mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
970 lines
41 KiB
Text
970 lines
41 KiB
Text
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Changes as of v0.20 update 8:
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------------------------------------
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- Added 3840x1600 and 4096x2160 video modes.
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- Added 160Hz, 165Hz, 180Hz, and 240Hz refresh rates to the video menu (uses cvar r_displayrefresh, up to 240 Hz).
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- Added automatic setting of r_maxfps based on refresh rate set in video menu (r_displayrefresh).
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This can be disabled by setting the cvar r_maxfps_autoset to 0.
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- Removed the old, decrepit single-texturing surface rendering mode. GL_ARB_multitexture support is now required.
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- Added borderless window support. Set vid_fullscreen to 2 to select borderless window.
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- Added r_mode_desktop cvar. Forces borderless window mode to desktop resolution when enabled.
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- Added support for triple-monitor surround modes via custom resolutions. Monitors must be bound as a single logical display.
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Keeps all menu/HUD elements on the center screen in triple-monitor configs (when aspect ratio >= scr_surroundthreshold (default 3.6)).
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Set the cvar scr_surroundlayout to 0 to disable this.
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Cvars scr_surroundleft and scr_surroundright set placement of left and right of center screen.
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Default values are 0.333333333333 and 0.666666666667, respectively.
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- Added Windows DPI scaling detection from Yamagi Quake2.
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- Now reads/writes savegames, config files, demos, etc. to <userprofile>/Saved Games/KMQuake2 on Windows Vista
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and later, and to My Documents/My Games/KMQuake2 on Windows 2000/XP/2003.
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Autodownloaded files are now written to <userprofile>/Downloads/KMQuake2 on Windows Vista and later,
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and My Documents/My Downloads/KMQuake2 on Windows 2000/XP/2003.
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The classic Quake 2 behavior of writing to the Quake2 folder can be restored by adding the parameter "-portable" to the command line,
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or by placing an empty text file called "portable.cfg" in the baseq2 folder.
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- Now compresses .sav and .sv2 savegame files into .savz files. It will still read savegames from earlier
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KMQ2 versions (with the same game DLL). This should improve load and save times in multi-level units.
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- Added UDP fallback from HTTP downloads and support for Q2Pro-style HTTP URLs. This can be disabled by
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setting the cvar cl_http_fallback to 0 or disabling "HTTP fallback" in the download options menu.
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- Added support for quake2:// URLs.
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- Added client detection of server protocol from challenge message. Client also auto-reconnects with cl_servertrick
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set correspondingly when a "wrong version" rejection message is received.
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- Changed protocol version to 57. This was necessitated by fixing an old protocol bug in how extended HUD stats were sent to the client.
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Also changed protocol for svc_sound servercommand to separate channel and entity values from a merged short to a byte and a short.
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- Added cel shading support. Uses cvars r_celshading to enable, and r_celshading_width for line width (1-10).
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- Added Z-Pass shadow mode due to patent issues w/ commercial games. Set the cvar r_shadow_zfail to 0 to enable this.
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- Added non-self-shadowing option. Set the cvar r_shadow_self to 0 to enable this.
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- Shadow volumes will now be drawn even if the model isn't in view.
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- Added horizontal offset to third-person mode. Offset distance is controlled by cvar cg_thirdperson_offset.
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- Added unique muzzleflashes for the Ripper Guard, Hyperblaster Guard and Beta-class Gladiator in The Reckoning and Railgun Turret in Ground Zero.
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- Added unique muzzleflashes for the LMCTF/LMSP plasma rifle and Plasma Guard (bounce and spread).
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- Added separate cvars ui_font and scr_font for menu and screen fonts, respectively. Con_font now only
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changes the font in the console.
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- Now allows changing of anisotropic filter settings without a video restart.
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- Added r_subdivide_size cvar, which controls the chop size of warp surfaces; its default value is 64.
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A vid_restart is necessary after altering this cvar to properly set warp texture turbulence.
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- Added font upscaling (with optional blending by Skuller from Q2Pro) for old 128x128 fonts. Use cvar r_font_upscale to enable,
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value of 1 is pixel copy, value of 2 enables blending. Requires vid_restart for changes to take effect.
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- Added upscaling of the scrap image (with optional blending by Skuller from Q2Pro) used to atlas 8-bit HUD pics.
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Use cvar r_scrap_upscale to enable, value of 1 is pixel copy, value of 2 enables blending.
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Requires vid_restart for changes to take effect.
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- Can now stream Ogg Vorbis soundtracks from inside .pak files. Streaming from inside .pk3s was previously supported.
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- Renamed cvars hud_scale, hud_alpha, and hud_squeezedigits to scr_hudsize, scr_hudalpha, and scr_hudsqueezedigits.
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- Added dedicated server option to start server menu.
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- Added descriptions for most cvars.
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- Added dumpcvars command to output a list of cvars with their descriptions to cvarlist.txt. Takes an optional wildcard. Usage:
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dumpcvars <wildcard>
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- Added ignorenick/unignorenick and ignoretext/unignoretext client commands from Q2Pro.
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- Added display of numerical cvar value to sliders and improved mouse interaction, making them more useable.
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- Added new graphics for text fields, text boxes, and sliders. Use cvars ui_new_textfield and ui_new_textbox to toggle the
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new text fields and boxes, respectively.
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- Changed screenshot filenames to kmquake2_####, now supporting up to 10,000 screenshots.
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- Removed size limit of 512x256 for .wal textures. This fixes the "GL_Upload8: too large" error with 512x512 or larger .wal textures.
