Releases
v0.17.9
j0zzz
released this
23 Dec 10:30
Download:
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
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