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f3ae3beacd
BraXi (2): renders: fix BSPX lightmaps Rename functions r_dlightframecount parameter to lightframecount David Carlier (1): models_md5 few memory related fixes Denis Pauk (58): client: add custom protocol with short model index client: bump protocol and game version / unstable compatibility render: sync count of images with protocol max image count models: md5 do not copy token before use models: md5 partial COM_Parse in ReadMD5Anim models: md5 partial COM_Parse usage in ReadMD5Model models: ReadMD5Anim use strtol for parse models: ReadMD5Model get rid of sscanf usage models: ReadMD5Model more strict validation models: ReadMD5Anim get rid sscanf usage models: md5 call R_CompressNormalMDL only once for vertex soft: reuse R_LerpVerts code soft: move R_LerpVerts upper by call stack refresh/files: cppcheck warning clean up gl3/gl4: fix count lightmap in mgu5m2 gl1: cppcheck fixes models: md3/md5 show count of verts and tris models: show number commands in model models: md3 compress commands models: remove static buffers for commands compress models: prepare command compress to share logic models: md5 rearrange glcommands generation models: save triangles ofs/num in each mesh soft: fix multi mesh models render client: fix pickup message in demo models: md5 tris compress before compress gl commands. models: apply md3 compress tris logic models: revert slow vect compress logic models: md3/md5 share command generation code models: mdl compress triangles models: mdl support grouped frames models: make mdl count frames detect separate function models: mdl separate function for image load models: mdl fix texture coordinates models: dkm Daikatana, md2 Anachronox generate normals models: dkm split model to meshes models: add mdx / Kingpin models support renders: load mdx/Kingpin models support models: MDX mesh split by subobj value soft: fix cppcheck warnings, remove unused isflattop soft: fix cppcheck warning and remove unused fullscreen property cin: support tga/jpg/png static image models: fix md5 replacement load without md2 model filesystem: add support of Anachronox DAT archive format filesystem: Anachronox fix load sky filesystem: support longer path in archives (up to 128) client: add xatrix demo protocol check Add windows 32bit build releases small build clean up Add readme note about SiN maps protocol: share configstring convert logic server: convert config string to protocol range server: support of load original game library server: QII97 protocol version check unification server: extend count of sound indexes server: extend gun frame and index to short soft: fix original Quake 2 map lights regression renders: split R_BuildLightMap to two function Feels Duck Man (4): Added a speedometer that displays the player's speed in QU/s. Wasn't quite sure how to implement it without adding GetPlayerSpeed() to pmove.c. Unsure if there is a cleaner way to do this while keeping it inside cl_screen.c Removed 'Speed' label for speedometer when being displayed Added an option to draw speed under the crosshair with cl_showspeed 2, fixed drawing the speedometer when the game wasn't playing. Added documentation for 'cl_showspeed' in 040_cvarlist.md Guilherme Nemeth (1): berserker: slam attack, running club attack Sajt (1): models: add gl command compress code from qwalk apartfromtime (3): Texture filtering option Texture filtering options for OpenGL and Software video modes Fix software dithering
636 lines
29 KiB
Text
636 lines
29 KiB
Text
Quake 2 8.31RR6:
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- renders: fix BSPX lightmaps (by BraXi)
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- Rename functions r_dlightframecount parameter to lightframecount (by BraXi)
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- models_md5 few memory related fixes (by David Carlier)
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- use custom protocol with extended limits (by Denis Pauk)
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- improve mdl support, and add Kingpin .mdx models support (by Denis Pauk)
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- support Anachronox DAT archive format (by Denis Pauk)
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- Added a speedometer that displays the player's speed in QU/s. (by Feels Duck Manby)
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- berserker: slam attack, running club attack (by Guilherme Nemeth)
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- models: add gl command compress code from qwalk (by Sajt)
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- Texture filtering options for OpenGL and Software video modes (by apartfromtime)
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Quake 2 8.31RR5:
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- md3 models support,
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- initial md2 Anachronox models support,
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- add quake 1 monsters support: army, demon, dog, enforcer, fish, hknight,
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knight, ogre, shalrath, tarbaby, wizard, zombie,
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- fix for Shambler weapon,
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- mdl model load fix for grouped frames,
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- fix optional embeded mpeg decoder,
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- initial cleanup game functions export list.
