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Quakespasm.txt
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QuakeSpasm
____________________________________________________________
Table of Contents
1. About
2. Downloads
3. Hints
3.1 Music Playback
3.2 Controller Support
3.2.1 Cvars
3.2.2 Buttons
4. Compiling and Installation
4.1 Linux/Unix
4.2 Windows
4.3 Mac OS X
5. Known Bugs
6. Changes
6.1 Changes in 0.92.2
6.2 Changes in 0.92.1
6.3 Changes in 0.92.0
6.4 Changes in 0.91.0
6.4.1 Bugfixes
6.4.2 Visual improvements
6.4.3 Interface improvements
6.4.4 Code cleanup / Other
6.4.5 Raised limits
6.5 Changes in 0.90.1
6.5.1 Bugfixes
6.5.2 Performance
6.5.3 Visual improvements
6.5.4 Interface improvements
6.5.5 Code cleanup
6.6 Changes in 0.90.0
6.7 Changes in 0.85.9
6.8 Changes in 0.85.8
6.9 Changes in 0.85.7
6.10 Changes in 0.85.6
6.11 Changes in 0.85.5
6.12 Changes in 0.85.4
6.13 Changes in 0.85.3
6.14 Changes in 0.85.2
6.15 Changes in 0.85.1
7. Todo
8. Copyright
9. Contact
10. Links
______________________________________________________________________
Page last edited: August 2016
1. About
QuakeSpasm <http://quakespasm.sourceforge.net> is a modern, cross-
platform Quake 1 engine based on FitzQuake
<http://www.celephais.net/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 either the SDL or SDL2 frameworks, so choose
which one works best for you. SDL is probably less buggy, but SDL2
has nicer features and smoother mouse input - though no CD support.
2. Downloads
o Project Downloads: http://quakespasm.sourceforge.net/download.htm
o Automatic Builds: http://quakespasm.ericwa.com/job/quakespasm-sdl2/
3. Hints
Visit the FitzQuake homepage <http://www.celephais.net/fitzquake> for
a full run-down of the engine's commands and variables.
o To disable some changes, use "quakespasm -fitz"
o 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.
o For different sound backend drivers use :
"SDL_AUDIODRIVER=DRIVER ./quakespasm"
where DRIVER may be alsa, dsp, pulse, esd ...
o Shift+Escape draws the Console.
o From the console, use UP to browse the command line history and TAB
to autocomplete command and map names.
o 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..
o In windows, alternative CD drives are accessible by "quakespasm
-cddev F" (for example)
o Quakespasm allows loading new games (mods) on the fly with "game
GAMENAME {-quoth/hipnotic/rogue}"
o Use "quakespasm -condebug" to save console log to "qconsole.log".
SDL2 builds no longer generate stdout.txt/stderr.txt.
3.1. Music Playback
Quakespasm can play various external music formats, including MP3, OGG
and FLAC.
o Tracks should be named like "track02.ogg", "track03.ogg" ... (there
is no track01) and placed into "Quake/id1/music".
o Unix users may need some extra libraries installed: "libmad" or
"libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
o As of 0.90.0, music is played back at 44100 Hz by default with no
need to adjust "-sndspeed".
o Use the "-noextmusic" option to disable this feature.
o See Quakespasm-Music.txt for more details.
3.2. 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.
3.2.1. Cvars
o joy_deadzone - Fraction of the stick travel to be deadzone, between
0 and 1. Default 0.2.
o joy_deadzone_trigger - Fraction of trigger range required to
register a button press on the analog triggers, between 0 and 1.
Default 0.001.
o joy_sensitivity_yaw/pitch - Max angular speed in degrees/second
when looking. Defaults are 300 for yaw (turning left/right) and 150
for pitch (up/down).
o joy_exponent - For the look stick, the stick displacement (between
0 and 1) is raised to this power. Default is 3. A value of 1 would
give a linear relationship between stick displacement and fraction
of the maximum angular speed.
o joy_invert - Set to 1 to invert the vertical axis of the look
stick.
o joy_swapmovelook - Set to 1 to swap the left and right analog stick
functions. Default 0, move on the left stick, look on the right
stick.
o joy_enable - Set to 0 to disable controller support. Default 1.
