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QuakeSpasm
______________________________________________________________________
Page last edited: July 2024.
1. About
QuakeSpasm is a modern cross-platform Quake engine based on FitzQuake.
It includes support for 64 bit CPUs and custom music playback, a new
sound driver, some graphical niceities, and numerous bug-fixes and
other improvements.
Quakespasm utilizes SDL-1.2 or SDL2 frameworks, choose one which works
best for you. SDL2 has nicer features, smoother mouse input and better
support for newer operating systems, but no CD-ROM support.
2. Downloads
- Project Downloads: http://quakespasm.sourceforge.net/download.htm
- Latest code repository:
https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/
- Github mirror:
https://github.com/sezero/quakespasm
3. Hints
Visit the FitzQuake homepage <https://celephais.net/fitzquake/> for a
full run-down of the engine's commands and variables.
- To disable some changes, use "quakespasm -fitz"
- Quakespasm's custom data is stored in "quakespasm.pak". Install
this file alongside your id1 directory to enable the custom console
background and other minor features.
- For different sound backend drivers use :
"SDL_AUDIODRIVER=DRIVER ./quakespasm"
where DRIVER may be alsa, dsp, pulse, esd ...
- Shift+Escape draws the Console.
- From the console, use UP to browse the command line history and TAB
to autocomplete command and map names.
- There is currently no CD Music volume support and SDL2 doesn't
support CD audio. cd_sdl.c needs replacing with cd_linux.c,
cd_bsd.c etc..
- In windows, alternative CD drives are accessible by
"quakespasm -cddev F" (for example)
- Quakespasm allows loading new games (mods) on the fly with
"game GAMENAME {-quoth/hipnotic/rogue}"
- Use "quakespasm -condebug" to save console log to "qconsole.log".
SDL2 builds no longer generate stdout.txt/stderr.txt.
Music Playback:
Quakespasm can play various external music formats, including MP3, OGG
and FLAC.
- Tracks should be named like "track02.ogg", "track03.ogg" ... (there
is no track01) and placed into "Quake/id1/music".
- Unix users may need some extra libraries installed: "libmad" or
"libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
- Use the "-noextmusic" option to disable this feature.
- As of 0.90.0, music is played back at 44100 Hz by default with no
need to adjust "-sndspeed".
- See Quakespasm-Music.txt for more details.
Controller Support:
The SDL2 variant of Quakespasm supports Xbox 360 style game
controllers.
The default configuration uses the left analog stick for movement and
the right for looking.
If your controller doesn't work you can try placing this file
https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
in your Quake directory, it is a community-maintained database that
adds support for more controllers to SDL2.
Controller Support - Cvars:
- joy_deadzone_look - Fraction of look stick travel to be deadzone,
between 0 and 1. Default is 0.175.
- joy_deadzone_move - Same as above, but for the move stick. Default
is 0.175.
- joy_deadzone_trigger - Fraction of trigger range required to
register a button press on the analog triggers, between 0 and 1.
Default 0.2.
- joy_outer_threshold_look - Outer deadzone for the look stick,
between 0 and 1. Default 0.02.
- joy_outer_threshold_move - Outer deadzone for the move stick,
between 0 and 1. Default 0.02.
- joy_sensitivity_yaw/pitch - Max angular speed in degrees/second
when looking. Defaults are 240 for yaw (turning left/right) and 130
for pitch (up/down).
- joy_exponent - For the look stick, the stick displacement (between
0 and 1) is raised to this power. Default is 2. A value of 1 would
give a linear relationship between stick displacement and fraction
of the maximum angular speed.
- joy_exponent_move - Same as joy_exponent but for the move stick.
Default is 2.
- joy_invert - Set to 1 to invert the vertical axis of the look
stick.
- joy_swapmovelook - Set to 1 to swap the left and right analog stick
functions. Default is 0, move on the left stick, look on the right
stick.
- joy_enable - Set to 0 to disable controller support. Default is 1.
