mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
685 lines
31 KiB
Text
685 lines
31 KiB
Text
Quake 2 8.31RR8:
|
|
- GL1 multitexture support (by Jaime Moreira),
|
|
- GL1 big lightmap support (by Jaime Moreira),
|
|
- Cache QBSP in collision map,
|
|
- Update SDL 3 support (by Yamagi),
|
|
- Port train code from ReRelease code,
|
|
- Fix multimesh models in gl4 render,
|
|
- Fix quake 1 monsters save,
|
|
- Improve SiN model support.
|
|
|
|
Quake 2 8.31RR7:
|
|
- Rework map load logic,
|
|
- Support SiN map load,
|
|
- Support track music names,
|
|
- Support N64 render flags,
|
|
- SDL3 build support (by Yamagi),
|
|
- Fixes for sort render (by dkoreshkov),
|
|
- Added cvar cl_laseralpha (by BjossiAlfreds),
|
|
- VectorLength reduces complexity (by devnexen),
|
|
- Sync with latest yquake 2 code.
|
|
|
|
Quake 2 8.31RR6:
|
|
- renders: fix BSPX lightmaps (by BraXi)
|
|
- Rename functions r_dlightframecount parameter to lightframecount (by BraXi)
|
|
- models_md5 few memory related fixes (by David Carlier)
|
|
- use custom protocol with extended limits (by Denis Pauk)
|
|
- improve mdl support, and add Kingpin .mdx models support (by Denis Pauk)
|
|
- support Anachronox DAT archive format (by Denis Pauk)
|
|
- Added a speedometer that displays the player's speed in QU/s. (by Feels Duck Manby)
|
|
- berserker: slam attack, running club attack (by Guilherme Nemeth)
|
|
- models: add gl command compress code from qwalk (by Sajt)
|
|
- Texture filtering options for OpenGL and Software video modes (by apartfromtime)
|
|
|
|
Quake 2 8.31RR5:
|
|
- md3 models support,
|
|
- initial md2 Anachronox models support,
|
|
- add quake 1 monsters support: army, demon, dog, enforcer, fish, hknight,
|
|
knight, ogre, shalrath, tarbaby, wizard, zombie,
|
|
- fix for Shambler weapon,
|
|
- mdl model load fix for grouped frames,
|
|
- fix optional embeded mpeg decoder,
|
|
- initial cleanup game functions export list.
|
|
|
|
Quake 2 8.31RR4:
|
|
- remove modle skin count limit,
|
|
- use short instead byte in frame verts
|
|
- mdl improve support of embeded texture,
|
|
- support more then 16k gl commends in models,
|
|
- support md5 models,
|
|
- fix player models select if players are packed to pak file.
|
|
|
|
Quake 2 8.31RR3:
|
|
- third person support,
|
|
- update remasterd maps support in gl3/gl4 based renders,
|
|
- uopdate cinama render code for soft render,
|
|
- autobuild windows binaries on tag creation.
|
|
|
|
Quake 2 8.31RR2:
|
|
- Merge hud/players code with ctf code,
|
|
- Support Shambler, Guardian monsters.
|
|
|
|
Quake 2 8.21RR1:
|
|
- Suport mdl/fm/dkm models,
|
|
- Support ogv video by ffmpeg,
|
|
- Start merge ctf, xatrix, rogue to baseq2 code
|
|
- Support remastered maps in gl1/vk
|
|
|
|
Quake II 8.30 to 8.40:
|
|
- Implement `g_quick_weap`. If set to 1, both weapprev and weapnext
|
|
commands will count how many times they have been called, making
|
|
possible to skip weapons by quickly tapping one of these keys. (by
|
|
protocultor)
|
|
- Fix `gl1_overbrightbits`, allowed values are now 0, 1, 2 and 4. (by
|
|
protocultor)
|
|
- Sort player skins case insensitive. (by apartfromtime)
|
|
- Implement `cl_showspeed` to show the current player speed (by Feels
|
|
Duck Man)
|
|
- Add texture filtering options to the video menu (by apartfromtime)
|
|
- Implement `cl_laseralpha` to control how transparent laser beams are.
|
|
(by BjossiAlfreds)
|
|
- Experimental support for SDL 3. Requires SDL 3.1.2.
|
|
- Reimplement multitexturing for the OpenGL 1.4 renderer. Controlled by
|
|
`gl1_multitexture`, enabled by default. (by protocultor)
|
|
- Optimize dynamic lights and texture allocation in the OpenGL 1.4
|
|
renderer. (by protocultor)
|
|
- Implement gyro tightening for gamepads and joysticks. (by protocultor)
|
|
- Support long player skin names. (by 0lvin)
|
|
- Add a very simple download filter. Files ending in .dll, .dylib and
|
|
.so are always filtered to prevent code injection.