3.2.2. Buttons
Some of the controller buttons are hardcoded to allow navigating the
menu:
o Back - alias for TAB
o Start - alias for ESC
o DPad, analog sticks - mapped to arrow keys
o A Button - alias for ENTER in menus
o B Button - alias for ESC in menus
These buttons can be bound normally:
o LTRIGGER - Left trigger
o RTRIGGER - Right trigger
o LSHOULDER - Left shoulder button
o RSHOULDER - Right shoulder button
o LTHUMB - Clicking the left thumbstick
o RTHUMB - Clicking the right thumbstick
o ABUTTON
o BBUTTON
o XBUTTON
o 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 and code from LordHavoc
(DarkPlaces).
4. Compiling and Installation
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.
To checkout the latest version of QuakeSpasm, do:
svn co svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm
4.1. Linux/Unix
After extracting the source tarball, browse the Makefile and edit the
music streaming options, then
______________________________________________________________________
make
cp quakespasm /usr/local/games/quake (for example)
______________________________________________________________________
Compile time options include
o make DO_USERDIRS=1 to include user directories support
o make DEBUG=1 for debugging
o make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
o make USE_SDL2=1 to compile against SDL2 instead of SDL-1.2
Streaming music playback requires "libmad" or "libmpg123" for MP3, and
"libogg" and "libvorbis" for OGG files.
The project can also be built with Codeblocks (project files
included).
4.2. Windows
The QuakeSpasm developers cross-compile windows binaries using MinGW
<http://www.mingw.org> and Mingw-w64 <http://mingw-w64.sf.net>.
The project can also be built using Visual Studio 2005 (or newer).
4.3. 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.
5. Known Bugs
Brightness issues should be fixed with GLSL gamma in 0.90.1, if your
system supports OpenGL 2. For reference on older systems:
Some versions of Xorg and SDL have brightness issues.
Try setting "export SDL_VIDEO_X11_NODIRECTCOLOR=1", or if you have
Xorg >= 7.5 and broken brightness, these patched libSDL binaries may
help.
o Gamma patched libSDL (i686-linux)
http://sf.net/projects/quakespasm/files/Support%20Files/libSDL_gamma_patched.tgz/download
o Gamma patched libSDL (x86_64-linux)
http://sf.net/projects/quakespasm/files/Support%20Files/libSDL_gamma_patched-AMD64.tgz/download
The "game" command doesn't execute quake.rc in the new game directory
being switched to. This means any custom key bindings in a mod's
config.cfg or special settings in a quake.rc won't be loaded. The only
workaround is launching the engine with the -game command-line switch
instead of using the game console command. Or, after running the game
command, you can run "exec quake.rc" by yourself (YMMV).
6. Changes
6.1. Changes in 0.92.2
o
o Updated some of the third-party libraries.
6.2. Changes in 0.92.1
o Fixed large menu scale factors (was broken in 0.92.0).
o Fixed PAUSE key (was broken in 0.92.0).
o Updated some of the third-party libraries.
6.3. Changes in 0.92.0
o SDL2 Game Controller support.
o 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.
o RMQ protocol (999) support, adapted from RMQEngine.
o New "-protocol x" command line option. Accepted values for 'x' are
15 (NetQuake), 666 (FitzQuake, default), and 999 (RMQ).
o New "setpos" console command.
o New "vid_borderless" cvar for getting a borderless window.
o Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from
256 to 512 in order to handle the oms3 map pack.
o Server edicts are now allocated using malloc instead of allocating
on the hunk.
o gl_clear now defaults to 1.
o Fix items falling out of the world on oms3.bsp on SSE builds.
o 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.
o Fix wrong trace endpoint from the tracepos console command.
o Updated some of the third-party libraries. Other fixes/clean-ups.
6.4. Changes in 0.91.0
6.4.1. Bugfixes
o Fix unwanted fog mode change upon video restart.
o Work around Intel 855 bug in status bar drawing with "r_oldwater 0"
and "scr_sbaralpha 0".
o Fix an obscure GLSL bug where changing gamma would result in the
screen turning to noise.
o Fix GLSL gamma causing the tiled screen border to turn white when
"sizedown" is used.
o Fix an alias model VBO renderer bug where a model not precached
during map start wouldn't be drawn.
o Fix the order of OpenGL context creation and window creation in
SDL2 video.
o Fix a calling convention issue in windows DPI awareness function
pointers.
o Fix a random texture recoloring after video mode change.
o Fix a liquid turning to garbage after several video mode changes
and "r_oldwater 0".
o Fix a wrong alpha-sorting bug introduced in 0.90.1.
o Fix "flush" command not reloading mdl's from disk (bug introduced
in 0.90.1).
o Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug).
o Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug).
