About
-
-
-is a modern, cross-platform Quake 1 engine based on .
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-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.
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-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.
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- Downloads
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- Hints
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-Visit the for a full run-down of the engine's commands and variables.
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-- To disable some changes, use "quakespasm -fitz"
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- Quakespasm's custom data is stored in "quakespasm.pak". Install this file alongside your id1 directory to enable the custom console background and other minor features.
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- For different sound backend drivers use "SDL_AUDIODRIVER=DRIVER ./quakespasm"
-, where DRIVER may be alsa, dsp, pulse, esd ...
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- Shift+Escape draws the Console.
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- From the console, use UP to browse the command line history and
-TAB to autocomplete command and map names.
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- There is currently no CD Music volume support and SDL2 doesn't support CD audio. cd_sdl.c needs replacing with cd_linux.c, cd_bsd.c etc..
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- In windows, alternative CD drives are accessible by "quakespasm -cddev F" (for example)
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- Quakespasm allows loading new games (mods) on the fly with "game GAMENAME {-quoth/hipnotic/rogue}"
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- Use "quakespasm -condebug" to save console log to "qconsole.log". SDL2 builds no longer generate stdout.txt/stderr.txt.
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-Music Playback
-Quakespasm can play various external music formats, including MP3, OGG and FLAC.
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-- Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".
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- Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
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- As of 0.90.0, music is played back at 44100 Hz by default with no need to adjust "-sndspeed".
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- Use the "-noextmusic" option to disable this feature.
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- See for more details.
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-Controller Support
-The SDL2 variant of Quakespasm supports Xbox 360 style game controllers.
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-The default configuration uses the left analog stick for movement and the right for looking.
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-If your controller doesn't work you can try placing in your Quake directory, it is a community-maintained database that adds support for more controllers to SDL2.
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-Cvars
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-- joy_deadzone - Fraction of the stick travel to be deadzone, between 0 and 1. Default 0.175.
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- joy_deadzone_trigger - Fraction of trigger range required to register a button press on the analog triggers, between 0 and 1. Default 0.2.
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- 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).
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- 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.
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- joy_invert - Set to 1 to invert the vertical axis of the look stick.
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- 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.
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- joy_enable - Set to 0 to disable controller support. Default 1.
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-Buttons
-Some of the controller buttons are hardcoded to allow navigating the menu:
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-- Back - alias for TAB
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- Start - alias for ESC
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- DPad, analog sticks - mapped to arrow keys
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- A Button - alias for ENTER in menus
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- B Button - alias for ESC in menus
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-These buttons can be bound normally:
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-- LTRIGGER - Left trigger
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- RTRIGGER - Right trigger
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- LSHOULDER - Left shoulder button
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- RSHOULDER - Right shoulder button
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- LTHUMB - Clicking the left thumbstick
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- RTHUMB - Clicking the right thumbstick
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- ABUTTON
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- BBUTTON
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- XBUTTON
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- YBUTTON
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-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.
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-The controller support started as Jeremiah Sypult's implementation in Quakespasm-Rift and also uses ideas and code from LordHavoc (DarkPlaces).
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- Compiling and Installation
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Quakespasm's (optional) custom data is now stored in the file quakespasm.pak. This file should be placed alongside your quakespasm binary and id1 directory.
-To checkout the latest version of QuakeSpasm, do:
-svn co svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm
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- Linux/Unix
-After extracting the source tarball, browse the Makefile and edit the music streaming options, then
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-make
-cp quakespasm /usr/local/games/quake (for example)
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-Compile time options include
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-- make DO_USERDIRS=1 to include user directories support
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- make DEBUG=1 for debugging
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- make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
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- make USE_SDL2=1 to compile against SDL2 instead of SDL-1.2
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-Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.
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The project can also be built with Codeblocks (project files included).
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- Windows
-The QuakeSpasm developers cross-compile windows binaries using and .
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-The project can also be built using Visual Studio 2005 (or newer).
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- Mac OS X
-A Quakespasm App (including program launcher and update framework) can be made using the Xcode template found in the MacOSX directory.
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-Alternatively, have a look at Makefile.darwin for more instructions on building from a console.