|
|
- Don't load OpenAL and cURL libraries if thy are configured with a full
|
|
or relative path.
|
|
- Work around naggy help icons. (by BjossiAlfreds)
|
|
- Group draw call in GL1. This yields huge performance gains on slow
|
|
GPUs. (by protocultor)
|
|
|
|
Quake II 8.20 to 8.30:
|
|
- Use the same image loading code in all renderers. (by 0lvin)
|
|
- Use the same model loading code in all renderers. (by 0lvin)
|
|
- Remove the unused `msg` cvar and the corresponding server side
|
|
infrastructure. The cvar was never implemented in Quake II, but
|
|
existing bits could be used for attacks against the client.
|
|
- Add `cl_audiopaused`. When set to `1` the audio stops when the
|
|
game is paused. (by David Carlier)
|
|
- Add `ogg_pausewithgame`. When set to `1` the background music stops
|
|
when the game is paused. (by apartfromtime)
|
|
- New logo files, matching the original Quake II logo. (by SirYodaJedi)
|
|
- Support for RISCV64 (by David Carlier)
|
|
- Fix resetting Mods back to baseq2 when running with `-portable`.
|
|
- Alternative playback modes for OGG/Vorbis background music: once,
|
|
sequential, random. (by apartfromtime)
|
|
- Support gyro aiming for Switch controllers with SDL < 2.0.14. (by
|
|
protocultor)
|
|
- Fixed stand-ground gladiators not attacking within a certain range.
|
|
(by BjossiAlfreds)
|
|
- Fixed monsters seeing players during intermissions. (by BjossiAlfreds)
|
|
- Several fixes to Makron. (by BjossiAlfreds)
|
|
- Optional high dpi awareness when running under Wayland. Requires a
|
|
Wayland compositor supporting fractional-scale-v1 and at least SDL
|
|
2.26. Set `vid_highdpiawareness 1` to enable.
|
|
- Fix lava surfaces not glowing.
|
|
- Add a cheat protected cvar `g_swap_speed`. Allows to skip frames of
|
|
"putting down weapon" and "raising weapon" animations, speeding them
|
|
up. (by protocultor)
|
|
- Support of RGBA png/jpg image with r_retexturing as cinematic. (by
|
|
0lvin)
|
|
|
|
Quake II 8.10 to 8.20:
|
|
- This release marks Quake IIs 25th anniversary. Happy Birthday!
|
|
- Various improvements to the menu. This includes updates to the menu
|
|
framework itself, to the game controller menu, the savegame menu and
|
|
the video menus. (by apartfromtime, protocultor, David Carlier and
|
|
0lvin)
|
|
- A lot of fixes and improvements to the controller support. Support for
|
|
gyro aiming, more precise stick handling and rumble improvements. (by
|
|
protocultor)
|
|
- Implement faster weapon switching with the new 'cycleweap' command.
|
|
(by protocultor).
|
|
- Fixes pusher delta yaw manipulation. This fixes the infamous bug were
|
|
a player standing on a blocked elevator gets turned around (by
|
|
skuller).
|
|
- Add a command 'spawnentity' to spawn entities at the given
|
|
coordinates. Can be used for debugging. (by 0lvin)
|
|
- Ported monster footstep sounds from SkacikPLs Q2RTX fork. Needs a pak
|
|
file with assets to work, see the documentation for details. (by
|
|
0lvin)
|
|
- Ported reverb effects from SkacikPLs Q2RTX fork. (by 0lvin)
|
|
- Fix several coop related bugs with the powercubes. (by BjossiAlfreds)
|
|
- A way better fix for dead bodies obstructing elevators or falling
|
|
through the worldmodel. (by BjossiAlfreds)
|
|
- Fix items already in water playing a splash sound at level start. (by
|
|
BjossiAlfreds)
|
|
- Pause the game when getting minimized or hidden. (by David Carlier)
|
|
- Fix Bugs related to 'ogg_ignoretrack0'. (by BjossiAlfreds)
|
|
- Share model loading code between renderers. (by 0lvin)
|
|
- Restore stair step smoothing for step sizes other than 16.
|
|
- Fix playback of long audio samples (>10 seconds) through OpenAL.
|
|
|
|
Quake II 8.01 to 8.10:
|
|
- The OpenGL 3.2 renderer now supports the classic underwater effect.
|
|
Until now it was only available in the Software renderer.
|
|
- Add 'ref_gles3', an OpenGL ES 3.0 renderer lib. This is an variant
|
|
of the OpenGL 3.2 renderer, using OpenGL ES instead of desktop OpenGL.
|
|
It greatly enhances support for embedded GPUs like the RaspberryPI 4.
|
|
- The Software renderer now supports colored lighting. It can be
|
|
enabled through `sw_colorlight`. (by 0lvin)
|
|
- Another round of timing fixes. Implement `cl_maxfps -1` (the new
|
|
default, existing configs are not altered) to automatically select
|
|
a known to be good packet framerate depending on the current renderer
|
|
framerate. This solves some subtile problems with stuttering entities.