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Quake 2 8.31RR4:
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- remove modle skin count limit,
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- use short instead byte in frame verts
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- mdl improve support of embeded texture,
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- support more then 16k gl commends in models,
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- support md5 models,
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- fix player models select if players are packed to pak file.
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Quake 2 8.31RR3:
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- third person support,
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- update remasterd maps support in gl3/gl4 based renders,
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- uopdate cinama render code for soft render,
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- autobuild windows binaries on tag creation.
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Quake 2 8.31RR2:
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- Merge hud/players code with ctf code,
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- Support Shambler, Guardian monsters.
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Quake 2 8.21RR1:
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- Suport mdl/fm/dkm models,
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- Support ogv video by ffmpeg,
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- Start merge ctf, xatrix, rogue to baseq2 code
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- Support remastered maps in gl1/vk
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Quake II 8.20 to 8.30:
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- Use the same image loading code in all renderers. (by 0lvin)
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- Use the same model loading code in all renderers. (by 0lvin)
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- Remove the unused `msg` cvar and the corresponding server side
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infrastructure. The cvar was never implemented in Quake II, but
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existing bits could be used for attacks against the client.
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- Add `cl_audiopaused`. When set to `1` the audio stops when the
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game is paused. (by David Carlier)
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- Add `ogg_pausewithgame`. When set to `1` the background music stops
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when the game is paused. (by apartfromtime)
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- New logo files, matching the original Quake II logo. (by SirYodaJedi)
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- Support for RISCV64 (by David Carlier)
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- Fix resetting Mods back to baseq2 when running with `-portable`.
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- Alternative playback modes for OGG/Vorbis background music: once,
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sequential, random. (by apartfromtime)
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- Support gyro aiming for Switch controllers with SDL < 2.0.14. (by
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protocultor)
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- Fixed stand-ground gladiators not attacking within a certain range.
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(by BjossiAlfreds)
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- Fixed monsters seeing players during intermissions. (by BjossiAlfreds)
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- Several fixes to Makron. (by BjossiAlfreds)
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- Optional high dpi awareness when running under Wayland. Requires a
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Wayland compositor supporting fractional-scale-v1 and at least SDL
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2.26. Set `vid_highdpiawareness 1` to enable.
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- Fix lava surfaces not glowing.
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- Add a cheat protected cvar `g_swap_speed`. Allows to skip frames of
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"putting down weapon" and "raising weapon" animations, speeding them
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up. (by protocultor)
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- Support of RGBA png/jpg image with r_retexturing as cinematic. (by
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0lvin)
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Quake II 8.10 to 8.20:
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- This release marks Quake IIs 25th anniversary. Happy Birthday!
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- Various improvements to the menu. This includes updates to the menu
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framework itself, to the game controller menu, the savegame menu and
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the video menus. (by apartfromtime, protocultor, David Carlier and
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0lvin)
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- A lot of fixes and improvements to the controller support. Support for
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gyro aiming, more precise stick handling and rumble improvements. (by
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protocultor)
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- Implement faster weapon switching with the new 'cycleweap' command.
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(by protocultor).
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- Fixes pusher delta yaw manipulation. This fixes the infamous bug were
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a player standing on a blocked elevator gets turned around (by
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skuller).
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- Add a command 'spawnentity' to spawn entities at the given
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coordinates. Can be used for debugging. (by 0lvin)
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- Ported monster footstep sounds from SkacikPLs Q2RTX fork. Needs a pak
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file with assets to work, see the documentation for details. (by
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0lvin)
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- Ported reverb effects from SkacikPLs Q2RTX fork. (by 0lvin)
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- Fix several coop related bugs with the powercubes. (by BjossiAlfreds)
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- A way better fix for dead bodies obstructing elevators or falling
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through the worldmodel. (by BjossiAlfreds)
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- Fix items already in water playing a splash sound at level start. (by
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BjossiAlfreds)
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- Pause the game when getting minimized or hidden. (by David Carlier)
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- Fix Bugs related to 'ogg_ignoretrack0'. (by BjossiAlfreds)
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- Share model loading code between renderers. (by 0lvin)
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- Restore stair step smoothing for step sizes other than 16.
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- Fix playback of long audio samples (>10 seconds) through OpenAL.
