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whatsnew.txt
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whatsnew.txt
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version 0.17.9 build 8149
-----------------------
Added slightly better looking movement keys UI
Added new feature to store movement keys in demo files
Movement keys stored as of now: +forward, +back, +moveleft, +moveright, +jump
Added nicely animated zoom FOV and related commands from Ironwail (per user request)
New cvars: zoom_fov, zoom_speed
New commands: togglezoom, +zoom, -zoom
Various changes in the Options menu
Color chooser menus: changes are auto-saved from now, instead you can undo your pending changes
Color chooser menus: offering the entire Quake palette colors to select from
Mouse menu: sensitivity slider has higher resolution allowing lower values to set
Weapon menu: added slider for cl_gun_fovscale
Hud menu: added option for show_movekeys
Textures menu: added slider for anisotropic filtering
View menu: added new options to switch on players/monster wallhacked outlines, bounding boxes
Misc menu: added new options to toggle demo player UI, automatic demo recording, precise intermission time
Added experimental wallhack for monster models by drawing their model outlines
New cvar: r_outline_monsters
The color of the outlines can controlled by the existing r_outline_color cvar
IMPORTANT: This feature is denied while demo recording!
Supporting md3 models for r_outline_players cvar
Fixed a bug on r2m8 when the timing ended on a cutscene (by Matthew Earl)
Added support for LiveSplit autosplitter (by Sphere)
Any new JoeQuake version will immediately have autosplitting support
Fixed crash with playdemo dzip and pause (by Matthew Earl)
Fixed bug when JoeQuake sometimes showed an error "Couldn't set fullscreen DIB mode" after ALT-TAB
Got rid of default auto-aim setting: changed value of sv_aim to 1 (was 0.93 by default)
A warning message is displayed if value < 0.93 is set (which is illegal for speedrunning)
Added r_ambient cvar to control ambient light level of maps
Works the same way as it did in the software version of Quake
Valid values are positive integer numbers, e.g.
0: no ambient light level added (default)
10: slightly lighter
50: very light
100: extremely light
Got rid of legacy code which changed weapon position based on FOV
version 0.17.8 build 8039
-----------------------
Fixed bug with rare warping entity positions when movement lerping was used (gl_interpolate_movement)
It was most noticable with torch models at map startups
Always render unlit maps in fullbright mode (fixes lighting on e.g. map '180')
Fixed a Sys_Error in lim_daviddg map from Liminal Spaces Jam (from QuakeSpasm)
Fixed stack buffer overrun when loading lim_daviddg.bsp from the Liminal Spaces Jam (from QuakeSpasm)
Added visible bounding boxes around models (by Matthew Earl)
New cvar: cl_bbox
Reconsidered autodemo recording feature
Renamed cl_autodemo_name to cl_autodemo_format
cl_autodemo_format now contains a template with wildcards how the demo file to be named
cl_autodemo now only has 0 and 1 modes, spamming a new .dem files for every recording is removed
Fixed autoid text not getting displayed if resolution scaling was used (by Matthew Earl)
Show ghost name when scr_autoid set (by Matthew Earl)
Allow overriding spawnparams (by Sphere)
An engine-side variant of what qdqstats provides, to work with custom mods too
New cvar: sv_override_spawnparams
Fixed speedometer in multiplayer (by Sphere)
The less accurate fallback value is only used if really needed
Workaround for skyfog value not being reset (by Sphere)
When the value of r_skyfog wasn't reset to a default value on the start of a map,
it used the value from the end of the previous map
New cvar: r_skyfog_default
Allow higher framerate limits up to 100,000 fps (by Sphere)
This is useful for super high fps frame blending video renders
Fixed wrong size for already loaded images (by Sphere)
On certain occasions the size of skybox images was messed up
(e.g. loading another map after ad_tears)
Added movement indicator UI
New cvar: show_movekeys
Added Quake Champions style player outlines (with wallhack)
New cvars: r_outline_players, r_outline_color
Fix potential infinite loop in S_PaintChannels (from QuakeSpasm/Ironwail)
Removed deprecated texture size check to fix an issue with the map s3m1_fw
Fix cl.onground for packets without clientdata (by Sphere)
This bug could break the view step smoothing when on elevators or slopes
Added freefly mode during demo playback (i.e. live recam) (by Matthew Earl)
Added DemoUI cvars and hide cursor (by Matthew Earl)
New cvars: cl_demouitimeout, cl_demouihidespeed
Fixed coop marathon tracking when ghost was used (by Matthew Earl)
The problem was that non-host clients couldn't track marathons correctly
version 0.17.7 build 7733
-----------------------
Added youtube-like demo player UI (by Matthew Earl)
Ghost is fixed when rewinding through finale (by Matthew Earl)
Ghost now properly works on levels ending with svc_cutscene (e.g. hipend)
Fixed bug when ambient sounds kept playing after level changes in multi-level demos
Fixed bug when changing gl_part_telesplash (from 2 or 3) crashed the game
Raised default JPG screenshot quality from 75 to 90 (jpeg_compression_level)
Added optional precise time printing on intermission (by Matthew Earl)
New cvar: scr_precisetime
When set to 1, the intermission time is shown with two decimal places
Added feature to reload ghost demos on-th-fly, so no demo restart needed (by Matthew Earl)
Fixed producing corrupt savegame files due to CR/LF characters in map name (e.g. autumn_sp)
Fixed drawing of Quake3 multimodel shadows
Made visible portion of weapon models adjustable (from Ironwail)
New cvar: cl_gun_fovscale
Values from the 0...1 range are valid
Fixed rendering mode when r_lightmap is 1
Changed vertex lighting mode to be switched off by default
Smaller fixes to support Mjolnir episode 4
Ghost splits are now shown during finale (by Matthew Earl)
Added demo summary text on intermission when ghost recording is enabled (by Matthew Earl)
Optimized video renderer when large number of models were drawn
Special thanks to Matt for tracking down a long-standing bug on certain GPUs
Made location of HUD icons slightly customizable
New cvar: cl_sbar_offset
The position of the HUD icons are lifted by the offset amount (valid from 0 to 8)
The specified offset is only applied if cl_sbar is 0 or 2
Slightly increased lighting overbright on maps and made it available on models either
New cvars: gl_overbright, gl_overbright_models
Default values are 1 (overbright enabled) for both
Fixed show_speed value when playing cooperative
Added anisotropic filtering support from QuakeSpasm
New cvar: gl_texture_anisotropy, to set the desired filtering amount (2x, 4x, 8x, 16x)
Added fix to avoid occasional 3s pause on restarting level (by Matthew Earl)
SDL build improvements (by Matthew Earl):
- Fixed cl_minpitch and cl_maxpitch
- Keypad support
- Added resolution scale option to video menu
Fixed potential crash after loading a savegame (by Matthew Earl)
Fixed bug when the same skin was loaded for different models (occured in Re:Mobilize)
version 0.17.6 build 7652
-----------------------
Providing BETA version of SDL build (by Matthew Earl)
SDL is the abbreviation of 'simple directmedia layer', an API that provides cross-platform
media access: audio, video and input handling.
