Releases – Clover.moe https://clover.moe Mon, 19 Aug 2024 00:32:00 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.2 https://clover.moe/wp-content/uploads/2016/04/20151213_Clover_favicon-150x150.png Releases – Clover.moe https://clover.moe 32 32 Maverick Model 3D 1.3.15 https://clover.moe/2024/08/18/maverick-model-3d-1-3-15/ Sun, 18 Aug 2024 23:46:57 +0000 https://clover.moe/?p=1819 Maverick Model 3D 1.3.15 adds Quake 3 player export to IQE format, fixes Linux Dark Mode and issues on 2023 Flatpak runtime, and fixes not updating frame count in animation mode until focus changes.

General

  • Add dark mode color scheme for model background
  • Add frames, FPS, and loop to New Animation window
  • Add Edit to animation mode for changing the same fields as New Animation window
  • Make Animation Sets window use New Animation dialog
  • Replace Rename in Animation Sets window with Edit for name, frames, FPS, and loop
  • Rename texture to material in Edit Groups window
  • Change max frames for an animation to 9999 (previously 999 but convert to frame animation was limited to 99)
  • Fix not updating frame count in animation mode until focus changes, text editing is disabled now
  • Fix ‘paste animation frame’ without selecting an animation
  • Fix misplaced “fi”s for configure
  • Fix ignoring user CXXFLAGS in configure
  • Fix compiling on GNU Hurd

Documentation

  • Add dark mode support for web browsers
  • Fix viewing in-app help in dark mode

Model Formats

  • Add Quake 3 player export for IQE

GNU/Linux

  • Add changelog to Linux appstream metadata
  • Update Flatpak runtime to org.kde.Platform 5.15-23.08
  • Don’t use Wayland unless requested (environment variable QT_QPA_PLATFORM=wayland)
  • Fix finding Qt translations in Flatpak

macOS

  • Fix configure failure on newer macOS
  • Fix installing Qt translation in the appbundle
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Maverick on macOS https://clover.moe/2024/08/06/maverick-on-macos/ Tue, 06 Aug 2024 19:01:50 +0000 https://clover.moe/?p=1724 There is now macOS builds for Maverick Model 3D 1.3.13 and 1.3.14. Downloads are available on at the Maverick Model 3D web page.

How not to update Qt

The most recent build of Maverick for macOS had been 1.3.12 released in 2019. Maverick uses the Qt GUI framework. The Maverick 1.3.12 release uses Qt 5.11. I wanted to update it to Qt 5.15 but Qt 5.11 was the last version to support macOS 10.11 which my MacBook Pro is limited to.

I forked the several repositories required for building Qt and patched it to cross-compile from Linux for macOS (as it must be built using a newer macOS SDK) and readd support for macOS 10.11. Building had some hard coded paths specific to my machine and it didn’t handle new Qt rendering classes correctly for macOS 10.11.

I thought I would also use this customized Qt for other applications I develop (in Toy Box). Ultimately I dropped interest in using Qt aside from maintaining Maverick. I don’t want to maintain Qt or feel like I need to ensure the customized source code (1 GB zip) remains available long term.

Continuing to use the existing version of Qt was a problem due to sort of breaking the install. I had updated Qt to a non-working version and Homebrew package manager was in a broken state. I did get Homebrew and Qt 5.11 working again at some point.

Conclusion

There is now Maverick 1.3.13 and 1.3.14 macOS builds using Qt 5.11. I don’t think they should be any worse than using Maverick 1.3.12.

These new builds are still made on a 2008 Intel MacBook Pro. Thank you to the people who donated toward new Mac hardware for being able to update Maverick. The money is still set aside for Mac hardware whenever I have enough.

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Flexible HUD release 8 https://clover.moe/2024/03/31/flexible-hud-release-8/ Sun, 31 Mar 2024 22:07:27 +0000 https://clover.moe/?p=1644 ZTM’s Flexible HUD mod for ioquake3 release 8 has a new Git repository, updates to newer ioquake3, and adds a config file for very high quality graphics settings.