6.4.2. Visual improvements
o 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).
o GLSL gamma is now supported on older hardware without NPOT
extension.
6.4.3. Interface improvements
o New r_pos command to show player position.
o NaN detection in traceline with "developer 1" set now warns instead
of errors.
6.4.4. Code cleanup / Other
o Update third-party libraries.
6.4.5. Raised limits
o Default max_edicts 8192 (was 2048) and no longer saved to
config.cfg.
o Default heapsize 256 MB (was 64 MB).
o Default zone 4 MB (was 384 KB).
o Raised MAX_SFX to 1024 (was 512).
6.5. Changes in 0.90.1
6.5.1. Bugfixes
o Fix dynamic light artifact where changing lightmap are rendered one
frame late (bug introduced in 0.90.0).
o Fix texture memory leak when changing video modes with SDL2.
o Fix rare incorrect mdl lighting on 64-bit builds. (details here:
http://forums.insideqc.com/viewtopic.php?f=3&t=5620)
o Fix fullbrights turning black after "kill" command (bug introduced
in 0.90.0).
o Clear all fog values on map change to prevent colored fog carrying
over to jam3_tronyn.bsp.
o Allow loading saves with } character in quoted strings, fixes issue
with retrojam1_skacky.bsp.
o Fix viewmodel not lerping on extended-limit maps.
o Fix crash on out-of-bounds skin number.
6.5.2. Performance
o Use multithreaded OpenGL on OS X for better performance.
o New, faster mdl renderer using GLSL. Disable with "-noglslalias".
6.5.3. Visual improvements
o 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".
o Use high-quality water by default (r_oldwater 0).
o Shadows use stencil buffer to avoid overlapping artifacts (from
MarkV.)
o r_noshadow_list cvar added (from MarkV.)
6.5.4. Interface improvements
o Support pausing demo playback with the "pause" command.
o Autocompletion for "game", "record", "playdemo".
o Experimental windowed fullscreen mode available with
vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon
entering fullscreen mode the next time.)
o Silence "exceeded standard limit" messages unless developer cvar is
>= 1.
o 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"
6.5.5. Code cleanup
o Clean up IDE project files to build on fresh systems.
o Update 3rd-party libraries.
6.6. Changes in 0.90.0
o Fix issues on Windows systems with DPI scaling.
o Unix/Mac user directories support. Disabled by default,
'make DO_USERDIRS=1' to enable it.
o SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.
o Revised keyboard input code.
o 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"
o Command line: "-game {quoth/hipnotic/rogue}" is now treated the
same as -quoth, -hipnotic, or -rogue.
o Console speed now resolution-independent.
o 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.
o PF_VarString buffer bumped to 1024, avoids truncated centerprints
from the 'In The Shadows' mod.
o Support for opengl non-power-of-two-textures extension (disable
with command line: "-notexturenpot".)
o Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer)
for world and brush models (disable with command line: "-novbo".)
o Antialiasing (FSAA) support (command line: -fsaa x, where x can be
0, 2, 4, 8).
o Fence textures support.
o Dynamic light speedup. Speedup loading of tga and pcx external
images.
o Brush model drawing speedup.
o Support for BSP2 and 2PSB map formats.
o Support for Opus, FLAC, and tracker music (S3M, IT, UMX, etc.), as
compile-time options.
o 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.
o Better Hor+ field of view (FOV) scaling behavior.
o Better cross-map demo playback support.
o Fix screenshots when screen width isn't a multiple of 4.
o Fix a lighting glitch due to floating point precision.
o Fix a looping sounds glitch.
o Fix a vulnerability in file extension handling. Tighten path
handling safety.
o Initialize opengl with 24-bit depth buffer at 32 bpp.
o Reset all models upon gamedir changes. (Fixes failures with mods
using custom content.)
o Fix broken behavior upon gamedir changes if -basedir is specified
on the command line.
o NET_MAXMESSAGE and MAX_MSGLEN limits bumped to 64000.
o MAX_EFRAGS bumped to 4096, and MAX_CHANNELS to 1024.
o 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.
o Fix cvar cycle command not working sometimes.
o Host_Error upon missing models. (Prevents segmentation faults.)
o Change sv_aim default value to 1 (i.e. turn off autoaim)
o Add 'prev' and 'next' keywords to the 'cd' command.
o Work around a linux cdrom issue (playback might not start for a
while after a stop).
o Quakespasm content customization moved from engine-embedded into a
new optional quakespasm.pak file.
o Version bumped to 0.90.0 (because Quakespasm has a decent life of
it's own)
o Other fixes and clean-ups.