Added several quality-of-life improvements, done by Chambers:
Fix annoying float-up bug when flying into angled geometry
Using correct viewangles on load game (MH)
Introducing sv_noclipspeed cvar
Not picking up items anymore while noclip
Increased MAX_DATAGRAM to 64000 to overcome packet overflow messages
Showing ambient light color on alias models in non-vertex lighting conditions (from QuakeSpasm)
Fixed light blending issue when orange lights were drawn with greenish color on some textures
Added support of larger size/number of lightmaps (from QuakeSpasm)
This eliminates the well known "AllocBlock: full" errors on larger maps
Added sv_protocol command to remain compatible with mods already using it
Ghost model is now drawn using the color the player played with
Added variable pitch clamping (from QuakeSpasm)
cl_maxpitch, 80 by default, has a hard limit of 90
cl_minpitch, -70 by default, has a hard imit of -90
Changed show_speed calculation to be more accurate (possible for single player only)
Add support for AD flame/torch models (gave them full light, removed animation lerping and shadows)
Fixed bug when cl_confirmquit didn't affect the Quit menu
Removed 'view distance' slider from View options menu as it is a rather technical setting
Also increased default value of r_farclip to 65536 (that should be enough for very large maps)
Updated text on Quit screen to include Sphere and Kipi as contributors
Added chase_active legacy command for backward compatibility
Added entity scale support (required by newer maps, part of protocol 999)
Smarter filtering of non-playable bsp files in the Maps menu (from QuakeSpasm/Ironwail)
Fixed bug when alias models weren't affected by dynamic lights
Added support for non-standard size sky/skybox textures (from QuakeSpasm)
Demos menu directory is new properly reset after changing to another Mod
Fixed bug when particle trails disappeared on larger maps with lots of entities
Changed default value of r_shadows to 0
Added additional cvars for show_speed and ghost bar
show_speed_x, show_speed_y: to customize position of the speedometer
show_speed_alpha: to customize the transparency of the speedometer
ghost_bar_x, ghost_bar_y: to customize position of the ghost bar
ghost_bar_alpha: to customize the transparency of the ghost bar
Added r_waterwarp cvar (from QuakeSpasm)
Added r_particles cvar to support square shaped particles (from QuakeSpasm)
r_particles = 0: no particles
r_particles = 1: circle shaped particles (default)
r_particles = 2: square shaped particles
Fixed wrong decimal calculation of keepdemo command
version 0.17.5 build 7492
-----------------------
Extended ghost recording mode for multi-level demos (marathons) (Matthew Earl)
Per-level marathons splits are printed in the console, new cvar: ghost_marathon_split
Ghost recording mode now works for dzip files too (Matthew Earl)
Ghost demos can now be set/removed from the Demos menu too (Matthew Earl)
Ghost player model is properly set to the eyes model when invisible (Matthew Earl)
Demo view is not screwed up when rewinding from intermission screen (Sphere)
Higher sbar scale value is allowed from now to support higher resolutions (Sphere)
Added graphical fix to prevent overlapping textures at some places, new cvar: gl_zfix (from QuakeSpasm)
Models with skins higher than 480 pixels are properly loaded now
Added 'find' command to look for commands and cvars (from QuakeSpasm)
Also added 'apropos' command (same as 'find') for compatiblity with MarkV engine
Added con_logcenterprint cvar to let centerprinted messages logged in the console (from QuakeSpasm)
Fixed bug when the mouse cursor didn't properly select resolutions in the video options menu
In specific lower resolutions the menu height was miscalculated
In rare occasions the last resolution line was not selectable at all
Added crosshair 8 as a duplicate of crosshair 2
Reason: in the hipnotic mission pack, crosshair 2 is used hard-coded for player footstep sounds
Added support for loading external .net files (from QuakeSpasm)
Menu/hud images are explicitly forced to reload when changing Mods
Fixed broken view when svc_cutscene server message was received
The bug was caused by the intermission cam fixing method, but found another to not harm cutscenes
Added a more helpful error message if gfx.wad (i.e. pak0.pak) is missing from the /id1 folder
It helps navigate the user to SDA to read the 'getting started' guide
Added option to override default fog (idea by Chambers). Fog is generally disturbing when recording speedruns.