New Git Repo

The source code has moved from a flexible_hud branch and tags in zturtleman/ioq3 repository to a new zturtleman/flexible-hud-for-ioq3 repository.

Flexible HUD was treated as a one-off throw away project in 2013. The source code for first two releases was previously missing from the Git repo. They had “git diff” patches in the Flexible HUD pk3 downloads. Now the code is committed and tagged in the Git repo.

ioquake3

I merged in the latest changes from ioquake3 (2019 to 2024). It includes these changes I made in 2019 to 2021 that affect the mod code:

  • Restore bots crushing unseen player on q3tourney6 in non-CTF (restores the original harder difficulty of the final boss)
  • Fix team orders menu not listing clients with lower clientnums (it wasn’t possible to order bots that joined before you on a server using the Q3 menu)
  • Fix duplicate team join center print for bots and g_teamAutoJoin (too many messages could cause an error and kick players off the server)
  • Fix lightning gun handling for corpses and single player podiums (this shouldn’t affect anything)

Config

I added my 2018 config file for applying Spearmint’s “Very High Quality” graphics settings to ioquake3. The Flexible HUD web page says how to apply it.

This was previously a standalone download. I don’t remember where if anywhere it’s linked. It seems relevant to users of Flexible HUD so I included it.

Rounding it out

The Flexible HUD downloads and ztm-ioq3-veryhighquality.cfg are now hosted on GitHub instead of clover.moe/downloads. This was actually the main motivation for all of this. I think about moving to a static website and I don’t want to add a bunch of zip files to the website Git repository.

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Maverick Model 3D 1.3.14 https://clover.moe/2023/04/23/maverick-model-3d-1-3-14/ https://clover.moe/2023/04/23/maverick-model-3d-1-3-14/#comments Sun, 23 Apr 2023 09:50:14 +0000 https://clover.moe/?p=1529 Maverick Model 3D 1.3.14 enables HiDPI support by default and adds support for creating toon cel outlines and importing frame animations.

Toon Cel Outline

Screenshot of my remake of the Misfit Model 3D logo with toon outline on a HiDPI display.

It’s now possible to create a toon cel outline effect (expanded mesh, drawing triangle backside). It works with skeletal animated models but it’s not supported with frame animations. Skeletal animations can be converted to frame animations afterward though.

  1. Disable drawing back-facing triangles using Render -> Render Options -> Hide back-facing triangles
  2. Select all meshes to have toon cel outline and then use the Geometry -> Duplicate command (copy and paste doesn’t keep the joint influences)
  3. Add a material for the outline color in Materials -> Edit Materials
  4. Create a new group in Materials – > Edit Groups and add the selected duplicate meshes (Assign As Group) and set materials to your outline color material
  5. Use Geometry -> Vertices -> Weld Vertices so that vertices in the same place don’t move apart
  6. Use Geometry -> Normals -> Invert Normals so that triangle faces inward
  7. Use Geometry -> Vertices -> Offset by Normal to give the cel outline the desired size

Changes

General

  • Enable Qt HiDPI support by default and fix a few layout issues
  • Add Offset by Normal command to move vertex along average normal
  • Make Duplicate command keep all joint influences
  • Make Edge Divide command set group and texture coords
  • Make Select Vertex tool automatically select and unselect triangles
  • Automatically select new face made by Make Face From Vertices
  • Make texture coord window reset map scheme on selection change
  • Fix texture coord window displaying last texture if no triangle has a texture

Merge Model / Import Animations

  • Add support for frame animations to Import Animations (must have the same number of vertexes and order)
  • Make Merge Model copy frame animation frames-per second (FPS) setting
  • Make Merge Model and Import Animations copy looping setting
  • Fix Merge Model and Import Animations to set skeletal animation FPS on the correct animation

Background Image

  • Fix model using background image with Canvas mode Flat
  • Fix model viewports not updating immediately after setting background image
  • Fix drawing left/right brackground image in some cases
  • Fix background image not blending in some cases

Model Formats

cal3d

  • Add support for exporting cal3d .cfg files

mm3d

  • Fix writing background image filename

GNU/Linux

  • Update Flatpak runtime to org.kde.Platform 5.15-22.08 from 5.15 (20.08)

Download

Download the Windows x86 installer and GNU/Linux x86_64 Flatpak Bundle at the Maverick Model 3D webpage.