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- Added cvar r_fog_skyratio, for proportional sky fog distance. Default is 10.
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- Added basegame3 cvar to load data from up to 3 other other mods. Works in conjunction with basegame and basegame2,
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which must be set first.
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- Added SGIS mipmaps menu option and cvar r_sgis_generatemipmap, for toggling SGIS mipmap generation. Default is 1,
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set to 0 and use vid_restart to disable.
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- Added changeable gl_clear color controlled by cvars r_clearcolor_r, r_clearcolor_g, and r_clearcolor_b.
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Values are normalized (0-1).
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- Added doubled entity lighting to mimic Q2's original entity lighting. Set the cvar r_entity_doublelight to 1 to enable this.
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- Added ifeq, ifneq, ifgt, ifge, iflt, ifle, ifbit, and ifnbit layout script commands.
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- Added a check to prevent game code from sending unicasts to non-present clients (i.e. bots). This would
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previously cause a fatal server error.
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- Fixed Shift-Ins to paste text not working in menus.
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- Fixed misaligment of left-handed player model in player config menu.
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- Fixed player model/skin changes not being saved when exiting player config menu via the back action.
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- Fixed crash when loading a map with too many submodels. Increased renderer model limit to 2 x MAX_MODELS.
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- Fixed crash when rapidly pressing the Esc key during a map load.
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- Fixed potential crash caused by infinite recursion in client footstep code.
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- Fixed fatal error when too many alias models are loaded (such as many unique player models in a multiplayer game).
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- Fixed light blooms killing performance if texture compression is enabled.
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- Fixed screen redraw artifacting with blooms enabled on a video mode with height less than 512.
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- Fixed players in multiplayer games with models/skins not installed on the local client showing as the player's
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model/skin. The original default of male/grunt has been restored for multiplayer games.
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- Fixed missing menu text when joining a Rocket Arena 2 server.
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- Fixed missing HUD text when joining an OSP Tourney server.
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- Fixed fog disappearing after a vid_restart.
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- Fixed text scale not changing after changing video modes.
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- Fixed handling of high-bit alt color strings.
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- Fixed alignment issue with colored text on help computer and centerprints.
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- Fixed text color and formatting disappearing after word wrap in console.
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- Fixed oversized 404 message from aborting all HTTP downloads.
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- Fixed HTTP download of the first pak in a filelist from aborting other paks.
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- Fixed plats with high accel/decel getting stuck near their top or bottom.
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- Fixed plats with PLAT_LOW_TRIGGER flag breaking when a high lip value is set.
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- Fixed doors getting looped sound stuck on when blocked by a monster.
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- Added missing key_message implementaion for trigger_key.
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- Fixed crash when patching dead soldier model.
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- Now ignores maps.lst file inside pak/pk3 files when the same file can be loaded from outside paks in the same game folder.
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- Added support for loading .arena files from disk. Previously they were only loaded from inside pak/pk3 files.
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- Removed target_animation from Lazarus DLL, as it breaks when loading/saving game and there's no good way
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to implement it properly.
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- Cleaned up memory allocation and fixed railgun infinite loop (hang) bug in all included game DLLs.
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- Added the CTF tech models and sounds to kmquake2_extras.pk3 so the techs can be readily used in deathmatch.
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This includes the two new techs from 3 Team CTF.
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------------------------------------
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Changes as of v0.20 update 7:
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------------------------------------
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- Added HTTP download support from R1Q2. Uses cvars cl_http_proxy, cl_http_filelists, cl_http_downloads,
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and cl_http_max_connections.
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- Decoupled video framerate from network framerate. This should allow higher framerates as well
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as better network performance. The old, synchronous mode can be re-enabled by setting the cvar
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cl_async to 0. The new cvars are r_maxfps (default 125) for maximum rendering framerate, and
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net_maxfps (default 60) for maximum packet rate. Synchronous mode still uses the cl_maxfps cvar.
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- Added .loc file support. Loads .loc files (locs/<mapname>.loc) from the current mod dir and baseq2.
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Both 1/8th precision integer and floating-point formats are supported. Here are the supported commands and cvars:
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loc_add <name> - Adds a location point at this position with the given name.
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loc_del - Deletes location point at this position.
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loc_save - Saves locations for this map.
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cl_drawlocs - Set to 1 to enable drawing of location points.
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loc_here - The location you're at, e.g. say_team $loc_here.
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loc_there - What you're aiming at, e.g. say_team $loc_there.
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- Fixed cl_servertrick and allow_download cvars being forced to 0 when starting a single-player game.
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Cl_servertrick is now saved to config.
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- Capped connect message size to 1200 bytes in multiplayer to fix problems with clients geting hung up on connect.
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This can be changed with the cvar sv_baselines_maxlen. Acceptable values are from 400 to 1400.
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- Multiplayer network messages are now limited to 2800 bytes (does not apply to local client on a listen server).
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This can be disabled by setting the cvar sv_limit_msglen to 0. Doing so is only recommended for LAN games.
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- Fixed imbalance in mouse pitch and yaw sensitivity in widescreen video modes with autosensitivity enabled.
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- Fixed overloaded playerskins configstrings on some servers causing the client to get stuck trying to download
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non-existant skins.
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- Fixed save path being set to Quake2 root instead of baseq2 when gamedir is set to a blank string.
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- Fixed crash on map load with long map names.
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- Fixed undersized viewport and corrupt screenshots at 1366x768 resolution.
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- Gamma ramping now switches off and the desktop resolution is restored when alt-tabbing out of the game.
