mirror of
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synced 2025-04-20 01:17:30 +00:00
bump version to 0.94.0, more documentation updates.
This commit is contained in:
parent
3a1c416d50
commit
e1f17a90ef
6 changed files with 80 additions and 75 deletions
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@ -2,7 +2,6 @@
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<article>
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<title>QuakeSpasm
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<toc>
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<verb></verb>
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<em>Page last edited: August 2021</em>
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@ -22,30 +21,26 @@ SDL is probably less buggy, but SDL2 has nicer features and smoother mouse input
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<itemize>
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<item><url url="http://quakespasm.sourceforge.net/download.htm" name="Project Downloads">
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<item><url url="https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/" name="Latest code repository">
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<item><url url="http://quakespasm.ericwa.com/job/quakespasm-sdl2/" name="Automatic Builds (dead link)">
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</itemize>
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<sect> Hints <p>
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<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>
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<itemize>
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<item>To disable some changes, use "<bf>quakespasm -fitz</bf>"
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<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.
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<item>For different sound backend drivers use "<bf>SDL_AUDIODRIVER=</bf><em>DRIVER</em><bf> ./quakespasm</bf>"
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, where DRIVER may be alsa, dsp, pulse, esd ...
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<item>For different sound backend drivers use :<newline>
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"<bf>SDL_AUDIODRIVER=</bf><em>DRIVER</em><bf> ./quakespasm</bf>"<newline>
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where DRIVER may be alsa, dsp, pulse, esd ...
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<item><bf>Shift+Escape</bf> draws the Console.
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<item>From the console, use <bf>UP</bf> to browse the command line history and
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<bf>TAB</bf> to autocomplete command and map names.
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<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..
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<item>In windows, alternative CD drives are accessible by "<bf>quakespasm -cddev F</bf>" (for example)
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<item>Quakespasm allows loading new games (mods) on the fly with "<bf>game</bf> <em>GAMENAME {-quoth/hipnotic/rogue}</em>"
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<item>In windows, alternative CD drives are accessible by<newline>
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"<bf>quakespasm -cddev F</bf>" (for example)
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<item>Quakespasm allows loading new games (mods) on the fly with<newline>
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"<bf>game</bf> <em>GAMENAME {-quoth/hipnotic/rogue}</em>"
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<item>Use "<bf>quakespasm -condebug</bf>" to save console log to "qconsole.log". SDL2 builds no longer generate stdout.txt/stderr.txt.
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</itemize>
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</p>
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@ -108,6 +103,7 @@ quakespasm.pak contains a default.cfg which has been updated to give some defaul
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<p>
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The controller support started as Jeremiah Sypult's implementation in Quakespasm-Rift and also uses ideas and code from LordHavoc (DarkPlaces).
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<sect> Compiling and Installation<p>
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<p>See the Downloads section to get the sourcecode, then below for platform specific instructions.
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Quakespasm can also be built with the cross-platform Codeblocks.
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@ -123,12 +119,12 @@ Compile time options include
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<itemize>
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<item><bf>make DO_USERDIRS=1</bf> to include user directories support
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<item><bf>make DEBUG=1</bf> for debugging
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<item><bf>make SDL_CONFIG=</bf><em>/PATH/TO/SDL-CONFIG</em> for unusual SDL installations
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<item><bf>make SDL_CONFIG=</bf><em>/PATH/TO/sdl-config</em> for unusual SDL installations
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<item><bf>make USE_SDL2=1</bf> to compile against SDL2 instead of SDL-1.2
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</itemize>
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<sect1> Windows <p>
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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">.
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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">.
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The project can also be built using Visual Studio 2005 (or newer).</p>
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@ -138,8 +134,9 @@ A Quakespasm App (including program launcher and update framework) can be made u
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Alternatively, have a look at <bf>Makefile.darwin</bf> for more instructions on building from a console.
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</p>
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<sect> Quake '2021 re-release' <p>
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QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
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QuakeSpasm 0.94.0 has initial support for playing the 2021 re-release content:
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<itemize>
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<item> Copy the quakespasm exe to your rerelease installation.
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<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>
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@ -147,9 +144,10 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
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<item> Run quakespasm as you normally do.
