QuakeSpasm <toc> <verb></verb> <em>Page last edited: August 2021</em> <sect> About <p> <url url="http://quakespasm.sourceforge.net" name="QuakeSpasm"> is a modern, cross-platform Quake 1 engine based on <url url="http://www.celephais.net/fitzquake" name="FitzQuake">. </p><p> 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. </p><p> Quakespasm utilizes either the SDL or SDL2 frameworks, so choose which one works best for you. SDL is probably less buggy, but SDL2 has nicer features and smoother mouse input - though no CD support. <sect> Downloads <p> <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><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>Use "<bf>quakespasm -condebug</bf>" to save console log to "qconsole.log". SDL2 builds no longer generate stdout.txt/stderr.txt. </itemize> </p> <sect1>Music Playback<p> Quakespasm can play various external music formats, including MP3, OGG and FLAC. <itemize> <item>Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music". <item>Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG. <item>As of 0.90.0, music is played back at 44100 Hz by default with no need to adjust "-sndspeed". <item>Use the "-noextmusic" option to disable this feature. <item>See <url url="Quakespasm-Music.txt"> for more details. </itemize> <sect1>Controller Support<p> The SDL2 variant of Quakespasm supports Xbox 360 style game controllers. <p> The default configuration uses the left analog stick for movement and the right for looking. <p> If your controller doesn't work you can try placing <url url="https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt" name="this file"> in your Quake directory, it is a community-maintained database that adds support for more controllers to SDL2. <sect2>Cvars<p> <itemize> <item>joy_deadzone - Fraction of the stick travel to be deadzone, between 0 and 1. Default 0.175. <item>joy_deadzone_trigger - Fraction of trigger range required to register a button press on the analog triggers, between 0 and 1. Default 0.2. <item>joy_sensitivity_yaw/pitch - Max angular speed in degrees/second when looking. Defaults are 300 for yaw (turning left/right) and 150 for pitch (up/down). <item>joy_exponent - For the look stick, the stick displacement (between 0 and 1) is raised to this power. Default is 3. A value of 1 would give a linear relationship between stick displacement and fraction of the maximum angular speed. <item>joy_invert - Set to 1 to invert the vertical axis of the look stick. <item>joy_swapmovelook - Set to 1 to swap the left and right analog stick functions. Default 0, move on the left stick, look on the right stick. <item>joy_enable - Set to 0 to disable controller support. Default 1. </itemize> <sect2>Buttons<p> Some of the controller buttons are hardcoded to allow navigating the menu: <itemize> <item>Back - alias for TAB <item>Start - alias for ESC <item>DPad, analog sticks - mapped to arrow keys <item>A Button - alias for ENTER in menus <item>B Button - alias for ESC in menus </itemize> These buttons can be bound normally: <itemize> <item>LTRIGGER - Left trigger <item>RTRIGGER - Right trigger <item>LSHOULDER - Left shoulder button <item>RSHOULDER - Right shoulder button <item>LTHUMB - Clicking the left thumbstick <item>RTHUMB - Clicking the right thumbstick <item>ABUTTON <item>BBUTTON <item>XBUTTON <item>YBUTTON </itemize> 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> 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. <newline> Quakespasm's (optional) custom data is now stored in the file <bf>quakespasm.pak</bf>. This file should be placed alongside your quakespasm binary and <bf>id1</bf> directory.</p> <sect1> Linux/Unix <p> After extracting the source tarball, "cd Quake" and edit the Makefile for music options. </p><p><em>Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.</em> </p><p>Then type "make" to compile the program, and copy the "quakespasm" binary (and "quakespasm.pak") to your Quake game directory. <newline> 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 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 project can also be built using Visual Studio 2005 (or newer).