New cvar: fog_custom, to set the new fog parameters (density and color)
New cvar: fog_override, to switch the custom values on/off
New command: fog_set, to save the actual fog values (set at map start) to fog_custom
version 0.17.4 build 7319
-----------------------
Added framebuffer drawn water (from QuakeSpasm)
Add support for lit water (from QuakeSpasm)
Added -quoth command line switch to properly support Quoth mod
Map name text is now scrolling if it doesn't fit on the scorebar
Properly displaying monster count > 999 on intermissions
Added ghost recording mode, done entirely by Matthew Earl
For a complete description about ghost recording see the JoeQuake documentation
Improved alias model animation lerping
Restored animation interpolation related cvars
Added back gl_interpolate_animation and gl_interpolate_movement cvars, so that
players can switch off animation interpolation if they wanted to
Switched to QuakeSpasm's solution of not lerping such weapon frames where muzzleflash is involved.
This results less weapon animation lerping, but the old behavior can still be used with gl_interpolate_animation = 2
Added alternative noclip mode from QuakeSpasm
The new mode is controlled by the sv_altnoclip cvar, set to 1 by default
Added horde cvar for the 2021 remaster
Added several small changes to keep track of the 2021 remaster updates
Fixed bug when the screen was messed up at the end of demoplayback
Advanced spawn parameter settings (Sphere)
To simplify saving and setting spawn parameters for working on segmented speedruns
Look for 'spawnparam' in the documentation for complete details
version 0.17.3 build 7049
-----------------------
Fixed bug when sometimes the screen freezed after video mode change
Added mouse cursor into the menu
New variables:
scr_cursor_sensitivity: menu cursor speed
scr_cursor_scale: menu cursor size
scr_cursor_alpha: menu cursor transparency (0.0 to 1.0)
Reorganized all submenu items in options menu
Made all submenus as top-level, for easier access
Fog parameters are properly normalized at world spawn (fixed issue on map bm_chrisholden)
Allowed loading textures not aligned to 16 pixels to support horde2 map (merged from QuakeSpasm)
Fixed bug when a certain trigger caused a lockup on map dm4jam_ww (merged from QuakeSpasm)
Added support for playing 2021 re-release latest update (merged from QuakeSpasm)
Fixed bug when teleports were drawn above transparent liquid textures
Fixed players with quad disappearing in DOTM
Fixed pitch black models in lit areas in DOTM (merged from QuakeSpasm)
Fixed vertex lighting in GLSL for AMD/ATI cards
Plenty of memory and code compilation optimizations by Sphere
version 0.17.2 build 6949
-----------------------
Added -machine cmd line param to fully support MachineGames mission pack
Usage: copy the mg1 folder from the root folder of Quake rerelease
to the root folder of your original Quake installation
IMPORTANT: It is not supported to use the '-game mg1' command line option
The correct and recommended way to do it is using '-machine'
Vertex lighting is not computed when using OpenGL shader script (glsl), on ATI/AMD gpus
This is a temporary solution, it is planned to be fixed in the future
Until then, I recommend to use gl_vertexlights 0 (on ATI/AMD gpus only)
Added basic localized strings support for Quake remastered, from QuakeSpasm
Usage: copy the QuakeEX.kpf file from the root folder of Quake rerelease
to the root folder of your original Quake installation
Using minizip library to extract localization data
Added surface mark & cull optimization from QuakeSpasm/vkQuake
Switched to QuakeSpasm's BSP traversing algorithm, to fix map issues on mge4m2
Added support for Quake remastered, mainly from QuakeSpasm
Fixed bug when the game stuck in an infinite loop on map sm188_jcr
Corrected transparency issues on brush models (affected only ATI/AMD gpus)
Fixed bugged rendering of lava caldron on map jam6_scampie
version 0.17.1 build 6866 (hotfix #3)
-----------------------
Messages 'Couldn't load skybox' are ignored if game is started with -no24bit
Fixed bug when certain models were not drawn as transparent (related to newer maps)
Fixed window texture having a black bar on ad_necrokeep
Fixed rare issue when rendering of water surfaces was bugged
Fix check for extended sound protocol (Sphere)
Allow using scr_autoid during coop gameplay (Sphere)
Removed unnecessary limitation on console background's size to be 320x200
Added dynamic entity fragment handling from QuakeSpasm (no more 'Too many efrags!' messages)
version 0.17.1 build 6806 (hotfix #2)
-----------------------
Fixed bug when certain alias model were invisible sometimes (when using GLSL)
Raised max supported 8bit image size to 2048x2048 (ad_heresp1)
Raised max depth of QuakeC calling stack to 64 (ad_heresp2)
This means more complex operations (called from AD progs.dat) can be executed without problems
Fixed crash on certain maps when loading sky texture
Fixed bug when skybox images were reloaded unnecessarily all the time
version 0.17.1 build 6746 (hotfix)
-----------------------
Fixed bug when wrong tile textures were drawn in the Multiplayer / Player color setup menu
Fixed bug when spawning of specific edicts overflew the max_edicts list
version 0.17.1 build 6740
-----------------------
Fixed bug when transparent brushes remained opaque sometimes
Fixed pause plaque showing when loading a save (Sphere)
Fixed bug with bgmvolume adjustment when FMOD module is used
Fixed bugs regarding QdQstats patch recognition
Disabled joequake-side QdQStats messages during demo playback to ignore printing them twice
Fixed coop client freeze on server map restart (Sphere)
All (bsp/mdl) textures are drawn using OpenGL's VBO and GLSL tech (performance improvement)
Switched off texture filtering and mipmapping on underwater caustics texture
Fixed qdqstats replacement messages for coop (Sphere)
Fixed sky texture when waterfog is used
Added resolution scaling from QuakeSpasm, also added option to adjust in the Video modes menu
Added GLSL gamma correction from QuakeSpasm
To ignore GLSL gamma and use the old hardware gamma instead, -noglslgamma cmd line switch can be used
Added dynamic gfx texture loading
Not required anymore to use +set gl_externaltextures_gfx <0|1> in the cmd line,
menu/hud textures are reloaded dynamically when the cvar changes