Controller Support - Buttons:
Some of the controller buttons are hardcoded to allow navigating the
menu:
- Back - alias for TAB
- Start - alias for ESC
- DPad, analog sticks - mapped to arrow keys
- A Button - alias for ENTER in menus
- B Button - alias for ESC in menus
These buttons can be bound normally:
- LTRIGGER - Left trigger
- RTRIGGER - Right trigger
- LSHOULDER - Left shoulder button
- RSHOULDER - Right shoulder button
- LTHUMB - Clicking the left thumbstick
- RTHUMB - Clicking the right thumbstick
- ABUTTON
- BBUTTON
- XBUTTON
- YBUTTON
quakespasm.pak contains a default.cfg which has been updated to give
some default bindings. L/R shoulder buttons are bound to weapon
switching, and L/R triggers are jump and attack.
The controller support started as Jeremiah Sypult's implementation in
Quakespasm-Rift, and also uses ideas/code from LordHavoc's DarkPlaces.
4. Compiling and Installation
See the Downloads section to get the sourcecode, then below for
platform specific instructions. Quakespasm can also be built with the
cross-platform Codeblocks.
Quakespasm's (optional) custom data is now stored in the file
quakespasm.pak. This file should be placed alongside your quakespasm
binary and id1 directory.
Compiling for Linux/Unix:
After extracting the source tarball, "cd Quake" and edit the Makefile
for music options.
Streaming music playback requires "libmad" or "libmpg123" for MP3, and
"libogg" and "libvorbis" for OGG files.
Then type "make" to compile the program, and copy the "quakespasm"
binary (and "quakespasm.pak") to your Quake game directory.
Compile time options include
- make DO_USERDIRS=1 to include user directories support
- make DEBUG=1 for debugging
- make SDL_CONFIG=/PATH/TO/sdl-config for unusual SDL installations
- make USE_SDL2=1 to compile against SDL2 instead of SDL-1.2
Compiling for Windows:
QuakeSpasm developers cross-compile windows binaries using MinGW-w64
<http://mingw-w64.sf.net> and MinGW <https://mingw.osdn.io>. The
project can also be built using Microsoft Visual Studio 2005 and newer
versions.
Compiling for Mac OS X:
A Quakespasm App (including program launcher and update framework) can
be made using the Xcode template found in the MacOSX directory.
Alternatively, have a look at Makefile.darwin for more instructions on
building from a console.
Quake '2021 re-release':
QuakeSpasm 0.94 has support for playing the 2021 re-release content:
Copy the quakespasm binary to your rerelease installation and run as
you normally do.
5. Changes
Changes in 0.96.3:
- Fix potential infinite loop when playing sounds with loop start >=
end (e.g. misc/forcefield.wav from Madfox's kaptlog.zip)
- Fix possible overflow when resampling very big sounds (e.g.
gram1.wav from the 'A day like no other' mod.)
- Change Sky_ClipPoly to allocate on the heap in if MAX_CLIP_VERTS
limit is reached (e.g. with lim_daviddg from Liminal Spaces Jam)
- Minor code cleanups. Updates to third party code.
- Thanks to Andrei Drexler, Vincent Sonnier, Alexey Lysiuk, and
Jaycie Ewald for patches.
Changes in 0.96.2:
- Fix stack buffer overrun Mod_PolyForUnlitSurface: fixes crash when
loading lim_daviddg.bsp from Liminal Spaces Jam.
- Fix potential buffer overflow in progs global string functions.
- Fix potential buffer overflow in Mod_LoadAliasFrame()
- Optimize BoxOnPlaneSide()
- Reserve enough space in PF_makestatic() for worst case scenarios.
- Improve handling of huge entities in SV_FindTouchedLeafs()
- Warn about bad maps with only 1 or 2 edges per face (e.g.: mj4m?,
alk_dancing, ej3_bizz, rotj_entsoy...)
- Apply FOV gun scaling for r_showtris
- Sliders with visible values in options menu.
- game command now refuses setting a non-existing game directory
- Fix build in C23 mode.
- Minor code cleanups. Updated third party code, e.g. SDL, music
codecs, etc.
- Thanks to Andrei Drexler, Alexey Lysiuk, Diordany van Hemert, and
Jaime Moreira for patches.
Changes in 0.96.1:
- Fix demo recording as client-only after connection to server (was
broken by signon changes in 0.96.0. Thanks to Jozsef Szalontai for
issue report.)