</p> <sect1> Mac OS X <p> A Quakespasm App (including program launcher and update framework) can be made using the <bf>Xcode</bf> template found in the MacOSX directory. Alternatively, have a look at <bf>Makefile.darwin</bf> for more instructions on building from a console. </p> <sect> Known Bugs <p> Brightness issues should be fixed with GLSL gamma in 0.90.1, if your system supports OpenGL 2. For reference on older systems: <newline> Some versions of Xorg and SDL have brightness issues. <newline> Try setting "export SDL_VIDEO_X11_NODIRECTCOLOR=1", or if you have Xorg >= 7.5 and broken brightness, these patched libSDL binaries may help. <itemize> <item><url url="http://sf.net/projects/quakespasm/files/Support%20Files/libSDL_gamma_patched.tgz/download" name="Gamma patched libSDL (i686-linux)"></li> <item><url url="http://sf.net/projects/quakespasm/files/Support%20Files/libSDL_gamma_patched-AMD64.tgz/download" name="Gamma patched libSDL (x86_64-linux)"> </itemize> <sect> Changes<p> <sect1> Changes in 0.93.3<p> <itemize> <item> Fix rendering bug when cl_bobcycle was set to zero (sf.net bug/41) <item> Fixed buffer overflow with large char skybox names (sf.net bug/38) <item> Fixed a missing MAXALIASFRAMES bounds check (sf.net bug/37) <item> OpenGL: workaround Intel UHD 600 driver bug (sf.net bug/39) <item> OpenGL: merged surface mark & cull optimizations from vkQuake. <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> 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. <item> Music: umx loader fix for malformed / crafted files. <item> New console command music_jump: Jump to given order in music, like Unreal's music change - only for module (tracker) music. <item> Updated third-party libraries (music codecs, SDL, etc.) Other minor fixes, tidy-ups and protability tweaks. <item> Source repository moved to git. </itemize> </p> <sect1> Changes in 0.93.2<p> <itemize> <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> Windows audio: WASAPI-enabled SDL2 dlls function properly now. <item> Update the third-party libraries. Other fixes/cleanups. </itemize> </p> <sect1> Changes in 0.93.1<p> <itemize> <item> Fixed a fog regression which was introduced in 0.93.0. <item> Fixed a crash (buffer overflow) with invalid vis data. <item> Fixed buttons crushing players in 64-bit builds. <item> Change controller movement to use cubic easing by default; added "joy_exponent_move" cvar. <item> config.cfg is no longer written in case of a Sys_Error. <item> Fixed Opus encoded cd tracks not being recognized as ripped tracks. <item> Update the third-party libraries. Other fixes/cleanups. </itemize> </p> <sect1> Changes in 0.93.0<p> <itemize> <item> Raise default "joy_deadzone_trigger" cvar to 0.2. <item> Raise console buffer size to 1MB. <item> Raise MAX_STATIC_ENTITIES from 512 to 4096. <item> Raise MAX_STACK_DEPTH from 32 to 64. <item> Raise command buffer size from 8K to 256K to support large configs. <item> Remove MAX_EFRAGS and MAX_MAP_LEAFS limits. <item> Remove "Loadgame buffer overflow" limit, which could happen when loading DP or QSS saves. <item> Adjust "exceeds standard limit of" debug warnings to include the actual QS limit. <item> Change "game" command to now exec quake.rc. <item> Change "games" / "mods" commands to list all subdirectories. <item> Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds. <item> Alpha-masked model support. (MF_HOLEY: 0x4000). <item> Invalid skin index now draws skin 0 (WinQuake behaviour) instead of blue checkerboard. <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> <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). <item> New "randmap" command for loading a random map. <item> New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage", "gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for tuning the strength of specic view blends. <item> GL2 renderer: use a GLSL shader for world faces. Fixes reports of integrated+discrete GPU laptops having inconsistent fog rendering. <item> Fix macOS startup delay (avoid calling gethostbyname() for ".local" hostnames). <item> Fix memory corruption in PF_lightstyle with out of bounds lightstyles. <item> Fix crash in BoundPoly with polygons extending beyond +/-9999. <item> Fix QS window to stay on the current monitor when changing video modes (SDL2 only). <item> Fix possible freeze in SV_TouchLinks regardless of what QC does in the touch function. <item> Fix for maps with empty strings for vector keys (e.g. "origin"); don't read uninitialized memory. <item> Support for Open Watcom compiler. <item> Update the third-party libraries. </itemize> </p> <sect1> Changes in 0.92.1<p> <itemize> <item> Fixed large menu scale factors (was broken in 0.92.0). <item> Fixed PAUSE key (was broken in 0.92.0). <item> Updated some of the third-party libraries. </itemize> </p> <sect1> Changes in 