|
|
- Greatly improved support for joysticks and controllers. Devices can
|
|
now be hotplugged at runtime, binding should be portable between
|
|
different controllers and there's a new menu for controller bindings.
|
|
(by protocultor)
|
|
- Add the `r_2D_unfiltered` and `r_videos_unfiltered` cvars. When
|
|
enabled 2D elements like the HUD and videos are not filtered, they
|
|
appear pixeled.
|
|
- Add 'prefweap' command to select weapon by priority. (by protocultor)
|
|
- Support building with Microsoft Visual Studio 2015 and newer.
|
|
- Several game code fixes, mostly for stuck mechanics in fact2. (by
|
|
BjossiAlfreds and maraakate)
|
|
- Fix two stuck monsters in hangar1 and jail5. (by Dremor8484 and
|
|
BjossiAlfreds)
|
|
- Fix the `viewsize` cvar.
|
|
|
|
Quake II 8.00 to 8.01:
|
|
- Fix the game not starting when nonexistent dirs in the search path.
|
|
- Sync haptic joystick effects to the sound. (by 0lvin)
|
|
- Move several map bug fixes to entity files, add some more map bug
|
|
fixes. Without entity files the maps are the same as in Vanilla Quake
|
|
II. (by BjossiAlfreds)
|
|
- Play the correct demo loop after changing the current mod.
|
|
- Fix numbered paks with upper case letters added twice to the search
|
|
path. Only Windows was affected.
|
|
- `g_footsteps 2` now only generate footstep sound when the player is on
|
|
the ground entity and no longer when in water or air.
|
|
- Add a cvar `g_machinegun_norecoil' which disables the machinegun
|
|
recoil effect. This is cheat protected. (by De-Deppe)
|
|
- Scale 8 bit textures when `r_scale8bittextures` is set. (by 0lvin)
|
|
- The game is no longer limited to 1000 FPS when running in timedemo
|
|
mode. (by 0lvin)
|
|
- Optimise command line parser and fix several subtle bugs. (by
|
|
BjossiAlfreds)
|
|
- Add `r_2D_unfiltered`, when set to `1` 2D elements aren't filtered.
|
|
- Fix soldiers never showing their pain skin as long as they're alive.
|
|
- Fix relative paths in ZIP files not being found.
|
|
- Add `gamemode` command for changing between singleplayer, deathmatch
|
|
and coop. (by BjossiAlfreds)
|
|
- Show a download progress bar when `cl_http_show_dw_progress` is set to
|
|
`1`. (by David Carlier)
|
|
|
|
Quake II 7.45 to 8.00:
|
|
- Client side support for the optional Vulkan renderer library.
|
|
- Non existent renderer libraries are now skipped over by the menu.
|
|
- Fix several bugs when loading autosaves.
|
|
- Bump the maximal number of OGG/Vorbis files to 128.
|
|
- Several fixes to the Barracuda Shark. (by BjossiAlfreds)
|
|
- 'vid_fullscreen' and 'r_mode' are no longer special, they require an
|
|
explicit 'vid_restart' like every other cvar.
|
|
- Remove hardcoded map fixes and replace them by optional entity files.
|
|
Add several newly discovered map fixes. (by BjossiAlfreds)
|
|
- Send the network protocol version to the server. This can be used by
|
|
the server to support clients with different network protocol version.
|
|
(by Knightmare)
|
|
- Force SDL to minimize the window when its focus is lost. This fixes
|
|
several problem under Windows with SDL 2.0.14 and newer.
|
|
- Switch the semantics of the 'vid_fullscreen' cvar. '1' is now native
|
|
fullscreen, like it was in Vanilla Quake II. '2' is desktop
|
|
fullscreen. When desktop fullscreen is selected through the menu,
|
|
'r_mode' is forced to '-2'.
|
|
- Add 'g_footsteps' to control the generation of footstep sound. This
|
|
cvar is cheat protected. '1' is Vanilla Quake II behavior and the
|
|
default. '0' never generates footstep sound, '2' always generates
|
|
them.
|
|
- Support stereo wave files. (by 0lvin)
|
|
- Add 'cl_r1q2_lighstyle'. When set to '1' Yamagi Quake II uses the
|
|
Vanilla Quake II light styles (for example yellow light for the
|
|
Hyperblaster) instead of the default r1q2 light styles.
|
|
- Add a submenu to configure gamepad and joystick sensitivities. (by
|
|
Larry Davis)
|
|
- Ensure that the config file is written before changing the active mod.
|
|
This prevents config changes from getting lost.
|
|
- Overhaul the search path logic. Make sure that each directory is added
|
|
only once.