- Fix potential buffer overflow in COM_Parse(), e.g. with maps with
oversized 'wad' fields. (Thanks to Andrei Drexler.)
- Minor code cleanups.
Changes in 0.96.0:
- Adjustments to joystick defaults and behaviour. See the
"Controller support / Cvars" section above.
- Fix for a mouse grabbing issue on macOS.
- Add missing support for -ip command line option on unix / macOS.
- Backport angled sprites code from FTEQW (spriteframetype: 2, must
have 8 frames per group.)
- Bump the progs execution runaway loop limit to 16M.
- Add signon buffer fragmentation to fix SZ_GetSpace errors on
certain maps when using protocol 999.
- Increased MAX_DATAGRAM to 64000 to overcome packet overflows.
- Bump the MAXALIASFRAMES limit to 1024.
- Fix arrays to have proper sizes in gl mesh code, reflecting
MAXALIASTRIS and MAXALIASVERTS correctly. (fixes SIGSEGV in
mj4m4/mj4m5.)
- Increased default value of gl_farclip to 65536.
- Increase chase cam target trace distance to allow for chasecam to
function in large open maps (useful e.g. for the func_vehicle mod.)
- Raised default maximum number of particles to 16384 (can be set
up to 32768 with -particles on the command line.)
- Fix on-screen keyboard showing up suddenly on Steam Deck when
starting a map.
- Fix viewmodel interpolation with >10Hz animations.
- Fix a memory leak when exiting game in SDL2 builds.
- Fix a possible crash when handling clipboard data on macOS.
- Fix a potential crash after loading of saved game.
- Fix possible out-of-bound reads when handling progs type sizes.
- Fix Dutch angle VP_PARALLEL_UPRIGHT sprites.
- Fix an issue with lights blending by using 10 bit color depth for
lightmaps. (For GLSL mode only.) Disable with "-nopackedpixels",
if necessary.
- No relative motions when the window is not focused.
- Status bar and intermission screen tweaks.
- Properly display monster counts > 3 digits.
- Fix console animation with scr_conspeed <= 0.
- Fix mouselook not working upon game quickload during a demo play.
- Haiku operating system support.
- Fix console when server is run noninteractively with stdin
redirected from /dev/null.
- Updated Visual Studio project files.
- Minor code cleanups. Updated third party code, e.g. SDL, music
codecs, etc.
- Thanks to Andrei Drexler, Alexey Lysiuk, Andrey Budko, Boris I.
Bendovsky, Chris Cowan, Maciej Olędzki, Simon McVittie, OscarL,
Eric Wasylishen, Jaycie Ewald and Spike for patches.
Changes in 0.95.1:
- Allow mixing lit and unlit textures in the same map.
- Water texture mipmapping support - fixes glistening effect on
distant water.
- Fix screen flashes in some maps with AMD's new drivers.
- Defend against zero-sized textures, e.g. __TB_empty in qbj_grue.bsp
- Fix possible file pointer leak in game load code.
- Minor code cleanups. Updated third party code, e.g. SDL, music
codecs, etc.
- Thanks to 'temx' for his patches.
Changes in 0.95.0:
- Add support for lit water (patch contributed by Josiah Jack, with
fixes from Eric Wasylishen.)
- Add model scale support -- requires protocol 999. (Original patch
contributed by Josiah Jack with fixes from temx and Andrei Drexler.
Thanks to Eric Wasylishen, MH and Spike for useful discussions.)
- Add sv_cheats cvar for 2021 rerelease (patch from Andrei Drexler).
- Clear the startdemo list on game change (patch by Andrei Drexler).
- Try light trace from entity origin first (patch by Andrei Drexler).
- Backport a few fixes to the bundled SDL2-2.0.22 version.
Changes in 0.94.7:
- Fix console history buffer wrapping.
- Fix wrong external texture use after vid_restart.
- Update lodepng from mainstream git.
- Miscellaneous source code cleanups.
Changes in 0.94.6:
- Server protocol size check fixes for sounds and particles.
- An invalid memory access fix in the jpg screenshot writer.
- Basic dependency tracking in Makefiles.
- Backported a few fixes to the bundled SDL2-2.0.22 version.
