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JoeQuake 0.17.9

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@j0zzz j0zzz released this 23 Dec 10:30
· 16 commits to master since this release

Download:

Download Win32 build

Changes:

  • 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
      • 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 be 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 @matthewearl)
  • Added support for LiveSplit autosplitter (by @kugelrund)
    • Any new JoeQuake version will immediately have autosplitting support
  • Fixed crash with playdemo dzip and pause (by @matthewearl)
  • 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