0.92.0<p> <itemize> <item> SDL2 Game Controller support. <item> Contrast support with new "contrast" cvar, behaving the same as MarkV. It may be a useful alternative to the existing gamma control for laptops in a bright environment, etc. Raising contrast gives less of a gray/washed out look than raising gamma, but at a disadvantage: colors near white get clipped to white. <item> RMQ protocol (999) support, adapted from RMQEngine. <item> New "-protocol x" command line option. Accepted values for 'x' are 15 (NetQuake), 666 (FitzQuake, default), and 999 (RMQ). <item> New "setpos" console command. <item> New "vid_borderless" cvar for getting a borderless window. <item> Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from 256 to 512 in order to handle the oms3 map pack. <item> Server edicts are now allocated using malloc instead of allocating on the hunk. <item> gl_clear now defaults to 1. <item> Fix items falling out of the world on oms3.bsp on SSE builds. <item> Worked around an OSX 10.6 driver bug when using FSAA, which was leading to an unplayable HOM effect on the rest of the screen. <item> Fix wrong trace endpoint from the tracepos console command. <item> Updated some of the third-party libraries. Other fixes/clean-ups. </itemize> </p> <sect1> Changes in 0.91.0<p> <sect2> Bugfixes <itemize> <item> Fix unwanted fog mode change upon video restart. <item> Work around Intel 855 bug in status bar drawing with "r_oldwater 0" and "scr_sbaralpha 0". <item> Fix an obscure GLSL bug where changing gamma would result in the screen turning to noise. <item> Fix GLSL gamma causing the tiled screen border to turn white when "sizedown" is used. <item> Fix an alias model VBO renderer bug where a model not precached during map start wouldn't be drawn. <item> Fix the order of OpenGL context creation and window creation in SDL2 video. <item> Fix a calling convention issue in windows DPI awareness function pointers. <item> Fix a random texture recoloring after video mode change. <item> Fix a liquid turning to garbage after several video mode changes and "r_oldwater 0". <item> Fix a wrong alpha-sorting bug introduced in 0.90.1. <item> Fix "flush" command not reloading mdl's from disk (bug introduced in 0.90.1). <item> Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug). <item> Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug). </itemize> <sect2> Visual improvements <itemize> <item> New cvars r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ/RMQEngine, non-archived, default to 0), and new worldspawn keys _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm, similar to the behaviour of the "fog" worldspawn key). <item> GLSL gamma is now supported on older hardware without NPOT extension. </itemize> <sect2> Interface improvements <itemize> <item> New r_pos command to show player position. <item> NaN detection in traceline with "developer 1" set now warns instead of errors. </itemize> <sect2> Code cleanup / Other <itemize> <item> Update third-party libraries. </itemize> <sect2> Raised limits <itemize> <item> Default max_edicts 8192 (was 2048) and no longer saved to config.cfg. <item> Default heapsize 256 MB (was 64 MB). <item> Default zone 4 MB (was 384 KB). <item> Raised MAX_SFX to 1024 (was 512). </itemize> </p> <sect1> Changes in 0.90.1<p> <sect2> Bugfixes <itemize> <item> Fix dynamic light artifact where changing lightmap are rendered one frame late (bug introduced in 0.90.0). <item> Fix texture memory leak when changing video modes with SDL2. <item> Fix rare incorrect mdl lighting on 64-bit builds. <url url="http://forums.insideqc.com/viewtopic.php?f=3&t=5620" name="(details here.)"> <item> Fix fullbrights turning black after "kill" command (bug introduced in 0.90.0). <item> Clear all fog values on map change to prevent colored fog carrying over to jam3_tronyn.bsp. <item> Allow loading saves with } character in quoted strings, fixes issue with retrojam1_skacky.bsp. <item> Fix viewmodel not lerping on extended-limit maps. <item> Fix crash on out-of-bounds skin number. </itemize> <sect2> Performance <itemize> <item> Use multithreaded OpenGL on OS X for better performance. <item> New, faster mdl renderer using GLSL. Disable with "-noglslalias". </itemize> <sect2> Visual improvements <itemize> <item> New gamma correction implementation using GLSL. Fixes all known gamma issues (affecting the full display, persisting after quitting, or darkening the screen on OS X). Disable with "-noglslgamma". <item> Use high-quality