- Minor build fix for C++ compilers.
- Other small improvements elsewhere in the code.
Changes in 0.94.5:
- Compatibility with new SDL2 versioning scheme.
- Revised min/max/clamp macros' usage.
- Fixed a potential undefined behavior in R_DrawAliasModel.
- Fixed parsing of the time argument of svc_fog server message. (it
has been broken for more than 20 years and has never seem to have
been used.)
- Other small improvements elsewhere in the code.
- Backported a few fixes to the bundled SDL2-2.0.22 version.
Changes in 0.94.4:
- Fixed getting stuck with loading plaque upon attempting to load a
bad save from the menu
- Fixed SZ_GetSpace server crashes, e.g. in ad_magna or ad_mountain
- Fixed intermission camera angles during demo playback
- Don't reset onground flag on every new server message
- Re-enabled title demos by default (turn off with cl_startdemos 0)
- Don't autoplay next demo after a timedemo
- Fixed bad parsing of cdtrack in hipdemo1 from Scourge of Armagon
- Fixed serverinfo off-by-one nummodels/numsounds for protocol 15
- Support for Quake 2021 update 3
- Implemented quad/pentagram dlights for Quake 2021 rerelease
- Implemented 2021 rerelease localsound builtin & svc_localsound (56)
- Several other improvements to Quake 2021 rerelease support
- Several other small fixes and improvements all over the code
- Updated third party code (SDL, lodepng, miniz, some of the codecs,
etc.)
- Thanks to Andrei Drexler, 'atsb' and 'temx' for their several
patches.
Changes in 0.94.3:
- Handle sky textures with non-standard sizes and warn about them
(e.g. ad_tears)
- Allow loading textures not aligned to 16 pixels and warn about them
(eg. the horde2 map of Dimension of the Machine from 2021 rerelease
update/2.)
- Updated included SDL2 to latest version 2.0.18.
Changes in 0.94.2:
- 2021 rerelease: Support for playing the latest update.
- 2021 rerelease: Fix pitch black models in lit areas in DOTM.
- 2021 rerelease: Fix black candles in the DOTM start map.
- 2021 rerelease: Look for QuakeEX.kpf under userdir, too.
Changes in 0.94.1:
- Fix lightmap issues after vkQuake surface mark/cull optimizations
merge (sf.net bug/50)
Changes in 0.94.0:
- Initial support for playing the 'Quake 2021 re-release' content
(thanks to Andrei Drexler for bulk of the work, Guillaume Plourde
for Q64 bsp format support.)
- Fix rendering bug when cl_bobcycle was set to zero (sf.net bug/41)
- Fixed buffer overflow with large char skybox names (sf.net bug/38)
- Fixed a missing MAXALIASFRAMES bounds check (sf.net bug/37)
- OpenGL: workaround Intel UHD 600 driver bug (sf.net bug/39)
- OpenGL: merged surface mark & cull optimizations from vkQuake.
- Compensate viewmodel distortion at fov > 90 (based on code from
Qrack, thanks to Andrei Drexler for the patch.)
- Raised MAX_GLTEXTURES limit from 2048 to 4096 for now.
- Changed 'model has a skin taller than 480' error into a warning
- Reject lit files if they're the wrong size (eg hipnotic/start.bsp
vs id1/start.lit or just a bsp that no longer has any coloured
lits, etc)
- External ent files are now versioned using 4 digit crc of the
original map's ents, like e1m1@c49d.ent, which is much safer. The
old method (e.g. e1m1.ent) still works but isn't recommended.
- Support for external vis files.
- Save: remove CR/LFs from level name to avoids broken saves, e.g.
with autumn_sp map.
- Music: improvements to mp3 tag detection / skipping.
- Music: umx loader fix for malformed / crafted files.
- New console command music_jump: Jump to given order in music, like
Unreal's music change - only for module (tracker) music.
- Updated third-party libraries (music codecs, SDL, etc.) Other minor
fixes, tidy-ups and protability tweaks.
- Source repository moved to git.
Changes in 0.93.2:
- Lightmaps are now dynamically allocated (from QSS), and
BLOCK_WIDTH/HEIGHT raised from 128 to 256.