|
|
|
|
Quake II 7.44 to 7.45:
|
|
- Fix a crash under windows when opening the games menu with mods
|
|
installed.
|
|
|
|
Quake II 7.43 to 7.44:
|
|
- Fix some input option not getting saved.
|
|
- Limit busywaits to the full client. This lowers the cpu consumption
|
|
of q2ded considerably.
|
|
- Rework the build system to be more distribution friendly. The base
|
|
CFLAGS and LDFLAGS can now be overridden by the environment and by
|
|
options passed to make. (by Simon McVittie)
|
|
- Fix some corner cases of broken IPv6 connectivity.
|
|
- Fix qport colliding between several Yamagi Quake II clients.
|
|
- Keyboard keys unknown to Yamagi Quake II can now be bound.
|
|
- Adaptive vsync is now supported by setting 'r_vsync' to '1'.
|
|
- Implement 'coop_pickup_weapons'. When set to '1', a weapon may be
|
|
picked up by coop players if the player doesn't have the weapon in
|
|
their inventory or no other player has already picked it up.
|
|
- In coop elevators wait for 'coop_elevator_delay' seconds.
|
|
- If 'cl_anglekick' is set '1' angle kicks are ignored. This breaks
|
|
the gameplay a little bit, but helps against motion sickness. This
|
|
cvar is cheat protected.
|
|
- Add 'listmaps' command and autocompletion for maps. (by JBerg)
|
|
- Make 'wait' in scripts wait for 17 ms. This fixes some movement
|
|
makros.
|
|
- Support for Haiku. (by David Carlier)
|
|
- Add a 'mods' submenu. (by earth-metal)
|
|
- Add the 'vstr' command and 'nextdemo' cvar. Ported from ioquake3.
|
|
(by Denis Pauk)
|
|
|
|
Quake II 7.42 to 7.43:
|
|
- Recover from a lost sound device, do not crash of no sound device is
|
|
available. This fixes several problem with DisplayPort and HDMI audio,
|
|
especially with the Intel Windows GPU drivers.
|
|
- Several small game logic fixes. This includes a fix for a potential
|
|
progress blocker in 'The Torture Chambers' introduced in the last
|
|
release. (by BjossiAlfreds)
|
|
- Add the 'gl1_particle_square' cvar, it forces square particles in
|
|
the GL1 renderer. (by Mason UnixBeard)
|
|
- The software renderer is no longer experimental.
|
|
- Add an option to configure the gun Z offset in the software renderer.
|
|
|
|
Quake II 7.41 to 7.42:
|
|
- The console can now be scrolled with the mouse wheel. (by maxcrofts)
|
|
- Fix entities on non-horizontal surfaces rendered in full black.
|
|
- Add an option to choose the display Quake II runs on. (by Spirrwell)
|
|
- Add an option to specify the display refresh rate used in fullscreen.
|
|
- Allow mouse 'sensitivity' to be set to non-integral values.
|
|
- Port cvar operations from q2pro. These allow the manipulation of cvar
|
|
values, supported are: dec, inc, reset, resetall and toggle
|
|
- Put the client into pause mode during savegame load. This prevents the
|
|
world getting forwarded about 100 frames during load, time in which
|
|
the player might be hurt by monsters or the environment.
|
|
- New commands: 'listentities' allows listing of entities. 'teleport'
|
|
teleports the player to the given coordinates.
|
|
- Fix loading of config files not ending in newlines.
|
|
- A lot of fixes for subtle, long standing AI and game play bugs. (by
|
|
BjossiAlfreds)
|
|
- Quicksaves can now be loaded and saved throught the savegame menus.
|
|
- The software renderer now skips frames with no changes. This improves
|
|
performance quite a bit, especially on slow CPUs. (by Denis Pauk)
|
|
|
|
Quake II 7.40 to 7.41:
|
|
- Some bugfixes to HTTP downloads introduced in 7.40.
|
|
- Fix several crashes when loading savegames in coop.
|
|
- Fix some out of memory aborts when loading maps with a lot surfaces.
|
|
- Allow autodetection of the desktop resolution. Set 'r_mode' to '-2' to
|
|
enable that. (by Denis Pauk)
|
|
- Several fixes to the OpenGL 3.2 renderer. Some dynamic lights were
|
|
missing, for example for most explosions. Stencil shadows were broken
|
|
under some conditions. Performance was bad with the AMD driver under
|
|
Windows. Intel Ivy Bridge didn't work. Under some conditions lights
|
|
were too bright.
|
|
- Add an optional fix for lighting problems in maps that misuse sky
|
|
surfaces for interior lighting. Set 'gl_fixsurfsky' to '1' to enable
|
|
it.
|
|
- Another bunch of timing fixes. The game should now hold the framerate
|
|
under all conditions, even with crappy Windows GPU drivers.
