bump version to 0.94.0, more documentation updates.

This commit is contained in:
Ozkan Sezer 2021-08-30 11:35:00 +03:00
parent 3a1c416d50
commit e1f17a90ef
6 changed files with 80 additions and 75 deletions

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@ -2,7 +2,6 @@
<article>
<title>QuakeSpasm
<toc>
<verb></verb>
<em>Page last edited: August 2021</em>
@ -22,30 +21,26 @@ SDL is probably less buggy, but SDL2 has nicer features and smoother mouse input
<itemize>
<item><url url="http://quakespasm.sourceforge.net/download.htm" name="Project Downloads">
<item><url url="https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/" name="Latest code repository">
<item><url url="http://quakespasm.ericwa.com/job/quakespasm-sdl2/" name="Automatic Builds (dead link)">
</itemize>
<sect> Hints <p>
<em>Visit the <url url="http://www.celephais.net/fitzquake" name="FitzQuake homepage"> for a full run-down of the engine's commands and variables.</em>
<itemize>
<item>To disable some changes, use "<bf>quakespasm -fitz</bf>"
<item>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.
<item>For different sound backend drivers use "<bf>SDL_AUDIODRIVER=</bf><em>DRIVER</em><bf> ./quakespasm</bf>"
, where DRIVER may be alsa, dsp, pulse, esd ...
<item>For different sound backend drivers use :<newline>
"<bf>SDL_AUDIODRIVER=</bf><em>DRIVER</em><bf> ./quakespasm</bf>"<newline>
where DRIVER may be alsa, dsp, pulse, esd ...
<item><bf>Shift+Escape</bf> draws the Console.
<item>From the console, use <bf>UP</bf> to browse the command line history and
<bf>TAB</bf> to autocomplete command and map names.
<item>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..
<item>In windows, alternative CD drives are accessible by "<bf>quakespasm -cddev F</bf>" (for example)
<item>Quakespasm allows loading new games (mods) on the fly with "<bf>game</bf> <em>GAMENAME {-quoth/hipnotic/rogue}</em>"
<item>In windows, alternative CD drives are accessible by<newline>
"<bf>quakespasm -cddev F</bf>" (for example)
<item>Quakespasm allows loading new games (mods) on the fly with<newline>
"<bf>game</bf> <em>GAMENAME {-quoth/hipnotic/rogue}</em>"
<item>Use "<bf>quakespasm -condebug</bf>" to save console log to "qconsole.log". SDL2 builds no longer generate stdout.txt/stderr.txt.
</itemize>
</p>
@ -108,6 +103,7 @@ quakespasm.pak contains a default.cfg which has been updated to give some defaul
<p>
The controller support started as Jeremiah Sypult's implementation in Quakespasm-Rift and also uses ideas and code from LordHavoc (DarkPlaces).
<sect> Compiling and Installation<p>
<p>See the Downloads section to get the sourcecode, then below for platform specific instructions.
Quakespasm can also be built with the cross-platform Codeblocks.
@ -123,12 +119,12 @@ Compile time options include
<itemize>
<item><bf>make DO_USERDIRS=1</bf> to include user directories support
<item><bf>make DEBUG=1</bf> for debugging
<item><bf>make SDL_CONFIG=</bf><em>/PATH/TO/SDL-CONFIG</em> for unusual SDL installations
<item><bf>make SDL_CONFIG=</bf><em>/PATH/TO/sdl-config</em> for unusual SDL installations
<item><bf>make USE_SDL2=1</bf> to compile against SDL2 instead of SDL-1.2
</itemize>
<sect1> Windows <p>
The QuakeSpasm developers cross-compile windows binaries using <url url="http://www.mingw.org" name="MinGW"> and <url url="http://mingw-w64.sf.net" name="Mingw-w64">.
The QuakeSpasm developers cross-compile windows binaries using <url url="http://www.mingw.org" name="MinGW"> and <url url="http://mingw-w64.sf.net" name="MinGW-w64">.
The project can also be built using Visual Studio 2005 (or newer).</p>
@ -138,8 +134,9 @@ A Quakespasm App (including program launcher and update framework) can be made u
Alternatively, have a look at <bf>Makefile.darwin</bf> for more instructions on building from a console.
</p>
<sect> Quake '2021 re-release' <p>
QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
QuakeSpasm 0.94.0 has initial support for playing the 2021 re-release content:
<itemize>
<item> Copy the quakespasm exe to your rerelease installation.
