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EGL v0.3.1

I know it's a day late, but there were some hangups getting it working with anticheat. Anyway, there's a laundry list of changes, speedups, and fixes in this version. I worked hard to optimize even the smallest things, to lessen CPU usage and make conditions optimal for caching. A lot of the particle and decal effects were optimized to render quickly, and I did such a good job that they look just as good as before!

Here's a small (compared to the changelog at least) list of changes since v0.3.0:
- New map effects (in this case, light coronas) for Q2DM1 through Q2DM8.
- Added @T (which functions like @L, except it reports the location of what you're looking at) for maps that have location files.
- Machinegun, Chaingun, and Shotgun all throw off ejecting brass, cg_brassTime to control. Thanks to pallokallo for the models and sounds.
- Added ch_xOffset and ch_yOffset to offset the crosshair position for those yucky off-center crosshairs.
- MUCH better explosion decal placement. The explosion effect also shoots a plume of smoke and sparks away from the surface hit.
- Smoother mouse movement in lower framerates. Also increased precision greatly when the video framerate is a lot higher than the net framerate.
- Amplifying the center of dynamic lights a little bit, since the smooth falloff makes them appear darker.
- Much better enhanced server protocol lookup, no longer attempting 35 then falling back to 34.
- Optimized light marking path for bmodels and world surfaces (only world surfaces use vis culling).
- Added another "side" to the view frustum (for culling), so that it checks if the item is behind the camera before checking left/right/up/down.
- Fixed vis portals not affecting visibility efficiently in Q2BSP.
...and most importantly, EGL now supports R1Q2's anticheat system! Once the anticheat goes public this version and up will run on strict anticheat servers.

So download the latest version, and/or check out the homepage for more information.