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</itemize>
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<sect> Changes<p>
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<sect1> Changes in 0.93.3<p>
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<sect1> Changes in 0.94.0<p>
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<itemize>
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<item> Initial support for playing the 'Quake 2021 re-release' content (thanks to Andrei Drexler for bulk of the work.)
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<item> Fix rendering bug when cl_bobcycle was set to zero (sf.net bug/41)
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@ -159,6 +157,7 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
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<item> OpenGL: merged surface mark & cull optimizations from vkQuake.
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<item> Changed 'model has a skin taller than 480' error into a warning
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<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)
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<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.
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<item> Support for external vis files.
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<item> Save: remove CR/LFs from level name to avoids broken saves, e.g. with autumn_sp map.
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<item> Music: improvements to mp3 tag detection / skipping.
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@ -174,7 +173,7 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
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<item> Lightmaps are now dynamically allocated (from QSS), and BLOCK_WIDTH/HEIGHT raised from 128 to 256.
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<item> Fixed several uncheked limits that would crash the Slayer's Testaments mod (sf.net bug #33).
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<item> Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's Testaments mod works.
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<item> Fixed 'pants' and 'shirt' types so that those textures load correctly on platforms where char is unsigned by default (sf.net bug #28).
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<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).
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<item> Windows audio: WASAPI-enabled SDL2 dlls function properly now.
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<item> Update the third-party libraries. Other fixes/cleanups.
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</itemize>
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@ -210,11 +209,11 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
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<item> Change default screenshot format to png. The 'screenshot' command now supports optional format (tga, png or jpg) and quality (1-100) arguments.
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<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".
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<item> Change the "always run" menu option to offer three choices:
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<itemize>
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<item> off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
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<item> vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
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<item> quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
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</itemize>
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<verb>
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off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
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vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
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quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
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</verb>
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<item> New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2, 1/3, or 1/4 resolution.
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<item> New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).
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<item> New "find" / "apropos" command, searches for commands/cvar names for the given substring (from Spike).
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@ -348,7 +347,8 @@ QuakeSpasm 0.93.3 has initial support for playing the 2021 re-release content:
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<sect1> Changes in 0.90.0<p>
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<itemize>
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<item> Fix issues on Windows systems with DPI scaling.</item>
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<item> Unix/Mac user directories support. Disabled by default, 'make DO_USERDIRS=1' to enable it.
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<item> Unix/Mac user directories support. Disabled by default,<newline>
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'make DO_USERDIRS=1' to enable it.
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<item> SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.
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<item> Revised keyboard input code.
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<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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Binary file not shown.
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@ -17,7 +17,7 @@
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>0.93.3</string>
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<string>0.94.0</string>
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<key>CFBundleSignature</key>
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<string>????</string>
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<key>LSApplicationCategoryType</key>
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@ -36,8 +36,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define X11_VERSION 1.10
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#define FITZQUAKE_VERSION 0.85 //johnfitz
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#define QUAKESPASM_VERSION 0.93
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#define QUAKESPASM_VER_PATCH 3 // helper to print a string like 0.93.2
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#define QUAKESPASM_VERSION 0.94
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#define QUAKESPASM_VER_PATCH 0 // helper to print a string like 0.93.3
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#ifndef QUAKESPASM_VER_SUFFIX
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#define QUAKESPASM_VER_SUFFIX // optional version suffix string literal like "-beta1"
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#endif
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@ -8,10 +8,6 @@
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<H1>QuakeSpasm</H1>
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<H2></H2>
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<P>
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<PRE>
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</PRE>