|
|
- The quake2.exe wrapper forces the Quake II window into focus. This
|
|
prevents Quake II starting in background.
|
|
|
|
Quake II 7.30 to 7.40:
|
|
- Add support for HTTP downloads. Both the r1q2 and q2pro URL schemes
|
|
are supported, if a file is unavailable over HTTP the download code
|
|
falls back to UDP.
|
|
- Savegames can be removed through the menu by pressing 'del' on the
|
|
selected savegame. (by Jonathan Bergeron)
|
|
- Support external entity files. This was submitted by @NeonKnightOA.
|
|
- Some fixes to OGG/Vorbis music playback. The music keeps playing after
|
|
s_restart and ogg_shuffle is handled correctly by the menu.
|
|
- Another round of timing fixes. Average frame times are now taken into
|
|
account when taking an educated guess on the next frames render time.
|
|
And the display refresh rate detection no longer cripple working GPU
|
|
drivers in an efford to work around bugs in older version of AMDs.
|
|
- A lot of fixes to the internal memory management. The game is now
|
|
much more memory efficient, this allows playing of extremely big maps
|
|
without crashes. This is largely based upon work done by Denis Pauk.
|
|
- New and much more detailed documentation.
|
|
- Enhancements to the software renderer. Retexturing packs are now
|
|
supported, general cleanup and bugfixes. (by Denis Pauk)
|
|
|
|
Quake II 7.21 to 7.30:
|
|
- Removed support for SDL 1.2.
|
|
- Removed static dependencies to libogg, libvorbis and libz.
|
|
- Fixed several bugs regarding render- and fullscreen switch.
|
|
- A lot of fixes and improvements to the software renderer. It's now
|
|
able to render the whole game without artifacts and much faster than
|
|
before. (by Denis Pauk)
|
|
|
|
Quake II 7.20 to 7.21:
|
|
- Fix some render glitches in the software renderer. (by Denis Pauk)
|
|
- Render the weapon independent of the current field of view, otherwise
|
|
the weapon distorts with very high FOV settings. The weapons FOV can
|
|
be set through r_gunfov, it defaults to 90.
|
|
- Rework the OGG/Vorbis backend. This fixes several annoying bugs, and
|
|
adds support for alternative track <=> file mappings. Use this to
|
|
implement support for the audio tracks supplied by the GOG.com version
|
|
of Quake II.
|
|
|
|
Quake II 7.10 to 7.20:
|
|
- Add the soft renderer back. This feature is considered experimental.
|
|
The porting of the old soft renderer code to SDL and it's cleanup
|
|
were done by Denis Pauk.
|
|
- Rename several cvars to be consistent across different renderers.
|
|
The configuration file will be converted at the first start, when an
|
|
old cvar name is used a message is printed.
|
|
- Make the client unicode compatible. Yamagi Quake II can now be
|
|
installed into paths with unicode characters in it. On Windows the
|
|
user name of the current account may contain unicode characters.
|
|
As a side effect the game can run on ReFS volumes. While '+set
|
|
basedir' is still supported, the unicode compatible '-datadir'
|
|
should be used.
|
|
- Another round of timing fixes. The game is now capable of holding
|
|
the requestes or vsync framerate even on slow machines and with
|
|
problematic GL drivers.
|
|
- Fix server side mod handling, their configs are now saved to the
|
|
correct directories and the configs are reexeced at mod startup.
|
|
|
|
Quake II 7.02 to 7.10:
|
|
- Joystick support including haptic feedback. This fantastic work was
|
|
done by Denis Pauk. The dirty work is done by SDL, how good or bad
|
|
a joystick or gamepad is supported depends on SDLs support for it.
|
|
- Fix the old SDL sound backend, s_openal set to 0 is working again.
|
|
- Fix possible Vorbis buffer underruns if too many sound samples are
|
|
in flight. This occured only in large multi player games with at
|
|
least 6 custom models.
|
|
- Fix a possible crash on Windows if MSAA was set to a value not
|
|
supported by the driver.
|
|
- It's now possible to play through the whole game on a Raspberry PI
|
|
and other ARM boards. Please note that the RPIs hardware is really
|
|
limited. Only the OpenGL 1.4 renderer is supported and the framerate
|
|
is highly dependend on the screen resolution.
|
|
|
|
Quake II 7.01 to 7.02:
|
|
- Fix several corner cases regarding render library loading. The game
|
|
should now always fall back to the OpenGL 1.4 renderer if the new
|
|
OpenGL 3.2 renderer can't be initialized. Also the game aborts if no
|
|
useable OpenGL implementation exists.
|
|
- Refactor the search path code. This should fix several bugs with
|
|
Quake II writing to the wrong directories or being unable to find
|
|
some / all assets.