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The cvar win_alttab_restore_desktop can be set to 0 to disable restoring the desktop resolution.
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- Added 5K (5120x2880) and 3440x1440 video modes.
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- Added custom width and height fields to video menu.
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- Added support for PNG textures/images.
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- Added option for PNG screenshots (r_screenshot_format, jpg, png, or tga).
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- Added format-specific screenshot commands (screenshot_tga, screenshot_jpg, screenshot_png).
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- Added basegame and basegame2 cvars to load data from other mods.
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- Added option for new Q3-style console background (cvar con_newconback).
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- Added download speed counter by Frank Sapone.
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- Changed savegame format for included Lazarus DLL. Savegames will now work cross-version as long as
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no changes to data structures (edict_t, etc) are made.
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- Cleaned up memory allocation in in default Lazarus DLL.
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------------------------------------
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Changes as of v0.20 update 6:
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------------------------------------
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- Added writeconfig command. Usage:
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writeconfig <configname>
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Using no parameter will write kmq2config.cfg.
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- Added 3200x1800, 3840x2160, and 3840x2400 video modes.
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- Inventory and help computer/scoreboard are now always scaled up from 640x480, instead of sizing based
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on status bar scale.
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- Added support for high-res menu graphics.
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- Added 3D cursor to main menu.
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- Added higher-res 128x128 HUD icons.
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- Added impact decals for the BFG and disruptor.
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- Optimized load times with filename hashing.
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- Added simplified load screen. The original load screen can be re-enabled in the interface menu.
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- Fixed savegames in baseq2 being visible in the save and load menus when running with a different game dir.
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- Increased MAX_OSPATH to 256 characters. This should improve compatibility when
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Quake2 is installed under C:\Program Files.
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- Fixed lag/stutter on opening save and load game menus.
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- Fixed tag mode not working when set from the start server menu.
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- Added option to display 4-digit numbers on the default HUD. This can be changed with the
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status bar digit squeezing option in the screen options menu.
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- Saveshots are now sized to the nearest power of two for each dimension, so a game saved at 1024x768 will
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have a 1024x512 saveshot.
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- Tweaked cvar defaults for bloom effect to be more subtle.
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------------------------------------
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Changes as of v0.20 update 5:
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- Added an option to the video menu to enable or disable non-power-of-2 mipmapped textures. Some video drivers
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don't properly support NPOT textures and will screw up the mipmaps for these textures.
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- Changed crosshair scaling to be derived from a fixed size, preventing the first 3 crosshairs
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from ever being misaligned.
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- Added better error handling for model scripts.
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- Added optimization to R_Clear by bitshifter.
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- Now prevents certain files that shouldn't be in paks/pk3s from loading
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(.cfg files, saves, screenshots, etc).
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- Fixed a crash that can happen when no hardware acceleration is found.
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- Fixed graphical corruption that could occur from certain errors during map loads.
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- Optimized surface rendering with batching surfaces and lightmap updates, and also using a more efficent
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format for lightmaps. Requires OpenGL 1.2 for the new lightmap format to enable.
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Set the cvar r_newlightmapformat to 0 if you happen to get fullbright lightmaps from this change.
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- Fixed railgun infinite loop (hang) bug in default Lazarus DLL.
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------------------------------------
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Changes as of v0.20 update 4:
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------------------------------------
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- Fixed the missing audio in the intermission cinematics.
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- Fixed texture names with backslashes not loading from inside pak files.
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- Fixed memory leak in JPEG loading code.
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- Fixed long startup times on Windows 7.
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- Added multitexture rendering optimizations.
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------------------------------------
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Changes as of v0.20 update 3:
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------------------------------------
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- Fixed a potential crash with blood effects in certain situations.
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- Fixed shadow volume errors with certain models.
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------------------------------------
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Changes as of v0.20 update 2:
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------------------------------------
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- Fixed problem with surround video modes (multi-monitor). The FOV adjustment
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algorithm has been changed so that it no longer breaks in such extremely wide modes.
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- Fixed misalignment with crosshairs 1-3.
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- Fixed an issue that was introduced with the release of nVida's 191.xx drivers. The OpenGL
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extension string in these drivers is longer than the text output buffer, causing a crash.
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- Fixed round-off error that was limiting the accuracy of the crosshair.
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- Fixed disappearing textures on bmodels with mixed standard and warp faces
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(e.g. the moving pillar by the laser array in city3).
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- Fixed camera glitch with thirdperson mode and demos. As the original demos in baseq2/pak0.pak don't show
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the correct player model, this is disabled by default. Use the cvar cg_thirdperson_indemo to enable this.
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------------------------------------
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Changes as of v0.20 beta3:
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------------------------------------
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- Added QuDos' item bobbing. This can be enabled in the effects section of the options menu.
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- Added Ogg vorbis commands based on the Linux port Of KMQ2 0.19 by QuDos.
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The commands are:
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ogg play <filename> Plays a given .ogg file
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ogg pause Pauses playback
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ogg resume Resumes playback
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ogg stop Stops playback
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ogg status Outputs file playing and position
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ogg list Lists available .ogg files
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- Added support for 1280x720, 1280x768, 1440x900, 1920x1080, and 2560x1600 widescreen modes.
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- Removed oddball 1024x480 mode.
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- Tweaked FOV autoscaling code. It was previously making the FOV too wide.
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- Tweaked FPS counter code for better accuracy with framerates over 100 fps.
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- Cinematics are now displayed in anamorphic form.
