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 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 (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 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 __.dem -if cl_autodemo is 1 and cl_autodemo_name is not empty, the .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: ___.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 " 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. ==================================================================================== version 0.14DEV (2nd release) ----------------------------- -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. ==================================================================================== version 0.14DEV (first release) ------------------------------- -added "cl_confirmquit" variable, to disable confirmation when exiting the game. Default value is "1" (confirmation required). -Modified the role of "r_shadows" a bit: from now, it changes the transparency of the shadow, similarly to r_wateralpha, 1 means non-transparent (opaque black), while 0 means fully transparent (no shadow). -non-multitextured mode (-nomtex) was screwed up, this has now been fixed. -added "gl_fb_models" and "gl_fb_bmodels" variables to enable/disable fullbright textures. I heard that on some video cards fullbright textures could be fucked up, so people having this problem can turn fullbrights off. The default value is set to "1", for both variables. -raised maximal number of edicts from 600 to 2048. -QMB torch flames didn't work properly, this has now been fixed. -fixed a problem with player models: DME models weren't colormapped as they are not regular player.mdl files, but I extended the comparison for them too. ==================================================================================== version 0.13 Final (bugfix release) ----------------------------------- -fixed a bug with the player model (it hadn't changed back to default player.mdl when it was replaced with something else, like the head model in case the player was gibbed). -fixed messagemode echo bug. -fixed a bug with security/enforcer lasers (they were red/blue colored when they were not supposed to). ==================================================================================== version 0.13 Final (5th release) -------------------------------- -added "cl_maxfps" cvar to customize the maximal fps. Default is "72". You can only lower this if you're playing single player or coop. -added "cl_gibfilter" cvar to avoid gibs. Can be "0" (on) or "1" (off). -added "cl_deadbodyfilter" cvar to avoid corps. The main reason for this is that you are not allowed to use "coop 2" (QdQstats) on maps with only one starting spot. You can choose between value "1" and "2". At the first case, the dead body is to be removed in the last animation frame. At the second case it is removed immediately when the monster/player dies. Its value is "0" (off) by default. -added "getcoords" command. It writes the player's origin into a given file or to "camfile.cam" if there was no name given. -removed blue/red glows from the powerups' models which were hacked onto them from the engine side. They're still supported, but only from the progs (i.e. the mod) side (meaning EF_BLUE and EF_RED here). -fixed cl_bobcycle's clipping bug when it was set to "0". -added recording without demoname (easyrecording). If you don't give a name after the "record" command, it'll use a format similar to the following example: E1M1-Jan-04-2004-134408.dem - which means that the recording was done on E1M1, in the 4th of January 2004, started at 13:44.08 (hours:mins.secs). -added a new menu called "Maps" into mainmenu. It shows all the available maps from your mod directory (if given) and also from your id1/maps dir. I think this "id1/maps" is the most common directory for maps for everyone but tell me if I'm wrong. It also shows maps from pak files as well. -added record-after-connecting from ProQuake. Now you can start recording without reconnecting to the server. -fixed chase camera in software version: it only showed the weapon model instead of the player, until now. ==================================================================================== version 0.13DEV (4th release) ----------------------------- -added Nehahra support. Use -nehahra at the command line if you want to use Nehahra with JoeQuake. -renamed "dem_rewind" to "cl_demorewind". -Added particles submenu into the Video Options menu. Now you can set each variable the _most_ pleasant way. From the console, you can reach this menu via the "menu_particles" command. -fixed rogue's missing color mapped explosion (my mistake). Also created QMB style version of it. -modified writeconfig command: it's depended on a new cvar called "cfg_savevars" which variables will be saved. If cfg_savevars is "0" than it saves only archieved vars (regular, as it worked so far). If "1" it'll save the ones which have other than default values (i.e. changed). And with value "2" it'll save ALL variables. -integrated ctrl+v (paste) function into the console. -restored "exec quake.rc" at the beginning, and disabled popping up Main Menu automatically. -renamed "r_ringalpha" to "gl_ringalpha". -extended underwater QMB smoke trails with bubbles. (thanks to sputnikutah@hotmail.com for the idea) -raised number of chat characters in a message (ProQuake). -same commands typed in the console won't be saved multiple times. -"Connected to JoeQuake server" will now only be printed when playing mulitplayer game. -replaced the QMB torch model with a better one, also modified the flames to - hopefully - make them look better than before. ==================================================================================== version 0.13DEV (3rd release) ----------------------------- -added NAT support from ProQuake. -disabled "r_fullbrightskins" for multiplayer. -added qflood protection from ProQuake. -renamed "r_r2g" cvar to "cl_r2g". -removed "gl_colorlights" cvar and added "gl_loadlitfiles". This one only denies the static colored lights, but not the dynamic ones. -added -no24bit command line parameter, you can disable loading those high resolution textures if you use this switch. -added synthetic lag from ProQuake. Cvar is "pq_lag", 0 by default. -added "rcon" command from ProQuake. -changing of r_skybox now take effect immediately, w/o restarting the map. -added "gl_smoothfont" cvar. Now you can turn off this feature. -added 5 new crosshairs from FuhQuake, and also new variables to configure crosshairs even more: crosshairsize, crosshaircolor, crosshairalpha (GL), and crosshairimage, with this last one you can load a custom image as crosshair. -added q3-style bobbing, you can turn it on/off with "cl_bobbing" cvar. -removed alpha from shadows, they're now full black. -added precise aiming from Proquake. -added "scr_printstats_style" cvar: when using with value "1" it replaces scr_printstats's HUD numbers with console characters. -added "cl_clock" cvar which turns on/off the local time. I've built in 4 different formats to the values 0, 1, 2 and 3, hopefully you'll find the one that fits the best for you (in case you'd like to use this feature). Also added "cl_clock_x" and "cl_clock_y": these represent the x and y coordinates of the clock on the screen. Play with the values if you aren't satisfied with the default position. -added the possibilty of changing water caustics from the video options menu. -added -m_smooth command line parameter: It smoothens your mouse movement even more. Use it only with -dinput. Also, set m_rate to the refresh rate of your mouse (in Hz). If you don't know this value, you can check it out with m_showrate cvar. -mission packs' status bars will be updated properly with using their own gfx.wad, even when not using - or -game (this means you switch to the mission pack folder inside the Demos menu). ==================================================================================== version 0.13DEV (2nd release) ----------------------------- -gamma and contrast changing from menu under GL didn't work, fixed this. -fixed missing "r_fullbright 1" in GL. -now, the game doesn't exit after "capturedemo" finished. -banned cl_truelightning bigger than zero for demorecording. -now player.mdl has shadow as well. -dzip extraction now works only with version > 2.5 (v2.9 included in the zip). -dzip extraction now works from subfolders as well. -txt file after dzip extraction will be deleted from now (if exists). -scr_printstats now work also when cl_sbar is 1. -added "r_ringalpha" cvar. It sets the transparency of your weapon model when you're invisible, default is "0.4". Under GL only. -added linux svgalib support (squake). -added CAPS LOCK to bindable keys list. -added "gl_caustics" cvar. It results improved underwater quality. -fixed strange freezing bug when mission pack was started. -extended r_rtrail's function: 0 - no trail, 1 - normal trail, 2 - grenade trail, 3 - alternative rockettrail (QMB only). -added "gl_part_flames" cvar. With the help of this you can toggle between QMB like torches and normal ones. ==================================================================================== version 0.13DEV (1st release) ----------------------------- ....see joequake.txt for details