Console background image is now controlled by the value of gl_externaltextures_gfx
Changed default values of gl_externaltextures_* cvars to be off
Most of the players like the old vanilla look, so I decided to not force the hi-res images by default
Added option to set Power bunnyhopping on/off in the menu (temporarly in Miscellaneous options)
Added option to set gl_texturemode_hud and _sky in the texture options menu
Changed default key bindings to make more sense for new players (like WASD for movement, MOUSE1 for attack, etc)
Fixed bug when the console font wasn't properly texture-filtered sometimes
version 0.17.0 build 6689
-----------------------
loading of lightmaps is done much faster
fixed rendering alpha textures w/o multitexturing
fixed memory leak during level changes (caused by a previous change in the BETA version)
added r_noshadow_list cvar from QS to support mods (e.g. AD)
fixed occasional 'bad usehunk' error when starting the game
server protocol version is switched to 666 automatically for required maps
IMPORTANT: there is no need to explicitly specify -protocol <version> in the command line anymore
added QdQStats printed messages
- Playing on X skill
- Exact time was [12:]34.56789
- summed time for marathon runs
these messages are only shown if there is no qdqstats progs.dat loaded
(more qdqstats options are expected in the future)
fixed the timing in the name of marathon runs recorded by cl_autodemo
Fixed pause plaque when connecting to paused server (Sphere)
Only pause time-based viewangle calculations (Sphere)
Fixed memory access violation in r_viewleaf2 (caused by a previous change in the BETA version) (Sphere)
version 0.17.0 BETA build 6665
-----------------------
raised default limit of r_farclip to 2020 standards
added "sky" legacy command to support skybox loading in mods which are designed for QuakeSpasm
fixed bug when old style sky were still drawn on some maps even when skybox was used
fixed size of buffer for KeepaliveMessage (Sphere)
fixed crash due to NULL cl_entities reference when joining to a server w/o spawning a local server before (e.g. starting a map)
fixed bug when the game crashed due to memory corruption when strings longer than 255 were printed (came from progs.dat)
Allow disabling host search on connect command (Sphere)
for detailed information read the description of cvar 'net_connectsearch' in the readme
Check hostcache for ip address as well (Sphere)
Introduced a new cvar to disable attempts to get domain names (Sphere)
for detailed information read the description of cvar 'net_getdomainname' in the readme
version 0.17.0 BETA build 6658
-----------------------
dynamically allocating memory for string fields coming from progs.dat
dynamically allocating sv.edicts, cl_entities moved to hunk instead of a static array
dynamically allocating vis and pvs data (support for huge maps solved - ad_sepulcher, ad_tears)
music playback is stopped when loading plaque is displayed
raised limit of max number of static entities
fixed size of in-memory list of model names (Sphere)
version 0.17.0 BETA build 6649
-----------------------
added BSP2/2PSB support (loading of large maps)
skyboxes get loaded properly from progs.dat at map load
seperate water/lava/slime alphas are applied from progs.dat at map load
fog and skyfog is applied from progs.dat at map load
added protocol 666 (fitzquake) and 999 (RMQ) support, entirely
the default protocol is 15 (netquake)
in order to use other protocols you need to start Quake with -protocol <number> (e.g. -protocol 666)
added mp3 and ogg music playback using fmod, from QRack
the music files must be placed in a subfolder called 'music' in your game directory
not displaying hi-res menu images if they have different aspect ratio than the lump files (look bad as stretched)
always showing joequake's own mainmenu image/lump regardless of any overrides from the gamedir
====================================================================================
version 0.16.3 build 6626
-----------------------
added Mods menu in place of Help/Ordering
choosing a mod folder automatically switches gamedir as if Quake was started with -game <modname>
added cvar 'con_notify_intermission' which enables console messages to be seen during intermission/finale
added new cl_autodemo mode '2', when calling keepdemo will rename the demo prefix to mapname
Also bugfixes:
local values in seconds and milliseconds are properly printed, in case of zero values also (like 0:07.095)
quake playername is properly converted to windows compatible characters
Optional nearest texture filtering for HUD and sky (gl_texturemode_hud, gl_texturemode_sky) (Sphere)
Available options are only GL_NEAREST and GL_LINEAR for hud
eliminated Host_Error when 'NULL area link' occurs in SV_TouchLinks (the well know e2m2 gate bug on easy skill)
Fix cl_smartjump 1 crashing clients in coop (Sphere)
modified the QMB style rocket trail to start 10 units farther than the middle of the rocket
(it looked pretty wrong that the orange trailpart covered a portion of the missile)
added borderless windowed mode from NeaQuake
fixed intermission camera's bad angle during demoplayback (thx to Chambers who got it from MarkV)
====================================================================================
version 0.16.2 build 6454 (hotfix #2)
-----------------------
Fix long restart times in coop play (Sphere)
Add documentation for AVI splitting feature (Sphere)
Add splitting of AVI files at certain size (Sphere)
raised server/client limits to overcome 'packet overflow' issues
removed 'compatibility fix when loading 2PSB maps' as it prevented loading a map (menk.bsp) which was proved to be safe
Use markdown for readme (Sphere)
Allow setting sleeptime when window not in focus (Sphere)
corrected search path of q3 player legs model when adding MOD_PLAYER flags
fixed bug when transparent entities were hidden by opaque water (they were drawn before water gets drawn)
Add cvar r_coloredpowerupglow (Sphere)
optimized lerping issue to work by actual fps instead of max fps
fixed bug when unnecessary lerping on some temp entities makes them look jerky if cl_maxfps is <= 72
====================================================================================
version 0.16.2 build 6320 (hotfix)
-----------------------
-fixed wrong behaviour of host_framerate and cl_demospeed variables with independent physics.