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- Textures are now displayed at their native resolution on video cards that support the
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GL_ARB_texture_non_power_of_two extension. This greatly improves the appearance of most monster
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and item models, as well as the display of text in intermission cinematics.
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Set r_arb_texturenonpoweroftwo to 0 if this causes crashes on your system (likely due to a buggy driver).
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- Fixed dark corners on most warp surfaces when vertex lighting is enabled.
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- Added support for the type field in Quake3-style .arena files. The start server menu's maplist
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is filtered by the currently selected gametype. Here are the valid type tokens:
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Deathmatch: dm teamdm ffa team
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Cooperative: coop
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CTF: ctf
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3Team CTF: 3tctf
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- Console font size is now resolution-independent. Default size is 8 pixels scaled up from
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640x480 resolution.
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- Added support for widescreen-aspect levelshots, named levelshots/<mapname>_widescreen.jpg.
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The image size should still be a power of 2, e.g. 512x512.
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- Changed network protocol version to 56 to avoid conflicts with R1Q2.
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- Added autodownloading of pk3 files containing maps. Both the client and
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sever must be running this version for it to work.
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- Added silent screenshot command (screenshot_silent).
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- Renamed cl_3dcam* cvars to cg_thirdperson*.
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------------------------------------
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Changes as of v0.20 beta2:
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------------------------------------
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- Added support for the game DLL to set the attentuaion of looped sounds. Support has been
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added to both the Lazarus and integrated missionpack DLLs for mappers to override the
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attenuation for any bmodel entity, as well as target_speaker. Func_train, func_tracktrain, and
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func_vehicle now default to idle attenuation. This changes the protocol and game DLL
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interface again, so DLLs from the last beta will no longer work.
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- Added support for lightmaps on trans surfaces. Set transparent lighting to lightmap in the advanced
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video menu to enable this.
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- Added GL_ARB_fragment_program water warping. This replaces the GL_NV_texture_shader effect on
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cards that support it.
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- Added optional fragment program warping to caustics. To enable, set underwater caustics to
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hardware warp in the advanced video menu.
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- Added support for camera effect and letterbox screen modes. These effects can be enabled by
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setting the RDF_CAMERAEFFECT and RDF_LETTERBOX bits in a client's refdef flags in the game DLL.
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- Reorganized the ingame section of the options menu into screen and effects sections.
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- Added option for old-style explosion effects in the effects section of the options menu.
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- Reduced default intensity of light blooms.
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- Added cvar toggling (toggle <cvarname>).
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- Changed r_speeds output to show the actual number of brush polygons drawn, in addition to the number
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of surfaces.
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- Changed savegame slot names to better cohabitate with other engines.
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- Added Jalisko's fix for black lines appearing when light blooms are enabled at 1280x1024 resolution.
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------------------------------------
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Changes as of v0.20 beta1:
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------------------------------------
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- Increased max coordinate range. Note that this breaks all existing game DLLs and demos.
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Be sure to download updated game DLLs that are compatible with this version.
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Clients and servers will have to upgrade to maintain compatibility.
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- Greatly improved md3 support. Md3's render faster, are frustum-culled, and are properly
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vertex-lit. Per-mesh, per-skin rendering scripts are also added (see md3_scripting.txt).
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- Overall optimizations to rendering.
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- Added support for two-sided stenciling (GL_EXT_stencil_two_side or GL_ATI_separate_stencil)
|
|
for a performance boost to projection shadows.
|
|
This is disabled by default due to rendering artifacts with some models, but can be enabled
|
|
in the advanced video menu.
|
|
|
|
- Added support for alpha test surfaces (textures with holes, bypassing the problems of
|
|
TRANS33+TRANS66 rendering).
|
|
This can be enabled on a texture with an alpha channel (TGA's) or color 255 (pink) areas
|
|
(.wals) by setting the 0x02000000 surface flag in the surface inspector (only QERadiant 1.47
|
|
seems to show this flag).
|
|
Use KMQBSP3 1.13 or higher to compile maps with these surfaces.
|
|
|
|
- Added support for static glow textures. For example, texturedir/mytexture_glow will be drawn
|
|
as a glow over texturedir/mytexture if it can be found. This is similar to the glows supported
|
|
in DarkPlaces. These are rendered without a second pass on quad-texturing or higher cards, so
|
|
there should be no fps hit.
|
|
|
|
- Added improved version of Barnes's underwater caustics and view warping.
|
|
|
|
- Added fov auto-adjustment for widescreen modes. This feature can be toggled in the video menu.
|
|
|
|
- Improved scaling system for menus.
|
|
|
|
- Added support for Quake3-style .arena files for multiplayer maps. Maps that have an arena file
|
|
(e.g. scripts/mapname.arena for mapname.bsp) will be added to the maplist in the start server
|
|
menu. Currently only the map and longname fields are used.
|
|
|
|
- Added modified version of debug/dedicated console from Quake2Evolved.
|
|
|
|
- Renamed all gl_* renderer cvars to r_*.
|
|
|
|
- Removed support for ancient, decrepit SGIS multitexture.
|
|
|
|
- Fixed particle overdraw option so it only redraws on top of alpha surfaces.
|
|
|
|
- Now supports streaming Ogg Vorbis files from inside pak/pk3 files.
|
|
|
|
- Added saveshots to quicksaves (savegames named "quick" or "quik").
|
|
|
|
------------------------------
|
|
Changes as of v0.19:
|
|
------------------------------
|
|
- Integrated renderer into exe. Ref_kmgl.dll is no longer needed.