This release was created with a week of development. If you find it useful, consider donating at Ko-fi.

It should build and run on macOS. However like Maverick 1.3.13 there is no macOS build as I haven’t sorted it out / purchased a new mac that Qt 5.15 still supports.

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Maverick Model 3D 1.3.13 https://clover.moe/2021/12/21/maverick-model-3d-1-3-13/ https://clover.moe/2021/12/21/maverick-model-3d-1-3-13/#comments Wed, 22 Dec 2021 00:35:25 +0000 https://clover.moe/?p=1336 After a little over 2 years, Maverick Model 3D 1.3.13 has been released with a slew of bug fixes and some long desired features.

It’s now possible to remove geometry/groups/points from models with vertex frame animations and models can be merged relative to a point, which will be positioned correctly in existing vertex frame animations.

MD2 vertex normals have been fixed. Y and Z were incorrectly swapped since in MM3D 1.3.4.

Maverick is now available as a Flatpak Bundle for GNU/Linux to allow installing it without compiling it yourself or using GNU/Linux distro packages which may not be the latest version. Maverick also now works correctly using Wayland.

There was reports of the previous version’s Windows build would sometimes crash after saving a model. This is now fixed though the exact cause is not known. The Windows build was updated from Qt 5.11 to 5.15.2 and now uses the same compiler run-time for Qt and Maverick.

The macOS build is delayed until 2022. It will also update from Qt 5.11 to Qt 5.15.2. It should build and run fine today with Qt 5 from Homebrew provided you have macOS 10.13 or later.

Windows x86 installer and GNU/Linux x86_64 Flatpak Bundle are available for download.

General

  • Add Clear Rotation/Translation Keyframes to Animation menu
  • Add Base Point to Model Merge
  • Add filename to Plugins window
  • Allow removing vertexes from models with frame animations
  • Allow adding/removing groups and points from models with frame animations
  • Make splitting skeleton animation keep overall pose
  • Make copy/paste skeleton animation frame copy interpolated keyframes
  • Make paste animation frame select what was paste
  • Make new animations default to non-looping
  • Switch from QGLWidget to QOpenGLWidget (needed for Wayland on GNU/Linux, breaks Windows with OpenGL 1.1)
  • Generate HTML manual using C instead of Perl with HTML::Template module
  • Fix merged points in frame animations
  • Fix crash if merging model when existing has a 0-frame animation
  • Fix undo event for Merge Animations
  • Fix model filter read/write to always use decimal point regardless of system locale
  • Fix truncating frames when changing frame count in animation mode
  • Fix Animation Sets -> Split to be start frame num
  • Fix horizontal scroll events being treated as scroll down
  • Fix texture coord window to check all selected triangles for a texture
  • Fix select joint influenced points
  • Fix Qt translations (qt_xx.qm) not being used
  • Fix hundreds of compiler warnings

Model Formats

d3d (new)

  • Add GameMaker Studio .d3d model import/export

iqe

  • Remove option to disable saving points in animations (IQM SDK would use identity, not bind pose)

md2

  • Fix vertex normals orientation

md3

  • Add export dialog with option to write animation.cfg for non-player models
  • Don’t allow saving as a player if there are groups that would not be saved in any player segment

mm3d

  • Deduplicate written external textures list
  • Fix writing external texture count (it use to be material count which may be too high)
  • Fix saving with long background filename causing out-of-bounds write

ms3d

  • Fix loading model with all zero vertex bone weights

obj

  • Fix crash if some MTL keywords are before newmtl
  • Fix crash for out of bounds texcoord index

GNU/Linux

  • Add AppStream metadata and install icons into modern file path
  • Add ability to build as a Flatpak
  • Don’t create ‘shared’ plugins symlink anymore (to allow multiple install paths)
  • Rename mimetype from application/x-mm3d to model/x-mm3d
  • Fix locating Qt translations on GNU/Linux