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- Known Bugs
-Brightness issues should be fixed with GLSL gamma in 0.90.1, if your system supports OpenGL 2. For reference on older systems:
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-Some versions of Xorg and SDL have brightness issues.
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-Try setting "export SDL_VIDEO_X11_NODIRECTCOLOR=1", or if you have Xorg >= 7.5 and broken brightness,
-these patched libSDL binaries may help.
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- Changes
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- Changes in 0.93.2
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-- Lightmaps are now dynamically allocated (from QSS), and BLOCK_WIDTH/HEIGHT raised from 128 to 256.
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- Fixed several uncheked limits that would crash the Slayer's Testaments mod (sf.net bug #33).
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- Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's Testaments mod works.
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- Fixed 'pants' and 'shirt' types so that those textures load correctly on platforms where char is unsigned by default (sf.net bug #28).
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- Windows audio: WASAPI-enabled SDL2 dlls function properly now.
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- Update the third-party libraries. Other fixes/cleanups.
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- Changes in 0.93.1
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-- Fixed a fog regression which was introduced in 0.93.0.
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- Fixed a crash (buffer overflow) with invalid vis data.
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- Fixed buttons crushing players in 64-bit builds.
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- Change controller movement to use cubic easing by default; added "joy_exponent_move" cvar.
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- config.cfg is no longer written in case of a Sys_Error.
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- Fixed Opus encoded cd tracks not being recognized as ripped tracks.
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- Update the third-party libraries. Other fixes/cleanups.
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- Changes in 0.93.0
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-- Raise default "joy_deadzone_trigger" cvar to 0.2.
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- Raise console buffer size to 1MB.
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- Raise MAX_STATIC_ENTITIES from 512 to 4096.
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- Raise MAX_STACK_DEPTH from 32 to 64.
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- Raise command buffer size from 8K to 256K to support large configs.
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- Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.
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- Remove "Loadgame buffer overflow" limit, which could happen when loading DP or QSS saves.
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- Adjust "exceeds standard limit of" debug warnings to include the actual QS limit.
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- Change "game" command to now exec quake.rc.
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- Change "games" / "mods" commands to list all subdirectories.
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- Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.
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- Alpha-masked model support. (MF_HOLEY: 0x4000).
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- Invalid skin index now draws skin 0 (WinQuake behaviour) instead of blue checkerboard.
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- Change default screenshot format to png. The 'screenshot' command now supports optional format (tga, png or jpg) and quality (1-100) arguments.
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- Revert "always run" changes from 0.85.9 and move the QuakeSpasm customizations to a new "cl_alwaysrun" cvar: Set to 1 in order to scale forward/side/up speed by "cl_movespeedkey" (usually 2), and to make "speedkey" act as "slowkey".
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- Change the "always run" menu option to offer three choices:
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- off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
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- vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
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- quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
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-- New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2, 1/3, or 1/4 resolution.
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- New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).
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- New "find" / "apropos" command, searches for commands/cvar names for the given substring (from Spike).
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- New "randmap" command for loading a random map.
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- New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage", "gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for tuning the strength of specic view blends.
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- GL2 renderer: use a GLSL shader for world faces. Fixes reports of integrated+discrete GPU laptops having inconsistent fog rendering.
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- Fix macOS startup delay (avoid calling gethostbyname() for ".local" hostnames).
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- Fix memory corruption in PF_lightstyle with out of bounds lightstyles.
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- Fix crash in BoundPoly with polygons extending beyond +/-9999.
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- Fix QS window to stay on the current monitor when changing video modes (SDL2 only).
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- Fix possible freeze in SV_TouchLinks regardless of what QC does in the touch function.
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- Fix for maps with empty strings for vector keys (e.g. "origin"); don't read uninitialized memory.
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- Support for Open Watcom compiler.
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- Update the third-party libraries.
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- Changes in 0.92.1
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-- Fixed large menu scale factors (was broken in 0.92.0).
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- Fixed PAUSE key (was broken in 0.92.0).
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- Updated some of the third-party libraries.
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- Changes in 0.92.0
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-- SDL2 Game Controller support.
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- 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.
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- RMQ protocol (999) support, adapted from RMQEngine.
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- New "-protocol x" command line option. Accepted values for 'x' are 15 (NetQuake), 666 (FitzQuake, default), and 999 (RMQ).
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- New "setpos" console command.