|
|
|
|
- Added support for custom resolutions. Uses cvars r_customwidth and r_customheight when gl_mode
|
|
is set to -1.
|
|
|
|
- Added projection entity shadows. This is selectable from the advanced section of the video menu.
|
|
|
|
- Added Jalisko's light blooms. This is selectable from the advanced section of the video menu.
|
|
|
|
- Added support for Ogg Vorbis music.
|
|
|
|
- Added support for Quake3's RoQ format cinematics.
|
|
|
|
- Added support for 1024x1024 skyboxes.
|
|
|
|
- Anisotropic filtering now works properly and video menu allows selection from modes supported
|
|
by the video card.
|
|
|
|
- Changed texture quality filter. Low caps texture resolution at 128x128, medium at 256x256,
|
|
high at 512x512, and highest has no cap.
|
|
|
|
- Reset defaults option in the menus now loads cvar defaults for all settings in that menu.
|
|
|
|
- Added support for custom door, plat, and button sounds. See kmquake2_lazarus.txt.
|
|
|
|
- Fixed looped sound sourcing bug with bmodel entities (func_door, func_plat, etc).
|
|
|
|
- Added Jitspoe's Fix for sliding bug where steep sloped surfaces meet floors.
|
|
|
|
- Added cvar cl_rail_length to control length of rail trails for performance purposes.
|
|
Defaults to 2048. Rail trails are now drawn starting from the point closest to the player.
|
|
|
|
- Added changegame command to change game dirs while preserving key binds in cfg files. Usage:
|
|
|
|
changegame <gamedir>
|
|
|
|
Use this instead of game <gamedir>.
|
|
|
|
- Scanning for the game CD (for cinematics) is now disabled by default. This scan can take too long
|
|
on some systems with network drives mapped. To enable it, add
|
|
|
|
+set scanforcd 1
|
|
|
|
to the command line.
|
|
|
|
- Fixed crash on exiting biggun map.
|
|
|
|
------------------------------
|
|
Changes as of v0.18:
|
|
------------------------------
|
|
- Added pk3 support from Quake2Evolved.
|
|
|
|
- Added improved version of decal system from Quake2Max.
|
|
|
|
- Added new default font based on one from Jitspoe's Digital Paint Paintball 2.0.
|
|
|
|
- Added enhanced player setup display from Quake2Max.
|
|
|
|
- Made crosshair display in ingame menu clickable.
|
|
|
|
- Added levelshots to start server menu.
|
|
|
|
- Load game menu now shows levelshots for autosaves.
|
|
|
|
- Added option for hi-res saveshots to advanced video menu.
|
|
|
|
- Added option for model shading (off, low, high) to advanced video menu.
|
|
Also, dynamic lights now light models by the vertices.
|
|
|
|
- Added option for flowing shell effect to advanced video menu.
|
|
|
|
- Now opens menu when disconnected.
|
|
|
|
- Revamped load screens.
|
|
|
|
- Blaster puffs now bounce off walls and brush models.
|
|
|
|
- Added support for JPG skies and 512x512 rotating skies.
|
|
|
|
- Added support for JPG and TGA endscreens. Requires the presence of a PCX file with the same
|
|
filename. E.g. pics/victory.jpg and pics/victory.pcx
|
|
The PCX file should be in the Q2 palette and no larger than 256x256.
|
|
The 24-bit image can be very high res- up to 1024x1024.
|
|
|
|
- Fixed command buffer overflow vulnerability.
|
|
|
|
- Fixed crash with ACE bot print commands.
|
|
|
|
- Now includes the Lazarus essential data in the pak file.
|
|
|
|
- Renamed Lazarus "id" command to "entid" to fix conflict with ctf "id" command.
|
|
|
|
- Added new surface flag for trans and warp surfaces- 0x01000000, specifies no
|
|
lightmap or glass envmap for that surface. Useful for volumetric light effects.
|
|
|
|
------------------------------
|
|
Changes as of v0.16a:
|
|
------------------------------
|
|
- Fixed network error handling.
|
|
|
|
- Added server ping to join server menu.
|
|
|
|
- Fixed minor bug with sliders being affected by opening options submenus with mouse.
|
|
|
|
------------------------------
|
|
Changes as of v0.16:
|
|
------------------------------
|
|
- Added Harven's support for .md3 models. Tested with alias scripted model_spawns, and works great.
|
|
Will also replace .md2 models with identically named .md3s. Tags are not yet supported.
|
|
|
|
- Added ACE bots to the included Lazarus DLL. See kmquake2_lazarus.txt for more info.
|
|
|
|
- Added 3Team CTF support to the integrated Lazarus DLL. CTF and 3Team CTF modes are now
|
|
selectable from the start server menu. See kmquake2_lazarus.txt for more info.
|
|
|
|
- Removed obsolete 8-bit texture paletting and point paramenter code.
|
|
|
|
- Fixed surface-specific footstep sounds for other players.
|
|
|
|
- Added Pooy and DarkOne's CPU usage fix.
|
|
|
|
- Added Backslash's support for mouse buttons 4 and 5 on newer MS mice.
|
|
|
|
- Added icon and close button in windowed mode.
|
|
|
|
- Added new HUD icons for both official mission packs, CTF, and Lazarus.
|
|
|
|
- Now supports maps with large chop sizes (up to 1024), for lower r_speeds in large outdoor areas.
|
|
|
|
- Added overbright bits on models.
|
|
|
|
- Added screenshots to load game menu.