-fixed choppy fps if cl_maxfps was not set as a multiple of 72 (when using ind. phys.)
-fixed order of available refresh rates in the video options menu (they are in ascending order now).
-added show_speed_interval setting from NeaQuake.
-added a 6th built-in crosshair option (circle). Use "crosshair 7" to enable it.
-fixed bug when splitting marathon demos with demarathon.exe resulted faulty .dem files
(error message: Demo message > MAX_MSGLEN).
-fixed bug when custom crosshair images were drawn incorrectly at specific sizes.
-fixed bug when starting with Quake with the command line params -width/-height did not
create a proper fullscreen mode.
-fixed bug with ambient sound playback in case of cl_maxfps > 72 (when using ind. phys.)
-added command line switch -norawinput to provide option for discarding raw mouse input.
-fixed model animations in case of independpent physics and cl_maxfps > 72
====================================================================================
version 0.16.2 build 6300
-----------------------
-changed independent physics to be the default option from this version.
unfortunately it was not possible to flawlessly implement this feature. it turned out
that it is problematic to cap the server's fps at exactly 72.0, and let the client use
unlimited fps as this behavior resulted misaligned server - client frames which lead to
anomalies/malfunctions in the game's physics. so a slightly modified solution was done
which kept the computation method of server fps (entirely) and so client frames are
aligned to the server frames. the downside of this solution is that fps feels pretty
choppy/bad if it is not a multiple of 72 (the server's fps). so you'll have bad
experience with cl_maxfps like 85, 100 or 120, but it'll work pretty well with values
like 72, 144, 216 and so on.
the default value of cl_maxfps is remained at 72, so if you don't want to take advantage
of the higher fps, you shouldn't notice any change.
if you want to disable independent physics, use the -noindphys command line paramater.
-added raw mouse input from NeaQuake
-added automatic demo recording
there are 2 new cvars: cl_autodemo and cl_autodemo_name.
automatic demo recording works along the following algorithm:
-if cl_autodemo is 0, there is no recording
-if cl_autodemo is 1 and cl_autodemo_name is empty, a new .dem file is recorded at
every level start. the file naming format is <map_name>_<date_of_recording>_<time_of_recording>.dem
-if cl_autodemo is 1 and cl_autodemo_name is not empty, the <cl_autodemo_name>.dem file
is recorded at every level start - yes, it is the same file every time. if you want to
keep the recording, you can use the new 'keepdemo' command. this command is only valid
on the intermission/finale screen and renames your temporary recording using the
following naming format: <cl_autodemo_name>_<finished_time>_<skill>_<player_name>.dem
-added on-the-fly vid_bpp (color depth) change
after setting this cvar's value in the console, the game automatically tries to switch
to the desired color depth mode. you can also find this option in the video menu.
setting vid_bpp to 0 will force the override to switch off, meaning the game will use
the default (desktop) color depth at the next startup.
-video options menu now shows a confirmation message after a video mode change, where
the user can confirm or revert the changed resolution.
-renamed cl_oldbob to cl_newbob and changed its role: from now it enables the new Q3
style weapon bobbing instead of enabling the old style bobbing. also restored the view
weapon's original viewsize-dependant height in case of old bobbing.
-added fix from NeaQuake, when in coop demos, stats could show incorrect values from
pr_global_struct.
-bugfix: video modes are properly queried again, thanks to the tip from R00k.
-bugfix: intermission text was not positioned properly if scr_sbarscale_amount was higher
than 1.
====================================================================================
version 0.16.1 build 6258
-----------------------
-framerate independent physics (BETA only, can be switched on optionally)
separated server and client fps. from now the client may display as many fps as
possible. an fps cap can be set by the cl_maxfps cvar, by default 72.
the server (and therefore the physics) always run at a max of 72 fps - just like since
the beginning.
this new behavior can be controlled by the cvar cl_independentphysics, default is 0.
to turn it on, use "+set cl_independentphysics 1" at the command line.
demo recording is not yet possible if cl_independentphysics is 1.
-added dynamic video mode change
from now the default video mode is the desktop resolution.
the video mode is saved to the config file and restored during the next startup.
there is not need to define vid_modes at every restart by -width/-height or -mode params.
you can of course override this by the regular line switches if you want to.
the goal with this solution is to keep the starting command line as simple as possible
and give users a modern, more convenient way to set their preferred resolution.
setting vid_mode to 0 will force the override to switch off, meaning the game will
use the default (desktop) video mode at the next startup.
-new video options menu with interactive resolution change support
-added on-the-fly vid_displayfrequency change
there's also no need to use "+set vid_displayfrequency <xy>" during startup.
after setting this cvar's value in the console, the game automatically tries to switch
to the desired video mode. you can also find this option in the video menu.
setting vid_displayfrequency to 0 will force the override to switch off, meaning the game
will use the default (desktop) display frequency at the next startup.
-got rid of vid.conwidth, vid.conheight stuff completely (removed -conwidth, -conheight
options too) from now ONLY scr_sbarscale_amount can be used to specify the scaling
(from 1.0 to 4.0)-
-added gl_externaltextures_gfx cvar to support switching off hi-res menu and sbar images.
since Quake loads these images right at the startup, you need to specify the value of
this cvar via "+set gl_externaltextures_gfx 0" in the command line.
-bugfix: capturedemo crashed if absolute path was set using '/' characters instead of '\'
-bugfix: removed adding svc_stufftext "reconnect" at SV_Reconnect, so it won't fuck up
multilevel demos anymore.