6.7. Changes in 0.85.9
o Fixes for several undefined behaviors in C code (gcc-4.8 support.)
o 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.
o Adjusted string buffers for PR_ValueString and friends to fix
crashes with excessively long global strings seen in some rude
mods.
o Toned down warning messages from PF_VarString() a bit.
o 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.)
o Fixes/cleanups in chat mode handling. Client no longer gets stuck
in chat mode upon disconnect.
o Mouse grab/key_dest fixes and key cleanups.
o The "speedkey" now acts as "slowkey" when "always run" is on.
o Support for demo recording after connection to server. (thanks to
Baker for a patch)
o Corner case fixes in COM_Parse() for quoted strings and support for
C-style /*..*/ comments.
o Changed lightmaps to GL_RGBA instead of GL_RGB.
o Better parse for opengl extensions list (from quakeforge.)
o Vsync saving/loading fixes.
o Fixed pointfile loading.
o Multiple cleanups in gl_vidsdl.c.
o Opus music decoding support (as an optional patch only.)
o Several other minor fixes/cleanups.
6.8. Changes in 0.85.8
o Made Quake shareware 1.00 and 1.01 versions to be recognized
properly.
o Fixed control-character handling in unicode mode. Keyboard input
tweaks.
o Made the keypad keys to send separate key events in game mode.
o Text pasting support from OS clipboard to console. (windows and
macosx.)
o Support for the Apple (Command) key on macosx.
o Fixed increased (more than 32) dynamic lights.
o Music playback: Made sure that the file's channels count is
supported.
o Support for Solaris.
o Switched to using libmad instead of libmpg123 for MP3 playback on
Mac OS X.
o Better support for building the Mac OS X version using a makefile,
support for cross-compiling on Linux.
o Fixed a minor intermissions glitch.
o Increased string buffer size from 256 to 384 for PF_VarString to
work around broken mods such as UQC.
o Restored original behavior for Quake registered version detection.
o Minor demo recording/playback tweaks.
o Minor tweaks to the scale menu option.
o unbindall before loading stored bindings (configurable by new cvar
cfg_unbindall, enabled by default.)
o New icon.
o Miscellaneous source code cleanups.
6.9. Changes in 0.85.7
o Added support for cross-level demo playback
o gl_texturemode is reimplemented as a cvar with a callback and the
setting is automatically saved to the config
o Fixed execution of external files without a newline at the end
o Reduced memory usage during reloading of textures
o Fixed compilation on GNU/kFreeBSD (Debian bug #657793)
o Fixed backspace key on Mac OS X
o Disable mouse acceleration in Mac OS X
o Worked around recursive calling of the anisotropic filter callback
o Console word wrap and long input line fixes
o Verified correct compilation by clang (using v3.0)
o Several other small changes mostly invisible to the end-user
6.10. Changes in 0.85.6
o More work for string buffer safety
o Reverted v0.85.5 change of not allowing deathmatch and coop cvars
to be set at the same time (was reported for possibility of causing
compatibility issues with mods)
o Several cleanups/changes in the cvar layer
o Minor SDL video fixes.
6.11. Changes in 0.85.5
o SDL input driver updated adding native keymap and dead key support
to the console
o Fixed a crash in net play in maps with extended limits
o Verified successful compilation using gcc-4.6.x
o Added workaround against GL texture flicker (z fighting),
controlled by new cvar 'gl_zfix'
o Read video variables early so that a vid_restart isn't necessary
after init
o mlook and lookspring fixes
o Added support for loading external entity files, controlled by new
cvar 'external_ents'
o Made mp3 playback to allocate system memory instead of zone
o Some updates to the progs interpreter code
o Fixed r_nolerp_list parsing code of fitzquake
o Made sure that deathmatch and coop are not set at the same time
o Several code updates from uHexen2 project, several code cleanups.