<item> 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:<newline>
@ -147,9 +144,10 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
<item> Run quakespasm as you normally do.
</itemize>
<sect> Changes<p>
<sect1> Changes in 0.93.3<p>
<sect1> Changes in 0.94.0<p>
<itemize>
<item> Initial support for playing the 'Quake 2021 re-release' content (thanks to Andrei Drexler for bulk of the work.)
<item> Fix rendering bug when cl_bobcycle was set to zero (sf.net bug/41)
@ -159,6 +157,7 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
<item> OpenGL: merged surface mark & cull optimizations from vkQuake.
<item> Changed 'model has a skin taller than 480' error into a warning
<item> 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)
<item> External ent files are now versioned using 4 digit crc of the original map's ents, like e1m1@c49d.ent, which is much safer. The old method (e.g. e1m1.ent) still works but isn't recommended.
<item> Support for external vis files.
<item> Save: remove CR/LFs from level name to avoids broken saves, e.g. with autumn_sp map.
<item> Music: improvements to mp3 tag detection / skipping.
@ -174,7 +173,7 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
<item> Lightmaps are now dynamically allocated (from QSS), and BLOCK_WIDTH/HEIGHT raised from 128 to 256.
<item> Fixed several uncheked limits that would crash the Slayer's Testaments mod (sf.net bug #33).
<item> Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's Testaments mod works.
<item> Fixed 'pants' and 'shirt' types so that those textures load correctly on platforms where char is unsigned by default (sf.net bug #28).
<item> Fixed 'pants' and 'shirt' types so that those textures load correctly on platforms where char type is unsigned by default (sf.net bug #28).
<item> Windows audio: WASAPI-enabled SDL2 dlls function properly now.
<item> Update the third-party libraries. Other fixes/cleanups.
</itemize>
@ -210,11 +209,11 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
<item> Change default screenshot format to png. The 'screenshot' command now supports optional format (tga, png or jpg) and quality (1-100) arguments.
<item> Revert "always run" changes from 0.85.9 and move the QuakeSpasm customizations to a new "cl_alwaysrun" cvar: Set to 1 in order to scale forward/side/up speed by "cl_movespeedkey" (usually 2), and to make "speedkey" act as "slowkey".
<item> Change the "always run" menu option to offer three choices:
<itemize>
<item> off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
<item> vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
<item> quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
</itemize>
<verb>
off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
</verb>
<item> New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2, 1/3, or 1/4 resolution.
<item> New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).
<item> New "find" / "apropos" command, searches for commands/cvar names for the given substring (from Spike).
@ -348,7 +347,8 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
<sect1> Changes in 0.90.0<p>
<itemize>
<item> Fix issues on Windows systems with DPI scaling.</item>
<item> Unix/Mac user directories support. Disabled by default, 'make DO_USERDIRS=1' to enable it.
<item> Unix/Mac user directories support. Disabled by default,<newline>
'make DO_USERDIRS=1' to enable it.
<item> SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.
<item> Revised keyboard input code.
<item> 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"

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@ -17,7 +17,7 @@
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>0.93.3</string>
<string>0.94.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>LSApplicationCategoryType</key>

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@ -36,8 +36,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define X11_VERSION 1.10
#define FITZQUAKE_VERSION 0.85 //johnfitz
#define QUAKESPASM_VERSION 0.93
