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Releases: xoxor4d/iw3xo-dev

3537

14 Jun 18:11
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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:

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 + enables r_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

Screenshot 2024-06-02 234249
Screenshot 2024-06-14 183059
Screenshot 2024-06-06 003706
Screenshot 2024-06-06 003723
Screenshot 2024-06-06 004926
Screenshot 2024-05-02 015430

3495/rtx

18 Feb 14:21
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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:

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 :>

Screenshot 2024-02-18 154053

3490/rtx - code and imgui fixes, better sky handling, flashlight

16 Feb 21:52
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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:

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 provided run_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 dvar rtx_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

Screenshot 2024-02-11 190925

3483/rtx: merged rtx branch (rtx-remix v0.4.1)

08 Feb 11:24
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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:

Changelog:

Added commandline arguments:

  • -no_rtx :: disable all rtx modules (useful if you are using a d3d9.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)

03 Feb 22:28
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This release comes with all required files including:

edit 4th Feb. 2024: added the correct version of iw3x.dll ;)

01
02

3430: small fixes

21 Aug 20:30
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  • 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

11 Feb 21:20
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[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

10 Feb 21:25
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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

14 Jul 10:00
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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

07 Jun 19:34
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Visit: https://github.com/xoxor4d/iw3xo-dev/wiki/Changelog for the latest changelog in case I missed something here.

[Dependencies]

[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]