|
|
|
|
- Added support for up to 100 crosshairs, selectable from ingame section of options menu.
|
|
Now includes some additional crosshairs from Quake2Evolved, in addition to the ones
|
|
by me and Psychospaz.
|
|
|
|
- Added new blood effect types, selectable from ingame section of options menu.
|
|
|
|
- Added option to scale complexity of particle effects to ingame section of options menu.
|
|
|
|
- Fixed dynamic light effects on bmodels and bmodel alpha surfaces.
|
|
|
|
- Added mouse sensitivity scaling for reduced FOV.
|
|
|
|
- Fixed missing textures on TNT/TNT2 cards.
|
|
|
|
- Texture filter now defaults to bilinear. This should fix some compatibility problems.
|
|
|
|
- Integrated the Lazarus "texture" and "surf" commands into the client. They are available
|
|
in singleplayer mode when the cvar "developer" is set to 1.
|
|
|
|
- Added light glows to blaster puffs and bullet impacts.
|
|
|
|
- Fixed crash when starting up without kmquake2.pak.
|
|
|
|
- Fixed crash on fact2 when running with the included Lazarus DLL.
|
|
|
|
|
|
------------------------------
|
|
Changes as of v0.15:
|
|
------------------------------
|
|
- Now prevents demos from changing the current game dir. To change the game dir, type disconnect,
|
|
hit enter, then type game <gamename> (without brackets) and hit enter. If you changed the
|
|
game cvar first, disconnect and then hit ESCAPE.
|
|
|
|
- Added support for transparent HUD.
|
|
|
|
- Now uses a compatible build of the Lazarus mod (www.planetquake.com/lazarus). See the included
|
|
kmquake2_lazarus.txt for more info. This DLL supplants the vanilla Q2 and CTF ones, as
|
|
it does everyting they do and then some. The source code of these old DLLs is included in the
|
|
source archive. Compiled binaries are available upon request (email me).
|
|
|
|
- Will now load footstep surface defintions from a file called texsurfs.txt. Can be disabled
|
|
in the ingame section of the options menu.
|
|
|
|
- Now inlcudes the footstep sounds and barrel gib models from Lazarus.
|
|
|
|
- Added server-side speed control. Very useful for class-based and other mods. See the new player
|
|
state members in q_shared.h.
|
|
|
|
- Added ListPak, LoadFile, and FreeFile game import functions, allowing mods to easily load files,
|
|
even from inside pak files.
|
|
|
|
- Added engine support for a +attack2 key, bindable with +use through the customize
|
|
controls menu.
|
|
|
|
- Added Psychospaz's map loading screen with mapshots by me, and a default background pic
|
|
by Christopher "Sherpa" Owen.
|
|
|
|
- Added splash screen on startup. Uses code from TomazQuake.
|
|
|
|
- Added support for scaled console text and HUD. Includes odium's new icons from Quake2Evolved.
|
|
|
|
- Added Pooy's pak0-pak99 support.
|
|
|
|
- Added CDawg's support for stereo sound samples.
|
|
|
|
- Added Psychospaz's fix for trans surface rendering, trans bmodels can now move and rotate.
|
|
|
|
- Added support for animated textures on trans surfaces.
|
|
|
|
- Increased max .cfg file size to 32KB, was 8KB.
|
|
|
|
- Now loads kmq2gamex86.dll instead of gamex86.dll. This allows for better cohabitation,
|
|
since it will no longer try to load a standard DLL (and then crash).
|
|
|
|
- Changed screenshot filenames to kmquake2_###.*, supporting up to 1000 screenshots.
|
|
|
|
- Added command auto-completion (hit TAB to auto-complete).
|
|
|
|
- Added cvar defaults.
|
|
|
|
- (New discovery) Will load credits from a file named "credits" (no extension) in the current
|
|
game dir or in the root of a pak file. You can use text formatting codes in this file.
|
|
|
|
- Added the colored text support from Quake2Max. The color of secondary text can be changed
|
|
from the interface section of the options menu. In addition, warnings are displayed
|
|
in yellow and errors in red. Here are the formatting codes ripped directly from the
|
|
Quake2Max readme:
|
|
|
|
--------------------------------
|
|
Text Formatting -- Instructions
|
|
--------------------------------
|
|
Sort of like Quake3, if you type out ^ with a character following
|
|
you can set up colors and stuff for the rest of the string. Here
|
|
are the codes (colors are Q3 format colors):
|
|
|
|
^1: color red
|
|
^2: color green
|
|
^3: color yellow
|
|
^4: color blue
|
|
^5: color teal
|
|
^6: color purple
|
|
^7: color white
|
|
^8: color black
|
|
^9: color orange
|
|
^0: color grey
|
|
^a: specified by alt_text_color cvar
|
|
|
|
^s: toggle shadow
|
|
^i: toggle italic
|
|
^b: toggle bold
|
|
^r: set to default (normally: white, no shadow, no italic, no bold)
|
|
|
|
^^: just a plain ^ character
|
|
|
|
example: ^1p^7sychospaz^r
|
|
(this would be psychospaz with a red "p", followed by a white "ychospaz",
|
|
and finally a reset so following text would be normal)
|
|
|
|
*note: Quake2 has a 16 character limit on names per mod. You'll have to
|
|
make a new mod to extend the limit.
|
|
--------------------------------
|
|
|
|
- Added scaled menus from Quake2Max. This can be disabled from the interface section of the
|
|
options menu.
|
|
|
|
- Added the mouse support in menus from Quake2Max. Uses cursor graphics from Quake2Max 0.30.