- Fixed several uncheked limits that would crash the Slayer's
Testaments mod (sf.net bug #33).
- Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's
Testaments mod works.
- Fixed 'pants' and 'shirt' types so that those textures load
correctly on platforms where char type is unsigned by default
(sf.net bug #28).
- Windows audio: WASAPI-enabled SDL2 dlls function properly now.
- Update the third-party libraries. Other fixes/cleanups.
Changes in 0.93.1:
- Fixed a fog regression which was introduced in 0.93.0.
- Fixed a crash (buffer overflow) with invalid vis data.
- Fixed buttons crushing players in 64-bit builds.
- Change controller movement to use cubic easing by default; added
"joy_exponent_move" cvar.
- config.cfg is no longer written in case of a Sys_Error.
- Fixed Opus encoded cd tracks not being recognized as ripped tracks.
- Update the third-party libraries. Other fixes/cleanups.
Changes in 0.93.0:
- Raise default "joy_deadzone_trigger" cvar to 0.2.
- Raise console buffer size to 1MB.
- Raise MAX_STATIC_ENTITIES from 512 to 4096.
- Raise MAX_STACK_DEPTH from 32 to 64.
- Raise command buffer size from 8K to 256K to support large configs.
- Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.
- Remove "Loadgame buffer overflow" limit, which could happen when
loading DP or QSS saves.
- Adjust "exceeds standard limit of" debug warnings to include the
actual QS limit.
- Change "game" command to now exec quake.rc.
- Change "games" / "mods" commands to list all subdirectories.
- Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.
- Alpha-masked model support. (MF_HOLEY: 0x4000).
- Invalid skin index now draws skin 0 (WinQuake behaviour) instead of
blue checkerboard.
- Change default screenshot format to png. The 'screenshot' command
now supports optional format (tga, png or jpg) and quality (1-100)
arguments.
- Revert "always run" changes from 0.85.9 and move the QuakeSpasm
customizations to a new "cl_alwaysrun" cvar: Set to 1 in order to
scale forward/side/up speed by "cl_movespeedkey" (usually 2), and
to make "speedkey" act as "slowkey".
- Change the "always run" menu option to offer three choices:
off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
- New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2,
1/3, or 1/4 resolution.
- New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position
(from MarkV).
- New "find" / "apropos" command, searches for commands/cvar names
for the given substring (from Spike).
- New "randmap" command for loading a random map.
- New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage",
"gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for
tuning the strength of specic view blends.
- GL2 renderer: use a GLSL shader for world faces. Fixes reports of
integrated+discrete GPU laptops having inconsistent fog rendering.
- Fix macOS startup delay (avoid calling gethostbyname() for ".local"
hostnames).
- Fix memory corruption in PF_lightstyle with out of bounds
lightstyles.
- Fix crash in BoundPoly with polygons extending beyond +/-9999.
- Fix QS window to stay on the current monitor when changing video
modes (SDL2 only).
- Fix possible freeze in SV_TouchLinks regardless of what QC does in
the touch function.
- Fix for maps with empty strings for vector keys (e.g. "origin");
don't read uninitialized memory.
- Support for Open Watcom compiler.
- Update the third-party libraries.
Changes in 0.92.1:
- Fixed large menu scale factors (was broken in 0.92.0).
- Fixed PAUSE key (was broken in 0.92.0).
- Updated some of the third-party libraries.
Changes in 0.92.0:
- SDL2 Game Controller support.
- Contrast support with new "contrast" cvar, behaving the same as
MarkV. It may be a useful alternative to the existing gamma control
for laptops in a bright environment, etc. Raising contrast gives
less of a gray/washed out look than raising gamma, but at a
disadvantage: colors near white get clipped to white.
- RMQ protocol (999) support, adapted from RMQEngine.
- New "-protocol x" command line option. Accepted values for 'x' are
15 (NetQuake), 666 (FitzQuake, default), and 999 (RMQ).
- New "setpos" console command.
- New "vid_borderless" cvar for getting a borderless window.
- Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from
256 to 512 in order to handle the oms3 map pack.
- Server edicts are now allocated using malloc instead of allocating
on the hunk.
- gl_clear now defaults to 1.