|
|
- Reimplement portable binaries. If called with the -portable command
|
|
line option Quake II saves all data (configs, savegames, screenshorts
|
|
etc.) into it's systemwide installation directory and not users home
|
|
directory. In contrast to the old implementation on Windows stdout.txt
|
|
contains all output, the first lines are no longer missing.
|
|
- vid_fullscreen set to 1 now keeps the desktops resolution. Set it to 2
|
|
to change the resolution.
|
|
- Instead of a list with precalculated FOV values the video menu now
|
|
shows a slider with possible values from 60 to 120. Horplus is now
|
|
always enabled, set the horplus cvar to 0 to disable it.
|
|
- The game is now able to hold the requested framerate (either by the
|
|
vsync or the gl_maxfps cvar) with an accuracy of about +/- 1% as long
|
|
as the hardware is fast enough. The framecounter was reimplemented
|
|
to be much more precise.
|
|
- Fix mispredictions if an original client running on Win32 connects
|
|
to a Yamagi Quake II server running on Linux/i386.
|
|
|
|
Quake II 7.00 to 7.01:
|
|
- Fix build of GL3 for platforms without SSE.
|
|
- Fix Jennel Jaquays name in credits and quit screen.
|
|
- Make Quake II high DPI aware on Window Vista and above.
|
|
- Fix some problems with loading dependend librarys on Windows.
|
|
|
|
Quake II 6.00 to 7.00:
|
|
- Remove the broken multitexturing render path from the OpenGL 1.4
|
|
renderer. It was switched off by default in 6.00.
|
|
- Reimplement the support for shared renderer libraries. Please note
|
|
the this is an incompatible implementation with an custom API. The
|
|
original renderer libraries will not work!
|
|
- Implement an OpenGL 3.2 renderer. This renderer has the same look
|
|
and feel as the old OpenGL 1.4 renderer but makes heavy use of
|
|
modern OpenGL and GPU features. An OpenGL 3.2 capable GPU (Intel
|
|
starting with Ivy Bridge on Windows or Sandy Bridge on Linux, Nvidia
|
|
staring with G80 and AMD starting with R600 / HD2000) is required.
|
|
- Fix OpenAL compatibility with modern openal-soft versions.
|
|
- Several fixes and optimizations to OpenAL, implement support for
|
|
doppler effects. (by xorw)
|
|
|
|
Quake II 5.34 to 6.00:
|
|
- Make the client asynchronous. The old behaviour can be forced by
|
|
setting cl_async to 0. Please note that asynchronicity can lead to
|
|
problems if the old SDL 1.2 backend is used and vsync is enabled.
|
|
- Implement gl_overbrightbits in the non multitexturing case. A value
|
|
of 1 just fixes lighting on water surfaces, higher values increase
|
|
the brightness of everything.
|
|
- General renderer overhaul for better compatibility with modern GPUs.
|
|
OpenGL 1.4 is now required, older versions are no longer supported.
|
|
Multitexturing was deprecated and will be removed in a future release.
|
|
- Fix some longstanding AI problems.
|
|
- Several general gameplay fixes.
|
|
|
|
Quake II 5.33 to 5.34:
|
|
- Add support for stereo 3D (by Valery Guskov)
|
|
- Make gibs solid so they move with conveyor belts.
|
|
- Disable gl_ext_multitexturing by default.
|
|
- Switch from an arch whitelist to an "all archs are supported"
|
|
approach.
|
|
- Add a new README.
|
|
|
|
Quake II 5.32 to 5.33:
|
|
- Add OGG volume slider in settings menu
|
|
- Fixed some bugs in volume settings
|
|
- Replaced HUD scale option in video menu with generic UI scale
|
|
- General UI upscaling improvements
|
|
- Better support for keyboards with AZERTY layout
|
|
|
|
Quake II 5.31 to 5.32:
|
|
- Fix problems with newer openal-soft versions.
|
|
- Fix overbright bits not applied to regular meshes. (by David Reid)
|
|
- Several improvements to GUI / HUD scaling. (by David Reid)
|
|
- Don't stop generating gibs after map change.
|
|
- A new high resolution application / windows icon. (by Ryan)
|
|
- Don't display baseq2 savegames in mods / addons.
|
|
- Some smaller bugfixes.
|
|
|
|
Quake II 5.30 to 5.31:
|
|
- Enabled hud scaling by default and added an option to the video menu
|
|
to switch scaling off.
|
|
- Fixed animated textures on transparent surfaces.
|
|
- Added CMake as an optional build system.
|
|
- Implemented a persistent console history. (by caedes)
|
|
- Fix bug with high velocities in vents in 32bit builds.
|
|
- A lot of small fixes and changes. (by Ozkan Sezer)
|
|
|
|
Quake II 5.24 to 5.30:
|
|
- Support for Mac OS X was overhauled. (by Jarvik7)
|
|
- Overhauled retexturing support, replacing libjpeg with stb_image,
|
|
adding png support because it was so easy (by caedes).