#define QUAKESPASM_VER_PATCH 3 // helper to print a string like 0.93.2
#define QUAKESPASM_VERSION 0.94
#define QUAKESPASM_VER_PATCH 0 // helper to print a string like 0.93.3
#ifndef QUAKESPASM_VER_SUFFIX
#define QUAKESPASM_VER_SUFFIX // optional version suffix string literal like "-beta1"
#endif

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@ -8,10 +8,6 @@
<H1>QuakeSpasm</H1>
<H2></H2>
<P>
<PRE>
</PRE>
</P>
<P><EM>Page last edited: August 2021</EM></P>
<P>
@ -42,7 +38,7 @@
<H2><A NAME="toc6">6.</A> <A HREF="Quakespasm.html#s6">Changes</A></H2>
<UL>
<LI><A NAME="toc6.1">6.1</A> <A HREF="Quakespasm.html#ss6.1">Changes in 0.93.3</A>
<LI><A NAME="toc6.1">6.1</A> <A HREF="Quakespasm.html#ss6.1">Changes in 0.94.0</A>
<LI><A NAME="toc6.2">6.2</A> <A HREF="Quakespasm.html#ss6.2">Changes in 0.93.2</A>
<LI><A NAME="toc6.3">6.3</A> <A HREF="Quakespasm.html#ss6.3">Changes in 0.93.1</A>
<LI><A NAME="toc6.4">6.4</A> <A HREF="Quakespasm.html#ss6.4">Changes in 0.93.0</A>
@ -70,10 +66,11 @@
<P>
<H2><A NAME="toc9">9.</A> <A HREF="Quakespasm.html#s9">Links </A></H2>
<HR>
<HR>
<H2><A NAME="s1">1.</A> <A HREF="#toc1">About </A></H2>
<P>
<A HREF="http://quakespasm.sourceforge.net">QuakeSpasm</A>
is a modern, cross-platform Quake engine based on
@ -85,39 +82,36 @@ SDL is probably less buggy, but SDL2 has nicer features and smoother mouse input
<H2><A NAME="s2">2.</A> <A HREF="#toc2">Downloads </A></H2>
<P>
<UL>
<LI>
<A HREF="http://quakespasm.sourceforge.net/download.htm">Project Downloads</A></LI>
<LI>
<A HREF="https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/">Latest code repository</A></LI>
<LI>
<A HREF="http://quakespasm.ericwa.com/job/quakespasm-sdl2/">Automatic Builds (dead link)</A></LI>
</UL>
</P>
<H2><A NAME="s3">3.</A> <A HREF="#toc3">Hints </A></H2>
<P><EM>Visit the
<A HREF="http://www.celephais.net/fitzquake">FitzQuake homepage</A> for a full run-down of the engine's commands and variables.</EM></P>
<P>
<A HREF="http://www.celephais.net/fitzquake">FitzQuake homepage</A> for a full run-down of the engine's commands and variables.</EM>
<UL>
<LI>To disable some changes, use "<B>quakespasm -fitz</B>"
</LI>
<LI>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.
</LI>
<LI>For different sound backend drivers use "<B>SDL_AUDIODRIVER=</B><EM>DRIVER</EM><B> ./quakespasm</B>"
, where DRIVER may be alsa, dsp, pulse, esd ...
</LI>
<LI>To disable some changes, use "<B>quakespasm -fitz</B>"</LI>
<LI>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.</LI>
<LI>For different sound backend drivers use :<BR>
"<B>SDL_AUDIODRIVER=</B><EM>DRIVER</EM><B> ./quakespasm</B>"<BR>
where DRIVER may be alsa, dsp, pulse, esd ...</LI>
<LI><B>Shift+Escape</B> draws the Console.</LI>
<LI>From the console, use <B>UP</B> to browse the command line history and
<B>TAB</B> to autocomplete command and map names.</LI>
<LI>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..</LI>
<LI>In windows, alternative CD drives are accessible by "<B>quakespasm -cddev F</B>" (for example)
</LI>
<LI>Quakespasm allows loading new games (mods) on the fly with "<B>game</B> <EM>GAMENAME {-quoth/hipnotic/rogue}</EM>"
</LI>
<LI>In windows, alternative CD drives are accessible by<BR>
"<B>quakespasm -cddev F</B>" (for example)</LI>
<LI>Quakespasm allows loading new games (mods) on the fly with<BR>
"<B>game</B> <EM>GAMENAME {-quoth/hipnotic/rogue}</EM>"</LI>
<LI>Use "<B>quakespasm -condebug</B>" to save console log to "qconsole.log". SDL2 builds no longer generate stdout.txt/stderr.txt.</LI>
</UL>
</P>
@ -187,8 +181,10 @@ SDL is probably less buggy, but SDL2 has nicer features and smoother mouse input
<P>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.</P>
<P>The controller support started as Jeremiah Sypult's implementation in Quakespasm-Rift and also uses ideas and code from LordHavoc (DarkPlaces).</P>
<H2><A NAME="s4">4.</A> <A HREF="#toc4">Compiling and Installation</A></H2>
<P>See the Downloads section to get the sourcecode, then below for platform specific instructions.