-bugfix: when navigating in the demos/maps menu was working wrong: in case of not in the
beginning of the list and going up via UPARROW, the cursor mistakenly was set to the end
of the list.
====================================================================================
version 0.15 build 5288
-----------------------
-from now r_wateralpha does NOT affect teleports with '*teleport' textures, since it
looked horribly ugly. Probably gonna add a cvar for it, if required.
-bugfix: con_notifytime is affected by cl_demospeed/host_framerate.
-extended gl_part_muzzleflash for the soldier and enforcer models either.
-fixed bug when the user could screw the console's fontsize by adding a very large
number after -conheight, for example -conheight 1500 was treated as valid.
From now, Quake converts the conheight parameter to the same aspect as the video frame.
So, if Quake is started in 1024x768 (4:3) resolution, and the console's resolution is
640x400 (16:10), then the conheight will be converted to the 4:3 equivalent value,
and the resulted console resolution will be 640x480.
-removed cvar initializing lines from default.cfg (in joequake's pak0.pak).
Also changed a few cvar's default values to be more user friendly when Quake is
started for the first time.
-fixed bug when vid_vsync was not set to 0 properly after startup.
-added scr_widescreen_fov cvar, default value is 1. From now the fov is properly
calculated in 16:9 resolutions also.
-removed scr_scalemenu cvar, the menu is always displayed in a proper size.
-added scr_sbarscale_amount cvar, default value is 2. It controls how much the
console font and status bar icons are scaled. You don't need to use -consize and
-conwidth any more from the command line when starting Quake.
-changed the default allocated memory to 128 Megabytes.
-added new style weapon bobbing code. If you still prefer the old style, use the
'cl_oldbob' cvar to turn it back.
-added a complete new Options menu system with a ton of options to adjust.
My main goal with this feature was to make JoeQuake easy-to-customize for newcomers
who do not know the shitload of cvars, but just want a client which can be set
up easily.
-added an alternative HUD with cl_sbar 2.
-from now the JoeQuake package comes with various built-in crosshairs and console
fonts which can be set from the new menu system.
====================================================================================
version 0.15 build 3798
-----------------------
-fixed bug when recording marathon runs with QdQStats: the summarized time was not
displayed at the end of the map when finishing multi-level runs.
====================================================================================
version 0.15 build 1862
-----------------------
-fixed bug when playback of demo file with corrupted header got system to hang up.
-extended the effect of gl_picmip to .mdl and .md3 files either.
-added particle muzzleflashes from QRack. You can enable/disable it via the
gl_part_muzzleflash cvar. Note that you need to restart the map if you change
it to take effect as it requires the model to be reloaded.
-added decals from QRack. Cvars are gl_decal_blood, gl_decal_explosions,
gl_decal_bullets and gl_decal_sparks. They all speak for themselves. Also gl_decaltime
for the amount of seconds and gl_decal_viewdistance for the distance how far the
decals can be seen.
-added stencil shadows, "r_shadows 2" to use it. I kept the old shadow too since
the use of stencil buffer results a massive performance loss.
-fixed a bug with video capturing when the game got freezed if capturedemo was
stopped with capture_stop command.
-fixed a bug when compressing the audio to mp3 during video capturing. If there's
any mp3 encoder exist in the system, Quake _does_ find and use it.
-added r_fullbrightskins 2 mode: among the player, it also changes the skin of
monsters to full bright as well.
-made a workaround for the "e2m2 bug" which occurs when playing on easy skill and
the players shots only one button at the beginning to enter the citadel and the
game freezes. It won't crash from now on, but results a Host_Error call.
I know I could've fix this bug for real I mean to not even drop the Host_Error
but keep running. The problem is (once again) loosing backward compatibility with
older Quake engines if a demo recorded in e2m2 using JoeQuake gets played in an
other engine, it will still cause the crash.
-added lightstyle interpolation to both GL and software versions.
Start e1m1 and check the flickering light at the beginning of the map to see the
effect. In my opinion it rocks skyhard :)
====================================================================================
version 0.15 build 1329
-----------------------
-added gl_part_telesplash 2 for Q3 style teleport effect. Note that you have to
copy the Q3 teleport model (Quake3/baseq3/pak0.pk3/models/misc/telep.md3) into
your joequake/progs/ directory and the teleport texture
(Quake3/baseq3/pak0.pk3/gfx/misc/teleportEffect2.jpg) into your
joequake/textures/q3models/ directory in order to get this working.
-removed gl_part_spiketrails cvar. The underwater spike affected bubble trails
are controlled via the gl_part_trails cvar from now.
-fixed a bug when a dedicated server was started.
-added gl_lerptextures cvar. Its role is the same like gl_lerpimages in FuhQuake
with the addition of lerping the player's texture as well even when it's colored.
The texture lerping was default and unchangable in previous versions of JoeQuake
but the resampling possibility of the playertexture is a new feature.
By default, this cvar's value is 1.
-fixed showing ping in deathmatch overlay.
-removed gl_part_inferno cvar as it wasn't used anymore for a while.
-added mouseware support for logitech 8-button mice.
Usage is the same as in FuhQuake (i.e. -m_mwhook at the cmd line).
-faster vertex lighting on md3 models.
-added gl_part_damagesplash cvar. When turned on, it draws a Q3 style on-screen
damage splash when the player gets hurt.
-added gl_part_gunshots 2, gl_part_spikes 2 and gl_part_flames 2 for Q3 style
gunshot, spike and flame effects. Note that you have to copy the Q3 gunshot model
(Quake3/baseq3/pak0.pk3/models/weaphits/bullet.md3) into your joequake/progs/
directory and the gunshot textures (Quake3/baseq3/pak0.pk3/models/weaphits/bullet1,2,3.jpg)
into your joequake/textures/q3models/ directory in order to get the gunshots and
spikes working.