water by default (r_oldwater 0). <item> Shadows use stencil buffer to avoid overlapping artifacts (from MarkV.) <item> r_noshadow_list cvar added (from MarkV.) </itemize> <sect2> Interface improvements <itemize> <item> Support pausing demo playback with the "pause" command. <item> Autocompletion for "game", "record", "playdemo". <item> Experimental windowed fullscreen mode available with vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon entering fullscreen mode the next time.) <item> Silence "exceeded standard limit" messages unless developer cvar is >= 1. <item> Some spam moved from developer 1 to 2: "can't find tga/lit/ent", "trying to load ent", "bad chunk length", "meshing", "PR_AlocStringSlots: realloc'ing" </itemize> <sect2> Code cleanup <itemize> <item> Clean up IDE project files to build on fresh systems. <item> Update 3rd-party libraries. </itemize> </p> <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> 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" <item> Command line: "-game {quoth/hipnotic/rogue}" is now treated the same as -quoth, -hipnotic, or -rogue. <item> Console speed now resolution-independent. <item> Disabled gl_zfix, which caused glitches and is undesirable for new maps. Replacement .ent files to fix z-fighting for several id1 maps added to quakespasm.pak. <item> PF_VarString buffer bumped to 1024, avoids truncated centerprints from the 'In The Shadows' mod. <item> Support for opengl non-power-of-two-textures extension (disable with command line: "-notexturenpot".) <item> Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer) for world and brush models (disable with command line: "-novbo".) <item> Antialiasing (FSAA) support (command line: -fsaa x, where x can be 0, 2, 4, 8). <item> Fence textures support. <item> Dynamic light speedup. Speedup loading of tga and pcx external images. <item> Brush model drawing speedup. <item> Support for BSP2 and 2PSB map formats. <item> Support for Opus, FLAC, and tracker music (S3M, IT, UMX, etc.), as compile-time options. <item> Music and sfx now mixed at 44100 Hz to avoid downsampling music. Low-pass filter applied to the sfx if -sndspeed is 11025 (the default), to preserve the same sound quality as 0.85.9. New -mixspeed option sets the rate for mixing sfx and music, and output to the OS (default 44100), setting it to 11025 reverts to 0.85.9 behaviour. New snd_filterquality cvar, value can be between 1 (emulate OS X resampler) and 5 (emulate Windows resampler), controls the sound of the low-pass filter. <item> Better Hor+ field of view (FOV) scaling behavior. <item> Better cross-map demo playback support. <item> Fix screenshots when screen width isn't a multiple of 4. <item> Fix a lighting glitch due to floating point precision. <item> Fix a looping sounds glitch. <item> Fix a vulnerability in file extension handling. Tighten path handling safety. <item> Initialize opengl with 24-bit depth buffer at 32 bpp. <item> Reset all models upon gamedir changes. (Fixes failures with mods using custom content.) <item> Fix broken behavior upon gamedir changes if -basedir is specified on the command line. <item> NET_MAXMESSAGE and MAX_MSGLEN limits bumped to 64000. <item> MAX_EFRAGS bumped to 4096, and MAX_CHANNELS to 1024. <item> MAX_ENT_LEAFS bumped from 16 to 32 to work around disappearing or flickering brush models in some situations. Also, if an entity is visible from MAX_ENT_LEAFS or more leafs, we now always send it to the client. <item> Fix cvar cycle command not working sometimes. <item> Host_Error upon missing models. (Prevents segmentation faults.) <item> Change sv_aim default value to 1 (i.e. turn off autoaim) <item> Add 'prev' and 'next' keywords to the 'cd' command. <item> Work around a linux cdrom issue (playback might not start for a while after a stop). <item> Quakespasm content customization moved from engine-embedded into a new optional quakespasm.pak file. <item> Version bumped to 0.90.0 (because Quakespasm has a decent life of it's own) <item> Other fixes and clean-ups. </itemize> </p> <sect1> Changes in 0.85.9<p> <itemize> <item> Fixes for several undefined behaviors in C code (gcc-4.8 support.) <item> Implemented Hor+ style field of view (FOV) scaling, useful for widescreen resolutions. Configured by new cvar fov_adapt: set it to 1 and your fov will be scaled automatically according to the resolution. Enabled by default. <item> Adjusted string buffers for PR_ValueString and friends to fix crashes with excessively long global