Windows

  • Support UTF-16 paths for install path and appdata on Windows
  • Make building using MinGW on Debian use POSIX thread model so it uses the same GCC run-time as Qt
  • Fix writing image filenames in models on a separate Windows drive than the images
  • Fix listing files on Windows with “..” directory in path

macOS

  • Add system and Qt translations to macOS AppBundle
  • Add make appbundle to Makefile.generic
  • Add support for cross-compiling from GNU/Linux using osxcross
  • Renamed macOS configure make mm3d.app target to make appbundle

Build Note

  • Moved autosetup.sh to autogen.sh to match defacto naming convention

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Spearmint 1.0.3 released https://clover.moe/2020/07/10/spearmint-1-0-3-released/ Fri, 10 Jul 2020 23:15:50 +0000 https://clover.moe/?p=1273 Spearmint 1.0.3 fixes a couple issues in Team Arena and a few other obscure issues. Download it at https://clover.moe/spearmint.

The Team Arena non-functional settings issue is important (though it was unnoticed since I broke it in 2014). I think the rest of the issues are kind of obscure to run into. It’s not urgent to update dedicated servers since the only change is the server full message.

Changes

Engine (spearmint)

Server

  • Fix local human player not being able to join server full of bots (possible with Team Arena start server menu). Reported by Tobias Kuehnhammer, probably.
  • Display “Server is full.” message (like original Quake 3) to network players instead of “Couldn’t add local player 1, no free player slots!”.

Client

  • Fix crash when r_flares cvar is 2 or 3 in Team Arena Single Player Tournament menu. Reported by Tobias Kuehnhammer.
  • Fix shader sort value for unknown keyword. (Fixes Unholy Sanctuary “us_intro” map.) Reported by Tobias Kuehnhammer.

Game Logic (mint-arena)

UI

  • Fix not being able to change engine latch cvars (sv_maxclients, r_mode, and several other rendering settings) in Team Arena menu. Reported by Tobias Kuehnhammer.
  • Fix player effects color on player models with rgbGen entity for local player 2, 3, and 4 in Q3 menu. Reported by ZaRR.
  • Fix compiling Team Arena with q3_ui. Reported by retro8x.

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Spearmint 1.0.2 released https://clover.moe/2019/11/03/spearmint-1-0-2-released/ https://clover.moe/2019/11/03/spearmint-1-0-2-released/#comments Sun, 03 Nov 2019 22:50:54 +0000 https://clover.moe/?p=1234 Spearmint 1.0.2 fixes IQM player models, using TrueType console font, and some other issues. Download it at https://clover.moe/spearmint.

There are a few bug fixes for things could be used by server game mods (listed under common) but none are used by Spearmint Quake 3 / Team Arena servers.

Changes

Engine (spearmint)

Common

  • Fix filename tab-completion without a specified directory. It affected music, play, and testmodel commands.
  • Fix IQM with no frames crashing R_ModelBounds(). It happened with IQM player head models.

Client

  • Add workaround for client error when using HTTP download. Reported by mecwerks.
  • Fix rendering IQM models between model frames.
  • OpenGL2: Fix cg_fadeExplosions when r_dlightMode is enabled.
  • OpenGL2: Fix DDS loading when GL_EXT_direct_state_access is supported.
  • Fix game resolution when compiled against macOS 10.15 SDK (by Ryan C. Gordon and patch by Tom Kidd).

Game Logic (mint-arena)

Common

  • Fix QVM printf %g trailing zero removal.

CGame

  • Change console to use “LiberationMono-Regular.ttf” TrueType font included with Spearmint 1.0.0. Previously the “LiberationMono-Bold.ttf” font was not found and the console would fallback to using the original Quake 3 bitmap console font.
  • Fix third person lightning bolt when missing Lightning Gun weapon model.
  • Fix lightning bolt being fired from corpses. Corpses didn’t have a weapon model and checked the living player to see if lightning bolt should be drawn. Reported by ZaRR.