-r_viewmodelsize now works for .md3 weapon models too.
-fixed a bug with .md3 weapon models when they were drawn badly sometimes.
-implemented "early commands" from FuhQuake (it was high time). This means you need
to use the "+set" command line switch from now instead of exact command line
modifiers: I removed -22khz, -44khz and -displayfrequency switches and added
"s_khz" and "vid_displayfrequency" cvars. The usage is quite simple: you need to
use the +set switch in the command line to setzp the value of these cvars.
For example "+set s_khz 44" or "+set vid_displayfrequency 85". The above mentioned
entirely hide what is changed in the system.
-added cl_chatmode variable: if turned on (1), everything that Quake can't interpret
(not command or cvar or alias) is sent as chat. Similar to QW clients, you don't
have to type "say " every time you wanna say something. Default value is "1".
-due to conflicts from the default cvar_savevars setting, I decided to not live
with the automatic saving option, which means that from now cvar_savevars defaults
to the value "0".
====================================================================================
version 0.15 build 1189
-----------------------
-added vid_vsync cvar from FuhQuake, to override the default vsync settings of
your graphics card's driver. Default value is "0" which means vsync is turned off.
-added -displayfrequency command line switch which works similar to FuhQuake's
vid_displayfrequency cvar: the value given after -displayfrequency will override
your monitor's refresh rate.
-gl_smoothmodels's bug has been fixed.
-v_gunkick's bug has been fixed, and changed cvar's behaviour:
when using with value 1 the weapon kicks the original (old) way.
when using with value 2 the kick is much smoother just like in QW.
-_windowed_mouse works properly now, even if the game starts in windowed mode and
_windowed_mouse is turned off.
-server list now works properly: it saves the file servers.txt every time even if
it wasn't created before. Also, the saving of server description names which
contain spaces have been fixed.
-added function to a few keys during demoplayback (originally made by Sputnikutah):
LEFTARROW plays the demo rewind
RIGHTARROW plays the demo forward
UPARROW increases the playback speed (cl_demospeed)
DOWNARROW decreases the playback speed
ENTER sets default demospeed and plays it forward
====================================================================================
version 0.15 build 1146
-----------------------
-iplog commands now get registered only if you start quake with the -iplog
command line switch (previously iplog commands were accepted but refused to
work if one didn't use the -iplog switch, but now they won't even get accepted).
-changed iplod.dat's location: from now it places out in the main quake folder
so it can be commonly used between other engines like QRack, similarly to
servers.txt.
-changed cmdhist.dat's location: from now it places in the joequake dir.
-made the server list one line shorter: the last line prints help on editing
the list.
-when using volumeup or volumedown, the same sound gets played just like when
using the options menu's volume slider bar (idea by Baker).
-fixed namemaker menu's bug (not changing the name properly).
From now it works the following way: pressing ESCAPE in the namemaker menu
won't modify anything, while pressing ENTER will, BUT won't replace the
player's name with the new one, it only shows up the new name in the
multiplayer setup menu. You NEED to press "accept changes" here to get the
changes taking effect.
-added cl_keypad cvar to toggle between the using of keypad or not, 1 by default.
====================================================================================
version 0.15 build 1140
-----------------------
-added png screenshot format support to the software version.
-renamed scr_sshot_type to scr_sshot_format.
-added server list from FuhQuake as it was requested. It uses the same
servers.txt file like the QW engines so it's compatible with them.
Reachable via console as well using the menu_slist command.
-added "mp optimized" to the options menu. When turned on, it changes a
few variables to a value which is - in general - an optimal setting when
playing a multiplayer game. The settings are the following:
lookstrafe 0
lookspring 0
v_kickroll 0
v_kickpitch 0
v_kicktime 0
cl_bob 0
cl_rollangle 0
scr_conspeed 99999
Note that using this will change your custom settings on these cvars.
Turning off changes them back to their DEFAULT values.
-renamed cfg_savevars to cvar_savevars.
-added IP logging from ProQuake. New commands are "ipdump", "ipmerge" and
"identify". Note that I haven't tested it yet, so there's a slight chance
that it won't functional 100% well. Any feedback is highly welcomed.
-confirmation on starting a new single player game can be accepted via
ENTER from now, not just the 'y' button.
-renamed pq_lag to cl_lag.
-added a new default.cfg into JoeQuake's pak0.pak. The zoom_in binding to
F11 is removed in this config, because it screwed up the sensitivity of
the mouse if it was accidently pressed. Also, bindings to the '+' and '-'
keypad keys are added with volumeup and volumedown.
-added support for keypad keys. Should've been added long ago...
-added 2 new commands: volumeup and volumedown. volumeup increases the
volume by 0.1 and volumedown decreases by the same value. The maximum
volume is 1.0, it won't raise higher than that. You'll see a graphical
volume control bar at the top right corner of the screen for 2 seconds
any time you change the volume using volumeup or volumedown.
-renamed scr_printstats* cvars to show_stats*. Also there's show_stats_small
instead of scr_printstats_style to indicate that the drawing is done with
smaller console characters.
-cl_confirmquit is now applied to the game's window as well
(closing the game using the 'X' button on the top-right corner).
-maps menu works different when playing deathmatch:
it changes level ("changelevel" command) instead of disconnecting and
starting a new map ("map" command).
-from now, there is the opportunity to record the console screens either
during video capturing. The cvar for it is capture_console, 1 by default.
-added a "Name maker" menu (menu_namemaker) as a submenu in the net setup
menu. You can now create any kind of names for yourself in a pretty damn
easy and comfortable way.
-removed the shadow alpha slider from the video options menu. From now
the transparency of shadows' cannot be adjusted directly. It's counted
by the height of the object from the ground.