strings seen in some rude mods. <item> Toned down warning messages from PF_VarString() a bit. <item> Fixed Fitzquake's map existence check in changelevel (used to leak file handles which would end up in a Sys_Error() due to consuming all free handles if many maps reside not in pak files.) <item> Fixes/cleanups in chat mode handling. Client no longer gets stuck in chat mode upon disconnect. <item> Mouse grab/key_dest fixes and key cleanups. <item> The "speedkey" now acts as "slowkey" when "always run" is on. <item> Support for demo recording after connection to server. (thanks to Baker for a patch) <item> Corner case fixes in COM_Parse() for quoted strings and support for C-style /*..*/ comments. <item> Changed lightmaps to GL_RGBA instead of GL_RGB. <item> Better parse for opengl extensions list (from quakeforge.) <item> Vsync saving/loading fixes. <item> Fixed pointfile loading. <item> Multiple cleanups in gl_vidsdl.c. <item> Opus music decoding support (as an optional patch only.) <item> Several other minor fixes/cleanups. </itemize> </p> <sect1> Changes in 0.85.8<p> <itemize> <item> Made Quake shareware 1.00 and 1.01 versions to be recognized properly. <item> Fixed control-character handling in unicode mode. Keyboard input tweaks. <item> Made the keypad keys to send separate key events in game mode. <item> Text pasting support from OS clipboard to console. (windows and macosx.) <item> Support for the Apple (Command) key on macosx. <item> Fixed increased (more than 32) dynamic lights. <item> Music playback: Made sure that the file's channels count is supported. <item> Support for Solaris. <item> Switched to using libmad instead of libmpg123 for MP3 playback on Mac OS X. <item> Better support for building the Mac OS X version using a makefile, support for cross-compiling on Linux. <item> Fixed a minor intermissions glitch. <item> Increased string buffer size from 256 to 384 for PF_VarString to work around broken mods such as UQC. <item> Restored original behavior for Quake registered version detection. <item> Minor demo recording/playback tweaks. <item> Minor tweaks to the scale menu option. <item> unbindall before loading stored bindings (configurable by new cvar cfg_unbindall, enabled by default.) <item> New icon. <item> Miscellaneous source code cleanups. </itemize> </p> <sect1> Changes in 0.85.7<p> <itemize> <item> Added support for cross-level demo playback <item> gl_texturemode is reimplemented as a cvar with a callback and the setting is automatically saved to the config <item> Fixed execution of external files without a newline at the end <item> Reduced memory usage during reloading of textures <item> Fixed compilation on GNU/kFreeBSD (Debian bug #657793) <item> Fixed backspace key on Mac OS X <item> Disable mouse acceleration in Mac OS X <item> Worked around recursive calling of the anisotropic filter callback <item> Console word wrap and long input line fixes <item> Verified correct compilation by clang (using v3.0) <item> Several other small changes mostly invisible to the end-user </itemize> </p> <sect1> Changes in 0.85.6<p> <itemize> <item> More work for string buffer safety <item> Reverted v0.85.5 change of not allowing deathmatch and coop cvars to be set at the same time (was reported for possibility of causing compatibility issues with mods) <item> Several cleanups/changes in the cvar layer <item> Minor SDL video fixes. </itemize> </p> <sect1> Changes in 0.85.5<p> <itemize> <item> SDL input driver updated adding native keymap and dead key support to the console <item> Fixed a crash in net play in maps with extended limits <item> Verified successful compilation using gcc-4.6.x <item> Added workaround against GL texture flicker (z fighting), controlled by new cvar 'gl_zfix' <item> Read video variables early so that a vid_restart isn't necessary after init <item> mlook and lookspring fixes <item> Added support for loading external entity files, controlled by new cvar 'external_ents' <item> Made mp3 playback to allocate system memory instead of zone <item> Some updates to the progs interpreter code <item> Fixed r_nolerp_list parsing code of fitzquake <item> Made sure that deathmatch and coop are not set at the same time <item> Several code updates from uHexen2 project, several code cleanups. </itemize> </p> <sect1> Changes in 0.85.4<p> <itemize> <item> Implement music (OGG, MP3, WAV) playback <item> A better fix for the infamous SV_TouchLinks problem, no more hard lockups with maps such as "whiteroom" <item> Add