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</P>
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<P><EM>Page last edited: August 2021</EM></P>
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<P>
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@ -42,7 +38,7 @@
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<H2><A NAME="toc6">6.</A> <A HREF="Quakespasm.html#s6">Changes</A></H2>
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<UL>
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<LI><A NAME="toc6.1">6.1</A> <A HREF="Quakespasm.html#ss6.1">Changes in 0.93.3</A>
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<LI><A NAME="toc6.1">6.1</A> <A HREF="Quakespasm.html#ss6.1">Changes in 0.94.0</A>
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<LI><A NAME="toc6.2">6.2</A> <A HREF="Quakespasm.html#ss6.2">Changes in 0.93.2</A>
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<LI><A NAME="toc6.3">6.3</A> <A HREF="Quakespasm.html#ss6.3">Changes in 0.93.1</A>
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<LI><A NAME="toc6.4">6.4</A> <A HREF="Quakespasm.html#ss6.4">Changes in 0.93.0</A>
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@ -70,10 +66,11 @@
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<P>
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<H2><A NAME="toc9">9.</A> <A HREF="Quakespasm.html#s9">Links </A></H2>
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<HR>
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<HR>
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<H2><A NAME="s1">1.</A> <A HREF="#toc1">About </A></H2>
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<P>
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<A HREF="http://quakespasm.sourceforge.net">QuakeSpasm</A>
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is a modern, cross-platform Quake engine based on
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<H2><A NAME="s2">2.</A> <A HREF="#toc2">Downloads </A></H2>
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<P>
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<UL>
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<LI>
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<A HREF="http://quakespasm.sourceforge.net/download.htm">Project Downloads</A></LI>
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<LI>
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<A HREF="https://sourceforge.net/p/quakespasm/quakespasm/ci/master/tree/">Latest code repository</A></LI>
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<LI>
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<A HREF="http://quakespasm.ericwa.com/job/quakespasm-sdl2/">Automatic Builds (dead link)</A></LI>
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</UL>
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</P>
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<H2><A NAME="s3">3.</A> <A HREF="#toc3">Hints </A></H2>
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<P><EM>Visit the
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<A HREF="http://www.celephais.net/fitzquake">FitzQuake homepage</A> for a full run-down of the engine's commands and variables.</EM></P>
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<P>
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<A HREF="http://www.celephais.net/fitzquake">FitzQuake homepage</A> for a full run-down of the engine's commands and variables.</EM>
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<UL>
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<LI>To disable some changes, use "<B>quakespasm -fitz</B>"
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</LI>
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<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.
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</LI>
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<LI>For different sound backend drivers use "<B>SDL_AUDIODRIVER=</B><EM>DRIVER</EM><B> ./quakespasm</B>"
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, where DRIVER may be alsa, dsp, pulse, esd ...
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</LI>
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<LI>To disable some changes, use "<B>quakespasm -fitz</B>"</LI>
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<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>
|
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<LI>For different sound backend drivers use :<BR>
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"<B>SDL_AUDIODRIVER=</B><EM>DRIVER</EM><B> ./quakespasm</B>"<BR>
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where DRIVER may be alsa, dsp, pulse, esd ...</LI>
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<LI><B>Shift+Escape</B> draws the Console.</LI>
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<LI>From the console, use <B>UP</B> to browse the command line history and
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<B>TAB</B> to autocomplete command and map names.</LI>
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<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>
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<LI>In windows, alternative CD drives are accessible by "<B>quakespasm -cddev F</B>" (for example)
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</LI>
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<LI>Quakespasm allows loading new games (mods) on the fly with "<B>game</B> <EM>GAMENAME {-quoth/hipnotic/rogue}</EM>"
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</LI>
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<LI>In windows, alternative CD drives are accessible by<BR>
|
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"<B>quakespasm -cddev F</B>" (for example)</LI>
|
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<LI>Quakespasm allows loading new games (mods) on the fly with<BR>
|
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"<B>game</B> <EM>GAMENAME {-quoth/hipnotic/rogue}</EM>"</LI>
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<LI>Use "<B>quakespasm -condebug</B>" to save console log to "qconsole.log". SDL2 builds no longer generate stdout.txt/stderr.txt.</LI>
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</UL>
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</P>
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@ -187,8 +181,10 @@ SDL is probably less buggy, but SDL2 has nicer features and smoother mouse input
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<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>
|
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<P>The controller support started as Jeremiah Sypult's implementation in Quakespasm-Rift and also uses ideas and code from LordHavoc (DarkPlaces).</P>
|
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|
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|
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<H2><A NAME="s4">4.</A> <A HREF="#toc4">Compiling and Installation</A></H2>
|
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|
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|
||||
<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>
|
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|
||||
<P>
|
||||
|
@ -248,6 +247,7 @@ unzip QuakeEX.kpf localization/loc_english.txt
|
|||
<LI> OpenGL: merged surface mark & 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>
|
||||
|
|
|
@ -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.
|
||||
|
|
Loading…
Reference in a new issue