Quakespasm can also be built with the cross-platform Codeblocks.<BR>
Quakespasm's (optional) custom data is now stored in the file <B>quakespasm.pak</B>. This file should be placed alongside your quakespasm binary and <B>id1</B> directory.</P>
@ -202,7 +198,7 @@ Compile time options include
<UL>
<LI><B>make DO_USERDIRS=1</B> to include user directories support</LI>
<LI><B>make DEBUG=1</B> for debugging</LI>
<LI><B>make SDL_CONFIG=</B><EM>/PATH/TO/SDL-CONFIG</EM> for unusual SDL installations</LI>
<LI><B>make SDL_CONFIG=</B><EM>/PATH/TO/sdl-config</EM> for unusual SDL installations</LI>
<LI><B>make USE_SDL2=1</B> to compile against SDL2 instead of SDL-1.2</LI>
</UL>
</P>
@ -212,7 +208,7 @@ Compile time options include
<P>The QuakeSpasm developers cross-compile windows binaries using
<A HREF="http://www.mingw.org">MinGW</A> and
<A HREF="http://mingw-w64.sf.net">Mingw-w64</A>.</P>
<A HREF="http://mingw-w64.sf.net">MinGW-w64</A>.</P>
<P>The project can also be built using Visual Studio 2005 (or newer).</P>
<H2><A NAME="ss4.3">4.3</A> <A HREF="#toc4.3">Mac OS X </A>
</H2>
@ -221,7 +217,7 @@ Compile time options include
<P>Alternatively, have a look at <B>Makefile.darwin</B> for more instructions on building from a console.</P>
<H2><A NAME="s5">5.</A> <A HREF="#toc5">Quake '2021 re-release' </A></H2>
<P>QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
<P>QuakeSpasm 0.94.0 has initial support for playing the 2021 re-release content:
<UL>
<LI> Copy the quakespasm exe to your rerelease installation.</LI>
<LI> 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:<BR>
@ -233,9 +229,12 @@ unzip QuakeEX.kpf localization/loc_english.txt
</UL>
</P>
<H2><A NAME="s6">6.</A> <A HREF="#toc6">Changes</A></H2>
<H2><A NAME="ss6.1">6.1</A> <A HREF="#toc6.1">Changes in 0.93.3</A>
<H2><A NAME="ss6.1">6.1</A> <A HREF="#toc6.1">Changes in 0.94.0</A>
</H2>
<P>
@ -248,6 +247,7 @@ unzip QuakeEX.kpf localization/loc_english.txt
<LI> OpenGL: merged surface mark &amp; cull optimizations from vkQuake.</LI>
<LI> Changed 'model has a skin taller than 480' error into a warning</LI>
<LI> 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)</LI>
<LI> External ent files are now versioned using 4 digit crc of the original map's ents, like e1m1@c49d.ent, which is much safer. The old method (e.g. e1m1.ent) still works but isn't recommended.</LI>
<LI> Support for external vis files.</LI>
<LI> Save: remove CR/LFs from level name to avoids broken saves, e.g. with autumn_sp map.</LI>
<LI> Music: improvements to mp3 tag detection / skipping.</LI>
@ -265,7 +265,7 @@ unzip QuakeEX.kpf localization/loc_english.txt
<LI> Lightmaps are now dynamically allocated (from QSS), and BLOCK_WIDTH/HEIGHT raised from 128 to 256.</LI>
<LI> Fixed several uncheked limits that would crash the Slayer's Testaments mod (sf.net bug #33).</LI>
<LI> Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's Testaments mod works.</LI>
<LI> Fixed 'pants' and 'shirt' types so that those textures load correctly on platforms where char is unsigned by default (sf.net bug #28).</LI>
<LI> Fixed 'pants' and 'shirt' types so that those textures load correctly on platforms where char type is unsigned by default (sf.net bug #28).</LI>
<LI> Windows audio: WASAPI-enabled SDL2 dlls function properly now.</LI>
<LI> Update the third-party libraries. Other fixes/cleanups.</LI>
</UL>
@ -305,11 +305,11 @@ unzip QuakeEX.kpf localization/loc_english.txt
<LI> Change default screenshot format to png. The 'screenshot' command now supports optional format (tga, png or jpg) and quality (1-100) arguments.</LI>
<LI> Revert "always run" changes from 0.85.9 and move the QuakeSpasm customizations to a new "cl_alwaysrun" cvar: Set to 1 in order to scale forward/side/up speed by "cl_movespeedkey" (usually 2), and to make "speedkey" act as "slowkey".</LI>
<LI> Change the "always run" menu option to offer three choices:
<UL>
<LI> off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)</LI>
<LI> vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)</LI>
<LI> quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)</LI>
</UL>
<PRE>
off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
</PRE>
</LI>
<LI> New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2, 1/3, or 1/4 resolution.</LI>