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Quake II 8.01 to 8.10:
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- The OpenGL 3.2 renderer now supports the classic underwater effect.
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Until now it was only available in the Software renderer.
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- Add 'ref_gles3', an OpenGL ES 3.0 renderer lib. This is an variant
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of the OpenGL 3.2 renderer, using OpenGL ES instead of desktop OpenGL.
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It greatly enhances support for embedded GPUs like the RaspberryPI 4.
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- The Software renderer now supports colored lighting. It can be
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enabled through `sw_colorlight`. (by 0lvin)
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- Another round of timing fixes. Implement `cl_maxfps -1` (the new
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default, existing configs are not altered) to automatically select
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a known to be good packet framerate depending on the current renderer
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framerate. This solves some subtile problems with stuttering entities.
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- Greatly improved support for joysticks and controllers. Devices can
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now be hotplugged at runtime, binding should be portable between
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different controllers and there's a new menu for controller bindings.
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(by protocultor)
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- Add the `r_2D_unfiltered` and `r_videos_unfiltered` cvars. When
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enabled 2D elements like the HUD and videos are not filtered, they
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appear pixeled.
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- Add 'prefweap' command to select weapon by priority. (by protocultor)
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- Support building with Microsoft Visual Studio 2015 and newer.
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- Several game code fixes, mostly for stuck mechanics in fact2. (by
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BjossiAlfreds and maraakate)
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- Fix two stuck monsters in hangar1 and jail5. (by Dremor8484 and
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BjossiAlfreds)
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- Fix the `viewsize` cvar.
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Quake II 8.00 to 8.01:
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- Fix the game not starting when nonexistent dirs in the search path.
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- Sync haptic joystick effects to the sound. (by 0lvin)
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- Move several map bug fixes to entity files, add some more map bug
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fixes. Without entity files the maps are the same as in Vanilla Quake
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II. (by BjossiAlfreds)
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- Play the correct demo loop after changing the current mod.
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- Fix numbered paks with upper case letters added twice to the search
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path. Only Windows was affected.
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- `g_footsteps 2` now only generate footstep sound when the player is on
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the ground entity and no longer when in water or air.
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- Add a cvar `g_machinegun_norecoil' which disables the machinegun
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recoil effect. This is cheat protected. (by De-Deppe)
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- Scale 8 bit textures when `r_scale8bittextures` is set. (by 0lvin)
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- The game is no longer limited to 1000 FPS when running in timedemo
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mode. (by 0lvin)
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- Optimise command line parser and fix several subtle bugs. (by
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BjossiAlfreds)
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- Add `r_2D_unfiltered`, when set to `1` 2D elements aren't filtered.
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- Fix soldiers never showing their pain skin as long as they're alive.
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- Fix relative paths in ZIP files not being found.
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- Add `gamemode` command for changing between singleplayer, deathmatch
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and coop. (by BjossiAlfreds)
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- Show a download progress bar when `cl_http_show_dw_progress` is set to
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`1`. (by David Carlier)
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Quake II 7.45 to 8.00:
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- Client side support for the optional Vulkan renderer library.
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- Non existent renderer libraries are now skipped over by the menu.
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- Fix several bugs when loading autosaves.
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- Bump the maximal number of OGG/Vorbis files to 128.
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- Several fixes to the Barracuda Shark. (by BjossiAlfreds)
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- 'vid_fullscreen' and 'r_mode' are no longer special, they require an
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explicit 'vid_restart' like every other cvar.
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- Remove hardcoded map fixes and replace them by optional entity files.
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Add several newly discovered map fixes. (by BjossiAlfreds)
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- Send the network protocol version to the server. This can be used by
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the server to support clients with different network protocol version.
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(by Knightmare)
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- Force SDL to minimize the window when its focus is lost. This fixes
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several problem under Windows with SDL 2.0.14 and newer.
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- Switch the semantics of the 'vid_fullscreen' cvar. '1' is now native
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fullscreen, like it was in Vanilla Quake II. '2' is desktop
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fullscreen. When desktop fullscreen is selected through the menu,
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'r_mode' is forced to '-2'.
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- Add 'g_footsteps' to control the generation of footstep sound. This
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cvar is cheat protected. '1' is Vanilla Quake II behavior and the
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default. '0' never generates footstep sound, '2' always generates
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them.