6.12. Changes in 0.85.4
o Implement music (OGG, MP3, WAV) playback
o A better fix for the infamous SV_TouchLinks problem, no more hard
lockups with maps such as "whiteroom"
o Add support for mouse buttons 4 and 5
o Fix the "unalias" console command
o Restore the "screen size" menu item
o Fixed an erroneous protocol check in the server code
o Raised the default zone memory size to 384 kb
o Raised the default max_edicts from 1024 to 2048
o Revised lit file loading, the lit file must be from the same game
directory as the map itself or from a searchpath with a higher
priority
o Fixed rest of the compiler warnings
o Other minor sound and cdaudio updates
6.13. Changes in 0.85.3
o Fix the "-dedicated" option (thanks Oz) and add platform specific
networking code (default) rather than SDL_net
o Much needed OSX framework stuff from Kristian
o Add a persistent history feature (thanks Baker)
o Add a slider for scr_sbaralpha, which now defaults to 0.95
(slightly transparent, allowing for a nicer status bar)
o Allow player messages longer than 32 characters
o Sockaddr fix for FreeBSD/OSX/etc networking
o Connect status bar size to the scale slider
o Include an ISNAN (is not-a-number) fix to catch the occassional
quake C bug giving traceline problems
o Enumerate options menus
o Add a "prev weapon" menu item (from Sander)
o Small fix to Sound Block/Unblock on win32
o Lots of code fixes (some from uhexen2)
o Sys_Error calls Host_Shutdown
o Added MS Visual Studio support
o Add a "-cd" option to let the CD Player work in dedicated mode, and
some other CD tweaks.
6.14. Changes in 0.85.2
o Replace the old "Screen size" slider with a "Scale" slider
o Don't constantly open and close condebug log
o Heap of C clean-ups
o Fix mapname sorting
o Alias the "mods" command to "games"
o Block/Unblock sound upon focus loss/gain
o NAT fix (networking protocol fix)
o SDLNet_ResolveHost bug-fix allowing connection to ports other than
26000
o Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an
old fitzquake-0.85 bug which used to cause segfaults depending on
the compiler.
o Accept commandline options like "+connect ip:port"
o Add OSX Makefile (tested?)
6.15. Changes in 0.85.1
o 64 bit CPU support
o Restructured SDL sound driver
o Custom conback
o Tweaked the command line completion and added a map/changelevel
autocompletion function
o Alt+Enter toggles fullscreen
o Disable Draw_BeginDisc which causes core dumps when called
excessively
o Show helpful info on start-up
o Include real map name (sv.name) and skill in the status bar
o Remove confirm quit dialog
o Don't spam the console with PackFile seek requests
o Default to window mode
o Withdraw console when playing demos
o Don't play demos on program init
o Default Heapsize is 64meg
o Changes to default console alpha, speed
o Changes to cvar persistence gl_flashblend (default 0), r_shadow,
r_wateralpha, r_dynamic, r_novis
7. Todo
o Add uHexen2's first person camera (and menu item)
o Native CD audio support (if desired). cd_sdl.c doesn't have proper
volume controls and SDL2 doesn't support CD audio
8. Copyright
o Quake and Quakespasm are released under the GNU GENERAL PUBLIC
LICENSE Version 2: http://www.gnu.org/licenses/gpl-2.0.html
o Quakespasm console background image by AAS, released under the
CREATIVE COMMONS PUBLIC LICENSE:
http://creativecommons.org/licenses/by/3.0/legalcode
9. Contact
o QuakeSpasm Project page:
http://sourceforge.net/projects/quakespasm
o Bug reports:
http://sourceforge.net/p/quakespasm/bugs/?source=navbar
o Ozkan <mailto:gmail - dot - com - username - sezeroz>
Eric <mailto:gmail - dot - com - username - ewasylishen>
Sander <mailto:gmail - dot - com - username - a.h.vandijk>
Stevenaaus <mailto:yahoo - dot - com - username - stevenaaus>
10. Links
o QuakeSpasm Homepage: http://quakespasm.sourceforge.net
o Downloads: http://quakespasm.sourceforge.net/download.htm
o FitzQuake Homepage: http://www.celephais.net/fitzquake
o Func Quakespasm forum:
http://www.celephais.net/board/view_thread.php?id=60452
o Inside3D forums: http://forums.insideqc.com