diff --git a/Linux/sgml/Quakespasm.sgml b/Linux/sgml/Quakespasm.sgml index d7c65f82..db9feeb5 100644 --- a/Linux/sgml/Quakespasm.sgml +++ b/Linux/sgml/Quakespasm.sgml @@ -9,7 +9,7 @@ About

-is a modern, cross-platform Quake 1 engine based on . +is a modern, cross-platform Quake engine based on .

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. @@ -103,6 +103,7 @@ These buttons can be bound normally: XBUTTON YBUTTON + quakespasm.pak contains a default.cfg which has been updated to give some default bindings. L/R shoulder buttons are bound to weapon switching, and L/R triggers are jump and attack.

The controller support started as Jeremiah Sypult's implementation in Quakespasm-Rift and also uses ideas and code from LordHavoc (DarkPlaces). @@ -141,10 +142,8 @@ Alternatively, have a look at Makefile.darwin for more instructions on QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content: Copy the quakespasm exe to your rerelease installation. - Note: Do not mix-and-match original and rerelease contents: results may be unpredictable. - Extract the English localization file in the rerelease directory: - unzip QuakeEX.kpf localization/loc_english.txt - Note: the extracted file should be in the 'rerelease/localization' directory, not 'rerelease'. + Extract the localization folder from QuakeEX.kpf (which is actually a zip file), and place it in the rerelease directory. Linux (Unix) users can do the following, for example: + unzip QuakeEX.kpf localization/loc_english.txt Run quakespasm as you normally do. @@ -152,12 +151,13 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content: Changes in 0.93.3

- Initial support for playing the 'Quake 2021 re-release' content. + Initial support for playing the 'Quake 2021 re-release' content (thanks to Andrei Drexler for bulk of the work.) Fix rendering bug when cl_bobcycle was set to zero (sf.net bug/41) Fixed buffer overflow with large char skybox names (sf.net bug/38) Fixed a missing MAXALIASFRAMES bounds check (sf.net bug/37) OpenGL: workaround Intel UHD 600 driver bug (sf.net bug/39) OpenGL: merged surface mark & cull optimizations from vkQuake. + Changed 'model has a skin taller than 480' error into a warning Reject lit files if they're the wrong size (eg hipnotic/start.bsp vs id1/start.lit or just a bsp that no longer has any coloured lits, etc) Support for external vis files. Save: remove CR/LFs from level name to avoids broken saves, e.g. with autumn_sp map. diff --git a/Quakespasm.html b/Quakespasm.html index 520bec64..bf5c4ad9 100644 --- a/Quakespasm.html +++ b/Quakespasm.html @@ -76,7 +76,7 @@

QuakeSpasm -is a modern, cross-platform Quake 1 engine based on +is a modern, cross-platform Quake engine based on FitzQuake.

It includes support for 64 bit CPUs and custom music playback, a new sound driver, some graphical niceities, and numerous bug-fixes and other improvements.

@@ -183,8 +183,8 @@ SDL is probably less buggy, but SDL2 has nicer features and smoother mouse input
  • XBUTTON
  • YBUTTON
  • - -quakespasm.pak contains a default.cfg which has been updated to give some default bindings. L/R shoulder buttons are bound to weapon switching, and L/R triggers are jump and attack.

    +

    +

    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

    @@ -224,10 +224,11 @@ Compile time options include

    QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:

    @@ -239,12 +240,13 @@ Note: the extracted file should be in the 'rerelease/localization' directory, no