEntities" to disable culling :: can be useful for vertex manipulating shaders (latched dvars, requires a vid_restart)(disabled for now)added dvar "r_drawDynents" :: disable drawing of dynamic entities(disabled for now)- added dvars to increase rendering buffers such as skinnedCache, smodelCache and various others ("r_buf_" :: make sure to disable r_fastSkin when rocking custom sizes :: disabled by default)
- R_MAX_SKINNED_CACHE_VERTICES and TEMP_SKIN_BUF_SIZE warnings are now dynamic and adjust to their respective buffer sizes ^
[Moviemaking]
- fixed an out of memory error when trying to take screenshots with R_TakeScreenshot when using heavy mods
- fixed cl_avidemo screenshots being black (iw3mvm support)
- added dvar "cl_avidemo_streams" :: same as iw3mvm mvm_streams but with customization options :: "cl_avidemo_streams_" (iw3mvm support)
- added dvar "cl_pause_demo" :: pause demo's
[Movement]
- added dvar "pm_terrainEdgeBounces" :: allow terrainEdges to be bounceable (somewhat mimics console behavior)
[DevGui]
- movement tweaks :: moved hud and CGaz settings into the debug tab
- map export :: added a few notes on what needs to be done in order to export maps
- menu :: added highlight dvars
- ImGui now uses OpenSans
[Menu]
- eyes (ui_eyes_position, ui_eyes_size, ui_eyes_alpha) :>
- proper changelog gui (symbiosis between ImGui and cod4 menus)
- latest changelog will be pulled once on startup (from https://raw.githubusercontent.com/wiki/xoxor4d/iw3xo-dev/Changelog.md)