Releases: j0zzz/JoeQuake
Releases · j0zzz/JoeQuake
JoeQuake 0.17.9
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
- Movement keys stored as of now:
- Added nicely animated zoom FOV and related commands from Ironwail (per user request)
- New cvars:
zoom_fov
,zoom_speed
- New commands:
togglezoom
,+zoom
,-zoom
- New cvars:
- 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
- Color chooser menus:
- 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!
- New cvar:
- 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
JoeQuake 0.17.8
Download:
Changes:
- 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 @matthewearl)
- New cvar:
cl_bbox
- New cvar:
- Reconsidered autodemo recording feature
- Renamed
cl_autodemo_name
tocl_autodemo_format
cl_autodemo_format
now contains a template with placeholders how the demo file to be namedcl_autodemo
now only has0
and1
modes, spamming a new .dem files for every recording is removed
- Renamed
- Fixed autoid text not getting displayed if resolution scaling was used (by @matthewearl)
- Show ghost name when
scr_autoid
is set (by @matthewearl) - Allow overriding spawnparams (by @kugelrund)
- An engine-side variant of what qdqstats provides, to work with custom mods too
- New cvar:
sv_override_spawnparams
- Fixed speedometer in multiplayer (by @kugelrund)
- The less accurate fallback value is only used if really needed
- Workaround for
skyfog
value not being reset (by @kugelrund)- 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
- When the value of
- Allow higher framerate limits up to 100,000 fps (by @kugelrund)
- This is useful for super high fps frame blending video renders
- Fixed wrong size for already loaded images (by @kugelrund)
- On certain occasions the size of skybox images was messed up (e.g. loading another map after
ad_tears
)
- On certain occasions the size of skybox images was messed up (e.g. loading another map after
- Added movement indicator UI
- New cvar:
show_movekeys
- New cvar:
- Added Quake Champions style player outlines (with wallhack)
- New cvars:
r_outline_players
,r_outline_color
- New cvars:
- 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 @matthewearl)
- Added DemoUI cvars and hide cursor (by @matthewearl)
- New cvars:
cl_demouitimeout
,cl_demouihidespeed
- New cvars:
- Fixed coop marathon tracking when ghost was used (by @matthewearl)
- The problem was that non-host clients couldn't track marathons correctly
JoeQuake 0.17.7
Download:
Changes:
- Created a new project page in GitHub pages
- Added youtube-like demo player UI (by @matthewearl)
- Ghost is fixed when rewinding through finale (by @matthewearl)
- 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
(from2
or3
) crashed the game - Raised default JPG screenshot quality from
75
to90
(jpeg_compression_level
) - Added optional precise time printing on intermission (by @matthewearl)
- New cvar:
scr_precisetime
- When set to
1
, the intermission time is shown with two decimal places
- New cvar:
- Added feature to reload ghost demos on-the-fly, so no demo restart needed (by @matthewearl)
- 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
- New cvar:
- Fixed rendering mode when
r_lightmap
is1
- 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 @matthewearl)
- Added demo summary text on intermission when ghost recording is enabled (by @matthewearl)
- Optimized video renderer when large number of models were drawn
- Special thanks to @matthewearl 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
to8
) - The specified offset is only applied if
cl_sbar
is0
or2
- New cvar:
- 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
- New cvars:
- 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)
- New cvar:
- Added fix to avoid occasional 3s pause on restarting level (by @matthewearl)
- SDL build improvements (by @matthewearl):
- Fixed
cl_minpitch
andcl_maxpitch
- Keypad support
- Added resolution scale option to Video menu
- Fixed
- Fixed potential crash after loading a savegame (by @matthewearl)
- Fixed bug when the same skin was loaded for different models (occured in Re:Mobilize)