|
|
- Fix gamma (was broken in last release)
|
|
- Fix mouse grabbing (again!)
|
|
- Add binary directory to game data path
|
|
|
|
Quake II 5.23 to 5.24:
|
|
- Fix keyboard layouts in the console.
|
|
- Use GL_ARB_texture_non_power_of_two if it's supported by the GPU.
|
|
- Provide gl_consolescale and gl_menuscale cvars to change the scale
|
|
of the console and the menu.
|
|
- Several bugfixes and improvements to the sound system. Some bugs
|
|
were fixed and the underwater effect is now supported in the SDL
|
|
backend. (by bibendovsky)
|
|
|
|
Quake II 5.22 to 5.23:
|
|
- Provide gl_hudscale cvar that can be changed to scale the HUD, for
|
|
high resolutions etc. (by caedes)
|
|
- Several menu improvements.
|
|
- A better work around for the "the mouse cursor hits the window
|
|
border" SDL2 problem.
|
|
|
|
Quake II 5.21 to 5.22:
|
|
- Provide a fallback if SDL2s relative mouse mode cannot be activated.
|
|
- Add support for MSAA through the gl_msaa_samples cvar.
|
|
|
|
Quake II 5.20 to 5.21:
|
|
- Fix a bug regarding mouse key handling (reported by phenixia2003)
|
|
- Correct MS Windows builds. Add official support for Win64. This
|
|
still needs some testing.
|
|
- Allow to shutdown the client by pressing ctrl-c or sending SIGTERM.
|
|
Unix / Linux only.
|
|
|
|
Quake II 5.11 to 5.20
|
|
- Integrate the refresher into the client and remove QGL. This means
|
|
that ref_gl.so is gone and libGL is now linked like every other lib.
|
|
(by Alejandro Ricoveri)
|
|
- Port the client to SDL 2.0. The newer SDL version solves some long
|
|
standing problems, like broken keyboard layouts and non working SDL
|
|
sound on Windows. While SDL 2.0 is enabled by default, one can switch
|
|
back to SDL 1.2 by editing the Makefile.
|
|
- OS X support was put to hold. While OS X support is nice to have,
|
|
non of the deveolpers has interest in maintaining it. Until someone
|
|
steps up and takes responsibility, no OS X versions will be released.
|
|
|
|
Quake II 5.10 to 5.11
|
|
- A lot of bugfixes.
|
|
- Videos are scaled to 4:3 to prevent distortions.
|
|
- Another sound system cleanup.
|
|
|
|
Quake II 5.00 to 5.10
|
|
- Support for OS X. (by W. Beser)
|
|
- Correct field of view handling (by Ricardo Garci)
|
|
- Many improvements to the mouse release code (by svdijk)
|
|
- Scrolling save / load menus (by svdijk)
|
|
|
|
Quake II 4.21 to 5.00
|
|
- Backport to Microsoft Windows.
|
|
- Support for OpenBSD. (by Jonathan Gray)
|
|
- Aspect ration can be set via the video menu.
|
|
- A better random number generator.
|
|
- The SDL sound driver is now selectable by "s_sdldriver".
|
|
|
|
Quake II 4.20 to 4.21
|
|
- Fix several segfaults with OpenAL. (reported by Joran and
|
|
mxmvasilyev0)
|
|
- Add a file CONTRIBUTE.
|
|
- Some minor changes to the Makefile.
|
|
|
|
Quake II 4.10 to 4.20
|
|
- Add an options framework to allow disabling most option features
|
|
(OGG/Vorbis, ZIP file loading, OpenAL, etc) at compile time.
|
|
- Integrate OpenAL support, enabling surround sound and better stereo
|
|
sound calculations.
|
|
- Enforce the "C" locale to prevent libraries like broken LADSPA
|
|
plugins to override it and break printf, scanf, etc.
|
|
|
|
Quake II 4.03 to 4.10
|
|
- Change the behavior of hotkey menus to fix some strange bugs and
|
|
memory leaks in the menu system.
|
|
- Add the "gl_farsee" cvar. When set to "1" Quake II renders maps up
|
|
to 4096x4096 units instead of being limited to 2300x2300. The
|
|
default is "0". (by Richard Allen)
|
|
- Add support for the high resolution retexturing pack.
|
|
- Reenable support for gamma via SDL, since the upstream bug was fixed
|
|
with SDL 1.2.15. Gamma via X11 can be forced by defining X11GAMMA at
|
|
compile time.
|
|
- Add support for big endian architectures and enable the build on
|
|
SPARC64 CPUs. (by Kieron Gillespie)
|
|
|
|
Quake II 4.02 to 4.03
|
|
- Fix wrong function call in the Quake II file system.
|
|
- Fix gl_ext_multitexture set to 1. (reported by Richard Allen and
|
|
Lukas Sabota)
|
|
- Print the version number in the window title.