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- Support stereo wave files. (by 0lvin)
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- Add 'cl_r1q2_lighstyle'. When set to '1' Yamagi Quake II uses the
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Vanilla Quake II light styles (for example yellow light for the
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Hyperblaster) instead of the default r1q2 light styles.
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- Add a submenu to configure gamepad and joystick sensitivities. (by
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Larry Davis)
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- Ensure that the config file is written before changing the active mod.
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This prevents config changes from getting lost.
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- Overhaul the search path logic. Make sure that each directory is added
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only once.
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Quake II 7.44 to 7.45:
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- Fix a crash under windows when opening the games menu with mods
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installed.
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Quake II 7.43 to 7.44:
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- Fix some input option not getting saved.
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- Limit busywaits to the full client. This lowers the cpu consumption
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of q2ded considerably.
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- Rework the build system to be more distribution friendly. The base
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CFLAGS and LDFLAGS can now be overridden by the environment and by
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options passed to make. (by Simon McVittie)
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- Fix some corner cases of broken IPv6 connectivity.
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- Fix qport colliding between several Yamagi Quake II clients.
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- Keyboard keys unknown to Yamagi Quake II can now be bound.
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- Adaptive vsync is now supported by setting 'r_vsync' to '1'.
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- Implement 'coop_pickup_weapons'. When set to '1', a weapon may be
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picked up by coop players if the player doesn't have the weapon in
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their inventory or no other player has already picked it up.
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- In coop elevators wait for 'coop_elevator_delay' seconds.
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- If 'cl_anglekick' is set '1' angle kicks are ignored. This breaks
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the gameplay a little bit, but helps against motion sickness. This
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cvar is cheat protected.
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- Add 'listmaps' command and autocompletion for maps. (by JBerg)
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- Make 'wait' in scripts wait for 17 ms. This fixes some movement
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makros.
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- Support for Haiku. (by David Carlier)
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- Add a 'mods' submenu. (by earth-metal)
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- Add the 'vstr' command and 'nextdemo' cvar. Ported from ioquake3.
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(by Denis Pauk)
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Quake II 7.42 to 7.43:
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- Recover from a lost sound device, do not crash of no sound device is
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available. This fixes several problem with DisplayPort and HDMI audio,
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especially with the Intel Windows GPU drivers.
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- Several small game logic fixes. This includes a fix for a potential
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progress blocker in 'The Torture Chambers' introduced in the last
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release. (by BjossiAlfreds)
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- Add the 'gl1_particle_square' cvar, it forces square particles in
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the GL1 renderer. (by Mason UnixBeard)
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- The software renderer is no longer experimental.
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- Add an option to configure the gun Z offset in the software renderer.
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Quake II 7.41 to 7.42:
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- The console can now be scrolled with the mouse wheel. (by maxcrofts)
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- Fix entities on non-horizontal surfaces rendered in full black.
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- Add an option to choose the display Quake II runs on. (by Spirrwell)
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- Add an option to specify the display refresh rate used in fullscreen.
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- Allow mouse 'sensitivity' to be set to non-integral values.
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- Port cvar operations from q2pro. These allow the manipulation of cvar
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values, supported are: dec, inc, reset, resetall and toggle
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- Put the client into pause mode during savegame load. This prevents the
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world getting forwarded about 100 frames during load, time in which
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the player might be hurt by monsters or the environment.
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- New commands: 'listentities' allows listing of entities. 'teleport'
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teleports the player to the given coordinates.
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- Fix loading of config files not ending in newlines.
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- A lot of fixes for subtle, long standing AI and game play bugs. (by
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BjossiAlfreds)
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- Quicksaves can now be loaded and saved throught the savegame menus.
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- The software renderer now skips frames with no changes. This improves
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performance quite a bit, especially on slow CPUs. (by Denis Pauk)
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Quake II 7.40 to 7.41:
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- Some bugfixes to HTTP downloads introduced in 7.40.
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- Fix several crashes when loading savegames in coop.
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- Fix some out of memory aborts when loading maps with a lot surfaces.
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- Allow autodetection of the desktop resolution. Set 'r_mode' to '-2' to
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enable that. (by Denis Pauk)
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- Several fixes to the OpenGL 3.2 renderer. Some dynamic lights were
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missing, for example for most explosions. Stencil shadows were broken
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under some conditions. Performance was bad with the AMD driver under
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Windows. Intel Ivy Bridge didn't work. Under some conditions lights
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were too bright.