UI

  • Fix keyboard selection order for “joystick analog” option in Quake 3 controls menu.
  • Fix Quake 3 team orders menu not listing bots that joined before you.
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Lilium Voyager 1.40 released https://clover.moe/2019/11/02/lilium-voyager-1-40-released/ https://clover.moe/2019/11/02/lilium-voyager-1-40-released/#comments Sun, 03 Nov 2019 00:07:15 +0000 https://clover.moe/?p=1225 Lilium Voyager 1.40 has various rendering improvements and fixes SDL surround sound output. Download it at https://clover.moe/lilium-voyager.

The website for the ioEF binaries and source code went offline since the last Lilium Voyager release. I’ve made a repo for the ioEF engine source code. More details in the article below.

Changes

Summary of Lilium Voyager 1.40 changes that were merged from ioquake3. The changes were made by myself and seven other contributers. For the full list of changes see here (though many of the commits for the game logic do not apply to Lilium Voyager).

  • Minor improvements to the OpenGL renderers.
  • Bug fixes and performance improvements for IQM models (not used by Star Trek Voyager: Elite Force).
  • Fix SDL audio playback with surround sound (correctly output stereo to surround sound front left/right).
  • OpenGL2: r_cubemapping 2 for box cubemap parallax (by SmileTheory).
  • OpenGL2: Add r_parallaxMapShadows (by SmileTheory).
  • OpenGL2: Disable r_cubeMapping if not OpenGL 3.0+.
  • Restore OpenGL 1.1 support (GL_CLAMP).
  • Fix game resolution when compiled against macOS 10.15 SDK (by Ryan C. Gordon and patch by Tom Kidd).

The ioquake3 internal mixer only supports mono/stereo so SDL surround sound output only has front left/right audio. You can use OpenAL output (s_useOpenAL 1) for surround sound mixing support.

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ioEF preservation https://clover.moe/2019/11/02/ioef-preservation/ Sat, 02 Nov 2019 23:47:32 +0000 https://clover.moe/?p=1239 ioEF (also known as iostvoyHM) is a project created by Thilo Schulz based on ioquake3 for running Star Trek Voyager: Elite Force Holomatch (multiplayer). My Lilium Voyager project is based on it.

The website for ioEF binaries and source code patches (thilo.kickchat.com on archive.org) went offline around July 2018. I sent Thilo Schulz an email about it in April but I haven’t heard back.

I downloaded the ioEF engine source code patches that were available from archive.org and ioquake3.org/patchez, applied them to the appropriate ioquake3 git revisions, and fixed compiling for Windows using mingw-w64. There are 13 ioEF engine branches on Github at zturtleman/ioef-archive.

If anyone has the ioEF engine patches for ioEF 1.35 or earlier (which were not fully backed up by archive.org) please post them on an issue at ioef-archive or send them to me.

I haven’t set up an archive for the ioEF game logic (QVMs in pak9{,0,1,2}.pk3) under EF SDK license yet though. There was a subversion repository but I forget where it was located.

ioEF 1.37 binaries (with pak92.pk3) are available at ioEF on moddb.

Update: The ioEF engine patches are not lost; no need to send them to me. The files are available at thilo.tjps.eu/efport-progress. For more details see the follow up post ioEF preservation update.

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Maverick Model 3D 1.3.12 released https://clover.moe/2019/10/08/maverick-model-3d-1-3-12-released/ https://clover.moe/2019/10/08/maverick-model-3d-1-3-12-released/#comments Tue, 08 Oct 2019 05:34:44 +0000 https://clover.moe/?p=1218 Maverick Model 3D 1.3.12 adds shift key behavior for tools in texture coordinate editor, allows easier conversion of skeletal animations to frame animations, and fixes several issues.

Download it at the Maverick Model 3D webpage.

Select changes are listed below. For more details see the 37 source code commits.

Editor

  • Add shift key behavior to texture coordinate editor for move/rotate/scale like main window (requested by Enjay001).
  • Make Convert To Frame window convert multiple animations at once.
  • Fix animation frame slider not responding to arrow keys (reported by 77ZaRR77).
  • Fix delete button in Edit Joints window (reported by Mick Pearson (mickp-1982)).
  • Fix mouse interaction and wireframe line size on HiDPI displays (reported by Andrew Hamilton (orange451)).
  • Fix OpenGL possibly not working on Windows with Qt5 (black viewports) (reported by 77ZaRR77).
  • Fix some memory leak and std::list usage (reported by Mick Pearson (mickp-1982)).
  • Fix configure when compiling on Fedora (reported by Jacob Gustafson (poikilos)).