- Fix items falling out of the world on oms3.bsp on SSE builds.
- Worked around an OSX 10.6 driver bug when using FSAA, which was
leading to an unplayable HOM effect on the rest of the screen.
- Fix wrong trace endpoint from the tracepos console command.
- Updated some of the third-party libraries. Other fixes/clean-ups.
Changes in 0.91.0:
Bugfixes:
- Fix unwanted fog mode change upon video restart.
- Work around Intel 855 bug in status bar drawing with "r_oldwater 0"
and "scr_sbaralpha 0".
- Fix an obscure GLSL bug where changing gamma would result in the
screen turning to noise.
- Fix GLSL gamma causing the tiled screen border to turn white when
"sizedown" is used.
- Fix an alias model VBO renderer bug where a model not precached
during map start wouldn't be drawn.
- Fix the order of OpenGL context creation and window creation in
SDL2 video.
- Fix a calling convention issue in windows DPI awareness function
pointers.
- Fix a random texture recoloring after video mode change.
- Fix a liquid turning to garbage after several video mode changes
and "r_oldwater 0".
- Fix a wrong alpha-sorting bug introduced in 0.90.1.
- Fix "flush" command not reloading mdl's from disk (bug introduced
in 0.90.1).
- Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug).
- Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug).
Visual improvements:
- New cvars r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning
specific liquid opacities (from DirectQ/RMQEngine, non-archived,
default to 0), and new worldspawn keys _wateralpha, _lavaalpha,
_slimealpha, _telealpha, _skyfog (unique to Quakespasm, similar to
the behaviour of the "fog" worldspawn key).
- GLSL gamma is now supported on older hardware without NPOT
extension.
Interface improvements:
- New r_pos command to show player position.
- NaN detection in traceline with "developer 1" set now warns instead
of errors.
Code cleanup / Other:
- Update third-party libraries.
Raised limits:
- Default max_edicts 8192 (was 2048) and no longer saved to
config.cfg.
- Default heapsize 256 MB (was 64 MB).
- Default zone 4 MB (was 384 KB).
- Raised MAX_SFX to 1024 (was 512).
Changes in 0.90.1:
Bugfixes:
- Fix dynamic light artifact where changing lightmap are rendered one
frame late (bug introduced in 0.90.0).
- Fix texture memory leak when changing video modes with SDL2.
- Fix a rare incorrect mdl lighting on 64-bit builds. (details here:
https://forums.insideqc.com/viewtopic.php?f=3&t=5620)
- Fix fullbrights turning black after "kill" command (bug introduced
in 0.90.0).
- Clear all fog values on map change to prevent colored fog carrying
over to jam3_tronyn.bsp.
- Allow loading saves with } character in quoted strings, fixes issue
with retrojam1_skacky.bsp.
- Fix viewmodel not lerping on extended-limit maps.
- Fix crash on out-of-bounds skin number.
Performance:
- Use multithreaded OpenGL on OS X for better performance.
- New, faster mdl renderer using GLSL. Disable with "-noglslalias".
Visual improvements:
- New gamma correction implementation using GLSL. Fixes all known
gamma issues (affecting the full display, persisting after
quitting, or darkening the screen on OS X). Disable with
"-noglslgamma".
- Use high-quality water by default (r_oldwater 0).
- Shadows use stencil buffer to avoid overlapping artifacts (from
MarkV.)
- r_noshadow_list cvar added (from MarkV.)
Interface improvements:
- Support pausing demo playback with the "pause" command.
- Autocompletion for "game", "record", "playdemo".
- Experimental windowed fullscreen mode available with
vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon
entering fullscreen mode the next time.)
- Silence "exceeded standard limit" messages unless developer cvar is
>= 1.
- Some spam moved from developer 1 to 2: "can't find tga/lit/ent",
"trying to load ent", "bad chunk length", "meshing",
"PR_AlocStringSlots: realloc'ing"
Code cleanup:
- Clean up IDE project files to build on fresh systems.
- Update 3rd-party libraries.
Changes in 0.90.0:
- Fix issues on Windows systems with DPI scaling.
- Unix/Mac user directories support. Disabled by default,
'make DO_USERDIRS=1' to enable it.
- SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.
- Revised keyboard input code.
- Revised/improved the 'game' command, i.e. on-the-fly mod changing.
It now accepts an optional second argument for mission packs or
quoth support i.e. -hipnotic, -rogue, or -quoth. For example, for
WarpSpasm: "game warp -quoth"
- Command line: "-game {quoth/hipnotic/rogue}" is now treated the
same as -quoth, -hipnotic, or -rogue.
- Console speed now resolution-independent.
- Disabled gl_zfix, which caused glitches and is undesirable for new
maps. Replacement .ent files to fix z-fighting for several id1 maps
added to quakespasm.pak.
- PF_VarString buffer bumped to 1024, avoids truncated centerprints
from the 'In The Shadows' mod.
- Support for opengl non-power-of-two-textures extension (disable
with command line: "-notexturenpot".)
- Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer)
for world and brush models (disable with command line: "-novbo".)
- Antialiasing (FSAA) support (command line: -fsaa x, where x can be
0, 2, 4, 8).
- Fence textures support.
- Dynamic light speedup. Speedup loading of tga and pcx external
images.
- Brush model drawing speedup.
- Support for BSP2 and 2PSB map formats.
- Support for Opus, FLAC, and tracker music (S3M, IT, UMX, etc.), as
compile-time options.
- Music and sfx now mixed at 44100 Hz to avoid downsampling music.
Low-pass filter applied to the sfx if -sndspeed is 11025 (the
default), to preserve the same sound quality as 0.85.9. New
-mixspeed option sets the rate for mixing sfx and music, and output
to the OS (default 44100), setting it to 11025 reverts to 0.85.9
behaviour. New snd_filterquality cvar, value can be between 1
(emulate OS X resampler) and 5 (emulate Windows resampler),
controls the sound of the low-pass filter.
- Better Hor+ field of view (FOV) scaling behavior.
- Better cross-map demo playback support.
- Fix screenshots when screen width isn't a multiple of 4.
- Fix a lighting glitch due to floating point precision.
- Fix a looping sounds glitch.
- Fix a vulnerability in file extension handling. Tighten path
handling safety.
- Initialize opengl with 24-bit depth buffer at 32 bpp.
- Reset all models upon gamedir changes. (Fixes failures with mods
using custom content.)
- Fix broken behavior upon gamedir changes if -basedir is specified
on the command line.
- NET_MAXMESSAGE and MAX_MSGLEN limits bumped to 64000.
- MAX_EFRAGS bumped to 4096, and MAX_CHANNELS to 1024.
- MAX_ENT_LEAFS bumped from 16 to 32 to work around disappearing or
flickering brush models in some situations. Also, if an entity is
visible from MAX_ENT_LEAFS or more leafs, we now always send it to
the client.
- Fix cvar cycle command not working sometimes.
- Host_Error upon missing models. (Prevents segmentation faults.)
- Change sv_aim default value to 1 (i.e. turn off autoaim)
- Add 'prev' and 'next' keywords to the 'cd' command.
- Work around a linux cdrom issue (playback might not start for a
while after a stop).
- Quakespasm content customization moved from engine-embedded into a
new optional quakespasm.pak file.
- Version bumped to 0.90.0 (because Quakespasm has a decent life of
it's own)
- Other fixes and clean-ups.
Changes in 0.85.9:
- Fixes for several undefined behaviors in C code (gcc-4.8 support.)
- Implemented Hor+ style field of view (FOV) scaling, useful for
widescreen resolutions. Configured by new cvar fov_adapt: set it to
1 and your fov will be scaled automatically according to the
resolution. Enabled by default.
- Adjusted string buffers for PR_ValueString and friends to fix
crashes with excessively long global strings seen in some rude
mods.
- Toned down warning messages from PF_VarString() a bit.
- Fixed Fitzquake's map existence check in changelevel (used to leak
file handles which would end up in a Sys_Error() due to consuming
all free handles if many maps reside not in pak files.)
- Fixes/cleanups in chat mode handling. Client no longer gets stuck
in chat mode upon disconnect.
- Mouse grab/key_dest fixes and key cleanups.
- The "speedkey" now acts as "slowkey" when "always run" is on.