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- Add an optional fix for lighting problems in maps that misuse sky
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surfaces for interior lighting. Set 'gl_fixsurfsky' to '1' to enable
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it.
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- Another bunch of timing fixes. The game should now hold the framerate
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under all conditions, even with crappy Windows GPU drivers.
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- The quake2.exe wrapper forces the Quake II window into focus. This
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prevents Quake II starting in background.
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Quake II 7.30 to 7.40:
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- Add support for HTTP downloads. Both the r1q2 and q2pro URL schemes
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are supported, if a file is unavailable over HTTP the download code
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falls back to UDP.
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- Savegames can be removed through the menu by pressing 'del' on the
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selected savegame. (by Jonathan Bergeron)
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- Support external entity files. This was submitted by @NeonKnightOA.
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- Some fixes to OGG/Vorbis music playback. The music keeps playing after
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s_restart and ogg_shuffle is handled correctly by the menu.
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- Another round of timing fixes. Average frame times are now taken into
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account when taking an educated guess on the next frames render time.
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And the display refresh rate detection no longer cripple working GPU
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drivers in an efford to work around bugs in older version of AMDs.
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- A lot of fixes to the internal memory management. The game is now
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much more memory efficient, this allows playing of extremely big maps
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without crashes. This is largely based upon work done by Denis Pauk.
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- New and much more detailed documentation.
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- Enhancements to the software renderer. Retexturing packs are now
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supported, general cleanup and bugfixes. (by Denis Pauk)
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Quake II 7.21 to 7.30:
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- Removed support for SDL 1.2.
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- Removed static dependencies to libogg, libvorbis and libz.
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- Fixed several bugs regarding render- and fullscreen switch.
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- A lot of fixes and improvements to the software renderer. It's now
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able to render the whole game without artifacts and much faster than
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before. (by Denis Pauk)
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Quake II 7.20 to 7.21:
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- Fix some render glitches in the software renderer. (by Denis Pauk)
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- Render the weapon independent of the current field of view, otherwise
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the weapon distorts with very high FOV settings. The weapons FOV can
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be set through r_gunfov, it defaults to 90.
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- Rework the OGG/Vorbis backend. This fixes several annoying bugs, and
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adds support for alternative track <=> file mappings. Use this to
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implement support for the audio tracks supplied by the GOG.com version
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of Quake II.
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Quake II 7.10 to 7.20:
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- Add the soft renderer back. This feature is considered experimental.
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The porting of the old soft renderer code to SDL and it's cleanup
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were done by Denis Pauk.
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- Rename several cvars to be consistent across different renderers.
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The configuration file will be converted at the first start, when an
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old cvar name is used a message is printed.
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- Make the client unicode compatible. Yamagi Quake II can now be
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installed into paths with unicode characters in it. On Windows the
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user name of the current account may contain unicode characters.
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As a side effect the game can run on ReFS volumes. While '+set
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basedir' is still supported, the unicode compatible '-datadir'
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should be used.
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- Another round of timing fixes. The game is now capable of holding
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the requestes or vsync framerate even on slow machines and with
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problematic GL drivers.
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- Fix server side mod handling, their configs are now saved to the
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correct directories and the configs are reexeced at mod startup.
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Quake II 7.02 to 7.10:
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- Joystick support including haptic feedback. This fantastic work was
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done by Denis Pauk. The dirty work is done by SDL, how good or bad
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a joystick or gamepad is supported depends on SDLs support for it.
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- Fix the old SDL sound backend, s_openal set to 0 is working again.
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- Fix possible Vorbis buffer underruns if too many sound samples are
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in flight. This occured only in large multi player games with at
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least 6 custom models.
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- Fix a possible crash on Windows if MSAA was set to a value not
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supported by the driver.
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- It's now possible to play through the whole game on a Raspberry PI
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and other ARM boards. Please note that the RPIs hardware is really
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limited. Only the OpenGL 1.4 renderer is supported and the framerate
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is highly dependend on the screen resolution.
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Quake II 7.01 to 7.02:
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- Fix several corner cases regarding render library loading. The game
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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
|