Model Formats

  • Remove artificial MD3 export limits (requested by Peach1).
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Flexible HUD release 7 https://clover.moe/2019/10/07/flexible-hud-release-7/ https://clover.moe/2019/10/07/flexible-hud-release-7/#comments Tue, 08 Oct 2019 00:37:34 +0000 https://clover.moe/?p=1212 ZTM’s Flexible HUD mod for ioquake3 release 7 is a minor update to improve video mode selection in Quake 3 and Team Arena menus.

Changes

These changes were merged from ioquake3. Two changes from myself and two contributed by others.

  • Add custom video mode (if in use) to Quake 3 and Team Arena menus. This fixes the custom resolution being changed to a built in mode if one uses the Quake 3 system menu and unable to change video mode using mouse in Team Arena.
  • Use video modes supported by your display (such as 1920×1080) in Team Arena system menu as already done in Quake 3 menu.
  • Prevent Q_IsColorString from asserting on negative ascii chars (by kungfooman).
  • Allow overriding build date in q3rcc for reproducible builds (by bmwiedemann).
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Maverick Model 3D 1.3.11 released https://clover.moe/2019/01/02/maverick-model-3d-1-3-11-released/ Thu, 03 Jan 2019 04:09:02 +0000 https://clover.moe/?p=1148 Maverick Model 3D 1.3.11 adds support for exporting Studiomdl Data (SMD) models, improves Milkshape 3D (MS3D) model support, and fixes many issues.

Download it at the Maverick Model 3D webpage.

Select changes are listed below. For more details see the 37 source code commits.

Editor

  • Add support for texture alpha blending in animation mode (reported by ZaRR).
  • Add workaround to force toolbar to be visible even if it’s hidden in dock.dat (reported by Enjay001).
  • Improve decimal accuracy for rotation on properties panel (e.g., display 90 instead of 89.999999).
  • Use backslash path separators in recent models list on Windows.
  • Fix Paint Texture window writing a blank black image (regression, reported by Enjay001 and mecwerks).
  • Fix not loading texture the first time Texture Coordinates window is shown (regression, reported by Enjay001).
  • Fix some vertex bone joint weights being rounded down on properties panel and calculated auto weight.
  • Fix wireframe Z-fighting with model meshes.
  • Fix new transparent texture set for material not being drawn (reported by philosophofee).
  • Fix frame animated models default to blank animation type in Animation Sets window.
  • Fix gimbal lock detection when converting matrix to Euler angles (affected writing SMD models).
  • Fix keyboard shortcuts in German and French translations (reported by Nessie).

Model Formats

  • Add support for exporting Studiomdl Data (SMD) models (requested by philosophofee).
  • Improve decimal accuracy in exported IQE models.
  • Improve MS3D model support (some issues reported by philosophofee).
    • Add support for loading/saving Milkshape 3D 1.8.5 BETA 1 MS3D models (vertex subversion 3).
    • Add descriptions for vertex subversions to MS3D export prompt.
    • Only allow typing hexdecimal in MS3D Vertex Extra export prompt.
    • Don’t allow exporting invalid MS3D models when there are too many vertexes, triangles, bone joints, groups, or materials.
    • Don’t convert vertex bone weights of 0 to average for MS3D export.
    • Fix reading/writing MS3D animation bone joint keyframes.
    • Fix written MS3D vertex bone joint weights not adding up to 100.
    • Fix loading MS3D bone influences for more than 128 bones.
    • Fix loading MS3D when a group has no material.
  • Fix missing meta data undo event after Cal3D/MD3/MS3D export.
  • Fix writing line endings as Unix style in OBJ/DXF/IQE on Windows (regression).
  • Fix loading OBJ textures on Windows (regression, reported by Nessie).
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