support for mouse buttons 4 and 5 <item> Fix the "unalias" console command <item> Restore the "screen size" menu item <item> Fixed an erroneous protocol check in the server code <item> Raised the default zone memory size to 384 kb <item> Raised the default max_edicts from 1024 to 2048 <item> Revised lit file loading, the lit file must be from the same game directory as the map itself or from a searchpath with a higher priority <item> Fixed rest of the compiler warnings <item> Other minor sound and cdaudio updates </itemize> </p> <sect1> Changes in 0.85.3<p> <itemize> <item> Fix the "-dedicated" option (thanks Oz) and add platform specific networking code (default) rather than SDL_net <item> Much needed OSX framework stuff from Kristian <item> Add a persistent history feature (thanks Baker) <item> Add a slider for scr_sbaralpha, which now defaults to 0.95 (slightly transparent, allowing for a nicer status bar) <item> Allow player messages longer than 32 characters <item> Sockaddr fix for FreeBSD/OSX/etc networking <item> Connect status bar size to the scale slider <item> Include an ISNAN (is not-a-number) fix to catch the occassional quake C bug giving traceline problems <item> Enumerate options menus <item> Add a "prev weapon" menu item (from Sander) <item> Small fix to Sound Block/Unblock on win32 <item> Lots of code fixes (some from uhexen2) <item> Sys_Error calls Host_Shutdown <item> Added MS Visual Studio support <item> Add a "-cd" option to let the CD Player work in dedicated mode, and some other CD tweaks. </itemize> <sect1> Changes in 0.85.2<p> <itemize> <item> Replace the old "Screen size" slider with a "Scale" slider <item> Don't constantly open and close condebug log <item> Heap of C clean-ups <item> Fix mapname sorting <item> Alias the "mods" command to "games" <item> Block/Unblock sound upon focus loss/gain <item> NAT fix (networking protocol fix) <item> SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000 <item> Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an old fitzquake-0.85 bug which used to cause segfaults depending on the compiler. <item> Accept commandline options like "+connect ip:port" <item> Add OSX Makefile (tested?) </itemize> <sect1> Changes in 0.85.1<p> <itemize> <item>64 bit CPU support <item>Restructured SDL sound driver <item>Custom conback <item>Tweaked the command line completion and added a map/changelevel autocompletion function <item>Alt+Enter toggles fullscreen <item>Disable Draw_BeginDisc which causes core dumps when called excessively <item>Show helpful info on start-up <item>Include real map name (sv.name) and skill in the status bar <item>Remove confirm quit dialog <item>Don't spam the console with PackFile seek requests <item>Default to window mode <item>Withdraw console when playing demos <item>Don't play demos on program init <item>Default Heapsize is 64meg <item>Changes to default console alpha, speed <item>Changes to cvar persistence gl_flashblend (default 0), r_shadow, r_wateralpha, r_dynamic, r_novis </itemize> <sect> Todo <p> <itemize> <item>Add uHexen2's first person camera (and menu item) <item>Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls and SDL2 doesn't support CD audio </itemize> <sect> Copyright <p> <itemize> <item>Quake and Quakespasm are released under the <url url="http://www.gnu.org/licenses/gpl-2.0.html" name="GNU GENERAL PUBLIC LICENSE Version 2"> <item>Quakespasm console background image by <bf>AAS</bf>, released under the <url url="http://creativecommons.org/licenses/by/3.0/legalcode" name="CREATIVE COMMONS PUBLIC LICENSE"> </itemize> <sect> Contact <p> <itemize> <item><url url="https://sourceforge.net/projects/quakespasm/" name="QuakeSpasm Project page"> <item><url url="https://sourceforge.net/p/quakespasm/bugs/" name="Bug reports"> <item><url url="mailto:gmail - dot - com - username - sezeroz" name="Ozkan">, <url url="mailto:gmail - dot - com - username - ewasylishen" name="Eric">, <url url="mailto:gmail - dot - com - username - a.h.vandijk" name="Sander"> </itemize> <sect> Links <p> <itemize> <item><url url="http://quakespasm.sourceforge.net" name="QuakeSpasm Homepage"> <item><url url="http://quakespasm.sourceforge.net/download.htm" name="Downloads"> <item><url url="http://www.celephais.net/fitzquake" name="FitzQuake Homepage"> <item><url url="http://www.celephais.net/board/view_thread.php?id=60452" name="Func Quakespasm forum"> <item><url url="http://forums.insideqc.com" name="Inside3D forums"> </itemize> </article>