-added "bestweapon" command from ProQuake.
-ping is now printed in deathmatch overlay.
UPDATE: no, it's broken, and it only shows "0" every time. Requires fixing.
-added show_fps_x and show_fps_y cvars. You can now place them anywhere.
-screenshots are now placed in joequake/shots directory.
-fmod.dll is now placed inside joequake dir to avoid problems when other
engines' fmod.dll overwrote it.
-scr_sshot_type is now "jpg" by default.
-added new key bindings to keys menu, but they only show up if you start
the game with the -runequake command line switch (RuneQuake specific).
-added new cvar "freelook", does the same effect like -mlook/+mlook.
-added new menupoints to options menu, removed a few unused ones.
-removed gl_interpolate_* cvars, since I removed non-interpolated mode in
the OpenGL version.
-renamed "bump mapping" to "detailed textures"
-added scr_autoid from FuhQuake, but it's very beta. I shouldn't even
have mentioned it here :)
-added cl_smartjump from FuhQuake.
-QMB lightning splash fixed (thanks to sputnikutah/Justin Thyme).
-added _luma support on both mdl and md3 models.
-removed gl_picmip_all cvar, this means all objects are mipped from now,
and mipping can't be turned off coz it looks fucking ugly that way.
-added q3 style explosion (gl_part_explosions 2), blood (gl_part_blood 2)
and trails (gl_part_trails 2).
-added md3 support. You can either place it to the progs or to the maps folder
depending which models you wish to replace. For example progs/grenade.md3 will
replace the grenade.mdl model and maps/b_rock0.md3 will replace the b_rock0.bsp
rocket ammo box. So you can replace brush models too. The texture files are not
separated, all of them need to be placed in /textures/q3models folder.
-loading from jpg, saving to jpg. This means you may use jpg textures as well,
JoeQuake will load it. Note that the loading order is tga, png, jpg. And you may
also use scr_sshot_type as "jpg" or "jpeg" to save the screenshots in that format.
-cfg_savevars defaults to 1.
-removed gl_clipparticles. This is now automatic just like in quake3.
And particles are not only clipped from 1st person view but always instead.
This means that even in refilmed demos the player model is never hidden by
some particles (looks better).
-Modified q3 rocket and grenade smokes a bit to get them looking better.
-fixed r_rockettrail 0 in QMB.
====================================================================================
version 0.14 build 839
----------------------
-removed r_explosiontype's mode when particles were unaffected by
gravity (value 1).
-changed QMB trails slightly: r_rockettrail/r_grenadetrail 1: default
smoke, 2: darkplaces style colored smoke, 3: Q3 style smoke. So there's no
gl_q3particles anymore. Also added new (beta version) Q3 style explosion
sprite for QMB, try gl_part_explosions 2. And gl_part_blood 2 for getting
Q3 style blood.
-cl_advancedcompletion worked wrong, this has now been fixed.
-sound capturing now works right if host_framerate is changed (slowmo/ffwd).
-Some changes in the states of scr_printstats:
0 - off
1 - only time
2 - time + kills + secrets
3 - only time, only when action
4 - time + kills + secrets, only when action
-added mp3 audio compression for avi capturing. Cvar capture_mp3 toggles it, and
capture_mp3_kbps sets the bitrate (128 by default).
-video capturing is now supported in software JoeQuake too.
-added capture_dir, default is "capture".
-v_gunkick now affects demoplaying as well (thx to Nolan for pointing out).
-raised maximal number of supported video modes from 30 to 128 (my stupidity,
should've done much earlier).
-added gl_part_spiketrails (to keep Stubby happy).
====================================================================================
version 0.14DEV (3rd release)
-----------------------------
-added a cvar called "cl_advancedcompletion" which toggles between
advanced and normal (old) command/cvar completion (i.e. you can now turn
advanced completion off). Default is "1" (advanced on).
-gamma changing now possible in windowed mode too with setting
vid_hwgammacontrol to "2".
-added -22khz and -44khz starting parameters into linux versions.
-gl_smoothfont's default value is 0 from now.
-joequake GLX is finally available!
-alias models (.mdl files) are affected by dynamic lights as well.
-added vertex lighting and texture quality support into video options menu.
-"gl_picmip_all" is now 1 by default.
-added vertex lighting support from AMFQuake, cvar is "gl_vertexlights"
and its value is "0" by default.
-paramater completion is now working with loadcharset, gl_consolefont and
crosshairimage commands.
-you can now use "gamma" and "contrast" commands under GL as well to change
gl_gamma and gl_contrast cvars.
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version 0.14DEV (2nd release)
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-stair step ups now really smoothed out, just as the gun's knockback.
-modified a few QMB particle effects, mainly from the AMFQuake engine:
-changed lavaball trails
-changed torch's fire
-nails now throw bubble trails when firing underwater
-improved shambler's lightning
-added variable "gl_q3particles" to enable q3 style blood and smoke trails
when using the QMB particles.
-set back automatic startdemos sequence, but not supported by joequake. This
means that it won't start playing the demos back unless you delete the quake.rc
from the joequake directory (inside pak0.pak) or use another one with
startdemos included.
-added "gl_solidparticles" cvar: if your fps lowers when drawing particles, try
switching this to 1, hopefully it helps.
-added "loadcharset" command and "gl_consolefont" cvar: now you need to load
the charsets, they won't automatically be loaded, but you can specify which
you want to load and also can modify it during the game. Charsets go to
textures/charsets/ dir.
-got the 72 fps limit to work only when recording demos.
-added "gl_externaltextures_world" and "gl_externaltextures_bmodels" cvars.
This means you can turn external textures off if you wish and they won't
automatically be loaded.
-plenty of minor bugfixes.