|
|
|
|
Quake II 4.01 to 4.02
|
|
- Fix a linker problem manifesting only on Ubuntu.
|
|
|
|
Quake II 4.00 to 4.01
|
|
- Fix a linker problem.
|
|
- Fix a problem with displaying the version number.
|
|
|
|
Quake II 3.00 to 4.00
|
|
- A major rewrite of the savegame system.
|
|
- Add a crash handler, printing a backtrace on Linux platforms.
|
|
- Add support for system wide installations.
|
|
- ctf was moved into a separate download.
|
|
- All open bugs were fixed.
|
|
- Fix spawnpoint selection if single player maps are loaded via
|
|
console.
|
|
- Rename ~/.quake2 to ~/.yq2 to ease parallel installation with other
|
|
Quake II clients.
|
|
- The client does no longer crash if the menu is opened while
|
|
connecting to remote server.
|
|
- The game code received a code audit and major rework.
|
|
|
|
Quake II 3.00RC2 to 3.00
|
|
- Improve compatiblity with pulseaudio (by Ozkan Sezer)
|
|
|
|
Quake II 3.00RC1 to 3.00RC2
|
|
- Many improvements to the OGG/Vorbis support. (by Ozkan Sezer)
|
|
- The map command now works even when a server is running.
|
|
|
|
Quake II 2.11 to 3.00RC1
|
|
- Complete refactoring and code audit of the client, leading to much
|
|
cleaner and more maintainable code and improved stability.
|
|
- Fixed a wrong cast under linux. This could result in sudden crashes.
|
|
- Reworked the input system.
|
|
- Much improved console tab completion.
|
|
- Better TTY output of the startup and shutdown.
|
|
- More reliable shutdown of the client.
|
|
- Plugged a memory leak in the quake file system.
|
|
- Major rework of the sound system:
|
|
- A lot of bugfixes for the upper layer.
|
|
- Simplified code and removed crap from the 90ies.
|
|
- Rewrote the low level backend from scratch.
|
|
- Major rework of the refresher:
|
|
- Added multitexturing and paletted textures back (this was
|
|
requested by many, many people).
|
|
- Rewrote the SDL backend.
|
|
- Reimplemented the gamma control using native X11 calls. This
|
|
should fix the gamma for all setups.
|
|
- Support for overbright bits.
|
|
- Changed the window title to "Yamagi Quake II".
|
|
|
|
Quake II 2.10 to 2.11
|
|
- Fix a bug in the client. This fixes the strange crashes under
|
|
Ubuntu. (Reported by many, special thanks to jhansonxi for his help)
|
|
- Add a null pointer check in cl_view.c. This fixes a rare case crash
|
|
in Ground Zero when files are missing. (by Sascha K.)
|
|
- Add a script as possible work around for Ubuntu bug 32452 (by
|
|
caedes)
|
|
|
|
Quake II 2.10RC3 to 2.10:
|
|
- Fix blending
|
|
|
|
Quake II 2.10RC2 to 2.10RC3:
|
|
- The refresher uses OpenGL 1.4 not 1.0
|
|
- Saner standard configuration
|
|
- Fix a bug when a video follows a video (like in Ground Zero)
|
|
- Fix a crash when enabling OGG/Vorbis in the menu
|
|
- Fix a crash when changing level after deactivating OGG/Vorbis
|
|
playback
|
|
- Do not show the gun symbol when fov is bigger than 91 and cl_gun is
|
|
set to 2
|
|
|
|
Quake II 2.10RC to 2.10RC2:
|
|
- Fix a problem with machine gun soldiers deadlocking
|
|
- Change CFLAGS to a saner default
|
|
- Quake II now creates ~/.quake2 if it doesn't exist (reported by N.
|
|
Tsakiris)
|
|
- Slightly better game performance (~10 FPS)
|
|
|
|
Quake II 2.00 to 2.10RC:
|
|
- Automagically releases the mouse when the console is opened
|
|
- Increased the maximal amount of file descriptores from 64 to 256.
|
|
This should fix some very rare crashes with 'The Reckoning' and
|
|
possible similar problems with mods. (reported by E. Müller)
|
|
- Support for custom resolutions (by caedes and Yamagi)
|
|
|
|
Quake II 1.05 to 2.00:
|
|
- Ogg/Vorbis Support as an optional replacement for the CD playback
|
|
- Support for hardware gamma via SDL
|
|
- Support for grabbing the mouse
|
|
- Some bugfixes
|
|
|
|
Quake II 1.04 to 1.05:
|
|
- Fix slowdown with CD music under Linux (by caedes)
|
|
|
|
Quake II 1.03 to 1.04:
|
|
- Added icon (by caedes)
|
|
- Added README
|
|
- Removed duplicated file
|