|
|
|
|
- Fixed bug where the plasma beam and grapple were drawn from the viewpoint instead of from player
|
|
model in chasecam mode.
|
|
|
|
- Added red blaster particle effects- TE_REDBLASTER temp event, EF_BLASTER|EF_IONRIPPER overload for
|
|
red blaster, EF_HYPERBLASTER|EF_IONRIPPER overload for red hyperblaster. Also changed
|
|
hyperblaster bolt effect, the bolts are now all particles and look much better.
|
|
|
|
- The current player weapon model is now shown in the player config menu. If there is none,
|
|
it defaults to that PPM's default weapon model.
|
|
|
|
- Fixed bug where the player config menu couldn't find any valid player models when there was a patched
|
|
player model in the current mod dir (used by Lazarus to add skin references for misc_actor).
|
|
|
|
- Removed MP3 support to comply with the GPL now that Frauenhofer is charging royalties for commercial
|
|
MP3 decoders.
|
|
|
|
- Added advanced video options menu, using code from Quake2Max. You can now adjust or disable most
|
|
of the newer graphical features from this menu.
|
|
|
|
- Added Vic's overbright rendering, which greatly improves the display of 24-bit textures.
|
|
Set gl_modulate and intensity to 1 for best results.
|
|
|
|
- Lightmaps are now drawn on trans and warp surfaces. Set gl_trans_lightmaps to 0 to disable
|
|
this if some surfaces seem too dark.
|
|
|
|
- Added Psychospaz's spheremapping on non-warp trans surfces and color shells.
|
|
Set gl_spheremaps and gl_window_spheremaps to 0 to disable.
|
|
|
|
- The player options menu will now automatically find .tga and .jpg skins that don't have .pcx
|
|
counterparts, and will also now show the default weapon model for each player model that
|
|
has one.
|
|
|
|
- Added Psychospaz's chasecam. Use the cl_3dcam cvar or the controls section
|
|
of the options menu to enable. You can enable the cl_3dcam_alpha cvar to make the
|
|
player model transparent when the camera viewpoint moves in close (when backed up
|
|
against a wall, etc). Includes Vic's fix for male/grunt flicker after map load.
|
|
|
|
- Added Psychospaz's fading centerprints and HUD notify.
|
|
|
|
- Now saves config data to a separate file named kmq2config.cfg to better cohabitate
|
|
with other engine mods. If this config file does not exist, it will read the
|
|
config data from config.cfg. Previously, the vid_ref cvar being forced to "kmgl"
|
|
would crash other engines when they attempted to execute a config.cfg used by
|
|
this engine.
|
|
|
|
- Added 1280x1024, 1400x1050, and 1024x480 video modes.
|
|
|
|
- Changed r_speeds so that it no longer floods the console. Instead, it
|
|
outputs to the lower right of the screen.
|
|
|
|
- Added Psychospaz's dynamic shadows. Set gl_shadows to 2 to enable.
|
|
|
|
- Added proportioned shadows for trans ents: the opacity of the shadow is proportional
|
|
to the opacity of the entity casting it.
|
|
|
|
- Beams no longer cast shadows.
|
|
|
|
- The GeForce3 water warp effect can now be disabled by setting gl_pixel_shader_warp to 0.
|
|
|
|
- Added r_waterwave cvar, which when set to a nonzero value sets the amplitude of Half-Life
|
|
style choppy water.
|
|
|
|
- Added Psychospaz's variable sized crosshair to the options menu, and support for up to 8
|
|
different crosshairs. Included are 3 of mine and 5 of Psychospaz's.
|
|
|
|
- Changed a few cvar defaults. Gl_texsize now defaults to 1024, and is decreased as necessary
|
|
on startup for compatibility. R_skydistance defaults to 4600, and gl_lightcutoff
|
|
defaults to 0. Also, shadows are now always rendered with stencil-buffering if the
|
|
vid card supports that.
|
|
|
|
- Changed cvarlist so that it now works with wildcards and shows flags and the latched value.
|
|
Also, typing the name of the cvar shows both the current value and the latched value.
|
|
|
|
- Added support for the s.alpha entity state member. This allows mod makers to specify
|
|
an entity's transparency server-side, with any float value between 0 and 1.
|
|
To make entities fade, set their alpha to 1 and then decrement it by small amounts.
|
|
|
|
- Added gunskin, gunindex2, gunframe2, and gunskin2 player state fields and support
|
|
for a second weapon model, as well as changing the weapon model skin in the game dll.
|
|
Be sure to update your mod(s) with the new q_shared.h to support this change.
|
|
|
|
- Is now compatible with all version 34 demos. Previously, stray bits set in the flags
|
|
for entity deltas could foul things up, but those bits are now ignored when a
|
|
version 34 demo is playing.
|
|
|
|
- Added client protocol compatibility option to the join server menu, which can be set to
|
|
make the client lie about its version number to the server (34 instead of 35), thus
|
|
allowing pinging and joining version 34 servers (most existing Quake2 servers
|
|
using the stock engine) from the join server menu.
|
|
|
|
- Added option to download options menu to auto-download 24-bit textures (JPG and TGA).
|
|
|
|
- Non-dedicated server no longer bombs out with WSAECONNRESET error when a client crashes
|
|
or quits without disconnecting first.
|
|
|
|
- Fixed bug where player footsteps would crash a non-local client. This was caused by using
|
|
a server-side trace to get the flags of the surface the player is walking on. This
|
|
has been replaced by a modified client-side trace.