<LI> New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).</LI>
@ -360,6 +360,7 @@ unzip QuakeEX.kpf localization/loc_english.txt
<H2><A NAME="ss6.7">6.7</A> <A HREF="#toc6.7">Changes in 0.91.0</A>
</H2>
<H3>Bugfixes</H3>
<P>
@ -419,6 +420,7 @@ unzip QuakeEX.kpf localization/loc_english.txt
<H2><A NAME="ss6.8">6.8</A> <A HREF="#toc6.8">Changes in 0.90.1</A>
</H2>
<H3>Bugfixes</H3>
<P>
@ -481,7 +483,8 @@ unzip QuakeEX.kpf localization/loc_english.txt
<P>
<UL>
<LI> Fix issues on Windows systems with DPI scaling.</LI>
<LI> Unix/Mac user directories support. Disabled by default, 'make DO_USERDIRS=1' to enable it.</LI>
<LI> Unix/Mac user directories support. Disabled by default,<BR>
'make DO_USERDIRS=1' to enable it.</LI>
<LI> SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.</LI>
<LI> Revised keyboard input code.</LI>
<LI> 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"</LI>
@ -730,6 +733,7 @@ unzip QuakeEX.kpf localization/loc_english.txt
<H2><A NAME="s9">9.</A> <A HREF="#toc9">Links </A></H2>
<P>
<UL>
<LI>

View file

@ -20,7 +20,7 @@
5. Quake '2021 re-release'
6. Changes
6.1 Changes in 0.93.3
6.1 Changes in 0.94.0
6.2 Changes in 0.93.2
6.3 Changes in 0.93.1
6.4 Changes in 0.93.0
@ -53,8 +53,8 @@
8. Contact
9. Links
______________________________________________________________________
______________________________________________________________________
Page last edited: August 2021
@ -81,9 +81,6 @@
o Latest code repository:
https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/
o Automatic Builds (dead link):
http://quakespasm.ericwa.com/job/quakespasm-sdl2/
3. Hints
@ -110,10 +107,10 @@
cd_bsd.c etc..
o In windows, alternative CD drives are accessible by
"quakespasm -cddev F" (for example)
"quakespasm -cddev F" (for example)
o Quakespasm allows loading new games (mods) on the fly with
"game GAMENAME {-quoth/hipnotic/rogue}"
"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.
@ -234,14 +231,14 @@
o make DEBUG=1 for debugging
o make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
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
4.2. Windows
The QuakeSpasm developers cross-compile windows binaries using MinGW
<http://www.mingw.org> and Mingw-w64 <http://mingw-w64.sf.net>.
<http://www.mingw.org> and MinGW-w64 <http://mingw-w64.sf.net>.
The project can also be built using Visual Studio 2005 (or newer).
@ -256,7 +253,7 @@
5. Quake '2021 re-release'
QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release
QuakeSpasm 0.94.0 has initial support for playing the 2021 re-release
content:
o Copy the quakespasm exe to your rerelease installation.
@ -272,7 +269,7 @@
6. Changes
6.1. Changes in 0.93.3
6.1. Changes in 0.94.0
o Initial support for playing the 'Quake 2021 re-release' content
(thanks to Andrei Drexler for bulk of the work.)
@ -293,6 +290,10 @@
vs id1/start.lit or just a bsp that no longer has any coloured
lits, etc)
o External ent files are now versioned using 4 digit crc of the
original map's ents, like e1m1@c49d.ent, which is much safer. The
old method (e.g. e1m1.ent) still works but isn't recommended.
o Support for external vis files.
o Save: remove CR/LFs from level name to avoids broken saves, e.g.
@ -323,7 +324,7 @@
Testaments mod works.
o Fixed 'pants' and 'shirt' types so that those textures load
correctly on platforms where char is unsigned by default
correctly on platforms where char type is unsigned by default
(sf.net bug #28).
o Windows audio: WASAPI-enabled SDL2 dlls function properly now.
@ -340,7 +341,7 @@
o Fixed buttons crushing players in 64-bit builds.
o Change controller movement to use cubic easing by default; added
"joy_exponent_move" cvar.
"joy_exponent_move" cvar.
o config.cfg is no longer written in case of a Sys_Error.
@ -389,10 +390,10 @@
scale forward/side/up speed by "cl_movespeedkey" (usually 2), and
to make "speedkey" act as "slowkey".
o Change "always run" menu option to offer three choices:
- off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
- vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
- quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
o Change the "always run" menu option to offer three choices:
off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
o New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2,
1/3, or 1/4 resolution.