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Releases: j0zzz/JoeQuake

JoeQuake 0.17.9

23 Dec 10:30
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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

JoeQuake 0.17.8

07 Sep 12:54
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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
  • Reconsidered autodemo recording feature
    • Renamed cl_autodemo_name to cl_autodemo_format
    • cl_autodemo_format now contains a template with placeholders how the demo file to be named
    • cl_autodemo now only has 0 and 1 modes, spamming a new .dem files for every recording is removed
  • 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
  • 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)
  • Added movement indicator UI
    • New cvar: show_movekeys
  • Added Quake Champions style player outlines (with wallhack)
    • New cvars: r_outline_players, r_outline_color
  • 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
  • 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

03 Nov 09:16
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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 (from 2 or 3) crashed the game
  • Raised default JPG screenshot quality from 75 to 90 (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
  • 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
  • Fixed rendering mode when r_lightmap is 1
  • 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 to 8)
    • The specified offset is only applied if cl_sbar is 0 or 2
  • 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
  • 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)
  • Added fix to avoid occasional 3s pause on restarting level (by @matthewearl)
  • SDL build improvements (by @matthewearl):
    • Fixed cl_minpitch and cl_maxpitch
    • Keypad support
    • Added resolution scale option to Video menu
  • Fixed potential crash after loading a savegame (by @matthewearl)
  • Fixed bug when the same skin was loaded for different models (occured in Re:Mobilize)