|
|
|
|
- Fixed exploitable bug in TGA and JPEG loading code where setting the player skin to the
|
|
name of a reserved system device woud bomb out the client. Malicious players whose
|
|
clients don't have the TGA and JPEG loading code were exploiting this to kick other
|
|
players off servers.
|
|
|
|
- Added the hardware gamma control from Vic's l33t engine, which I believe was taken from
|
|
MrG's BeefQuake.
|
|
|
|
- The gl_modulate cvar now has a dynamic effect, you no longer need to do vid_restart.
|
|
|
|
- The temp event TE_BLUEHYPEBLASTER now works properly, generating a blue splash, while
|
|
TE_FLECHETTE now generates a lighter blue splash.
|
|
|
|
- Added gl_drawbbox cvar, which when set to 1 draws a bounding box around all models.
|
|
|
|
- Added Nicolas' fix for odd-colored lines at the top and bottom of cinematics.
|
|
|
|
- Added NET_SERVER_BUILD preprocessor option in game/q_shared.h. Enable this to compile an
|
|
executable suitable for hosting games over the internet.
|
|
|
|
- Increased MAX_STATS to 256. Be sure to update your mod(s) with the new q_shared.h
|
|
to support this change.
|
|
|
|
------------------------------
|
|
Changes as of v0.04:
|
|
------------------------------
|
|
- Decreased MAX_EDICTS to 8192, and MAX_PARTICLES to 8192, saving lots of memory.
|
|
Be sure to update your mod(s) to support this change-MAX_EDICTS in q_shared.h
|
|
and maxentities in g_save.c should both be changed to 8192
|
|
|
|
- Changed login and logout sounds to same as player teleport (makes more sense).
|
|
|
|
- Fixed security issue with rcon_password.
|
|
|
|
- Added David M. Pochron's gl_lightcutoff cvar- set to 0 for smoother light falloff, default 64.
|
|
|
|
- Added Psychospaz's con_alpha cvar to control console alpha, also in options.
|
|
(default 0.5)
|
|
|
|
- Added Psychospaz's gl_shellstencil cvar for stencil buffering color shells.
|
|
|
|
- Added Psychospaz's enhanced particle system, making this now an OpenGL-only engine;
|
|
It will automatically load ref_kmgl.dll on startup
|
|
(to disable, comment out #define ENHANCED_PARTICLES line in q_shared.h, and
|
|
recompile both the exe and ref_kmgl.dll)
|
|
|
|
------------------------------
|
|
Changes as of v0.03:
|
|
------------------------------
|
|
- Added GuyP's gl_showtris fix (now works without having to disable mulitexturing)
|
|
|
|
- Added JPEG (.jpg) image support, also JPEG screenshots (use cvar gl_screenshot_jpeg)
|
|
Use gl_screenshot_jpeg_quality to control quality (1-100, worst-best)
|
|
Uses libjpeg library, source for which is available from http://www.ijg.org
|
|
|
|
- Added Nexus's improved high-res texture replacement support (replace old .wal textures
|
|
with higher-res .tga or .jpg images, scales them down to fit in proper alignment
|
|
(use gl_texsize cvar to set max tex size, default 256)
|
|
|
|
- Added NEW_ENTITY_STATE_MEMBERS define in q_shared.h that allows compiling of exe's
|
|
that are compatible with modified Eraser bot builds. Comment it out to enable
|
|
comaptibility.
|
|
|
|
------------------------------
|
|
Changes as of v0.02:
|
|
------------------------------
|
|
- Added support for modelindex5, 6, 7, and 8 (see game/q_shared.h)
|
|
|
|
- Implemented client-side Lazarus footstep sounds (see client/cl_fx.c and game/p_view.c)
|
|
|
|
- Added Nexus's and Serge's support for hi-res (up to 1024x1024) console pics
|
|
|
|
- Added David M. Pochron's 44 and 48 KHz sound support
|
|
|
|
- Added Heffo's rudimentary MP3 playback (22KHz mono only)
|
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------------------------------
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Changes as of v0.01:
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------------------------------
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- Removed limits that caused *Index: overflow:
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* Increased Max_models and Max_sounds to 8192 each
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* Increased Max_images to 2048
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- Increased entity limit:
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* Increased Max_edicts to 16384
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- Effectively removed probability of SZ_Getspace: overflow errors:
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* Increased max net message size to 44800 bytes
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- Increased ammout of things that can be displayed on screen:
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* Increased Max_particles to 65536
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* Increased max visible entities to 2048
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- Kept compatibility with existing demos
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- Added MZ_BLUEBLASTER and MZ_GREENHYPERBLASTER muzzle flashes.
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- Added EF_BLUEBLASTER effect: generated by using both EF_BLASTER and
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EF_BLUEHYPERBLASTER effects flags.
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- Added EF_FLAG3 effect: generated by setting both EF_FLAG1 and EF_FLAG2;
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this is useful for 3-Team CTF.
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- Doesn't overwrite existing quake2.exe or ref_gl.dll
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(select KMQuake2 OpenGL from video menu)
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- MrG's enhanced shadows (gl_shadows 2), 32-bit texture, skin and HUD pic support,
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default to trilinear filtering, and GeForce3 water warp.
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- BramBo's FPS counter (set cl_drawfps to 1 to enable).
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- David M. Pochron's variable sized skybox (get rid of world disappearing into sky)-
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use "r_skydistance" cvar to set maximum visable distance
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- Aaron Reeves's shadowless explosions
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- VoiD's *.pak support
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