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- New "vid_borderless" cvar for getting a borderless window.
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- Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from 256 to 512 in order to handle the oms3 map pack.
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- Server edicts are now allocated using malloc instead of allocating on the hunk.
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- gl_clear now defaults to 1.
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- Fix items falling out of the world on oms3.bsp on SSE builds.
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- 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.
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- Fix wrong trace endpoint from the tracepos console command.
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- Updated some of the third-party libraries. Other fixes/clean-ups.
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- Changes in 0.91.0
- Bugfixes
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-- Fix unwanted fog mode change upon video restart.
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- Work around Intel 855 bug in status bar drawing with "r_oldwater 0" and "scr_sbaralpha 0".
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- Fix an obscure GLSL bug where changing gamma would result in the screen turning to noise.
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- Fix GLSL gamma causing the tiled screen border to turn white when "sizedown" is used.
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- Fix an alias model VBO renderer bug where a model not precached during map start wouldn't be drawn.
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- Fix the order of OpenGL context creation and window creation in SDL2 video.
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- Fix a calling convention issue in windows DPI awareness function pointers.
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- Fix a random texture recoloring after video mode change.
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- Fix a liquid turning to garbage after several video mode changes and "r_oldwater 0".
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- Fix a wrong alpha-sorting bug introduced in 0.90.1.
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- Fix "flush" command not reloading mdl's from disk (bug introduced in 0.90.1).
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- Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug).
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- Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug).
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- Visual improvements
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-- 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).
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- GLSL gamma is now supported on older hardware without NPOT extension.
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- Interface improvements
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-- New r_pos command to show player position.
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- NaN detection in traceline with "developer 1" set now warns instead of errors.
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- Code cleanup / Other
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-- Update third-party libraries.
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- Raised limits
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-- Default max_edicts 8192 (was 2048) and no longer saved to config.cfg.
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- Default heapsize 256 MB (was 64 MB).
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- Default zone 4 MB (was 384 KB).
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- Raised MAX_SFX to 1024 (was 512).
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- Changes in 0.90.1
- Bugfixes
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-- Fix dynamic light artifact where changing lightmap are rendered one frame late (bug introduced in 0.90.0).
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- Fix texture memory leak when changing video modes with SDL2.
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- Fix rare incorrect mdl lighting on 64-bit builds.
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- Fix fullbrights turning black after "kill" command (bug introduced in 0.90.0).
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- Clear all fog values on map change to prevent colored fog carrying over to jam3_tronyn.bsp.
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- Allow loading saves with } character in quoted strings, fixes issue with retrojam1_skacky.bsp.
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- Fix viewmodel not lerping on extended-limit maps.
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- Fix crash on out-of-bounds skin number.
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- Performance
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-- Use multithreaded OpenGL on OS X for better performance.
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- New, faster mdl renderer using GLSL. Disable with "-noglslalias".
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- Visual improvements
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-- 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".
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- Use high-quality water by default (r_oldwater 0).
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- Shadows use stencil buffer to avoid overlapping artifacts (from MarkV.)
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- r_noshadow_list cvar added (from MarkV.)
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- Interface improvements
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-- Support pausing demo playback with the "pause" command.
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- Autocompletion for "game", "record", "playdemo".
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- Experimental windowed fullscreen mode available with vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon entering fullscreen mode the next time.)
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- Silence "exceeded standard limit" messages unless developer cvar is >= 1.
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- 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"
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- Code cleanup
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-- Clean up IDE project files to build on fresh systems.
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- Update 3rd-party libraries.
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- Changes in 0.90.0
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-- Fix issues on Windows systems with DPI scaling.
-- Unix/Mac user directories support. Disabled by default, 'make DO_USERDIRS=1' to enable it.
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- SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.
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- Revised keyboard input code.
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- Revised/improved the 'game' command, i.e. on-the-fly mod changing. It now accepts an optional second argument for mission packs or quoth support i.e. -hipnotic, -rogue, or -quoth. For example, for WarpSpasm: "game warp -quoth"
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- Command line: "-game {quoth/hipnotic/rogue}" is now treated the same as -quoth, -hipnotic, or -rogue.
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- Console speed now resolution-independent.
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- 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.
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- PF_VarString buffer bumped to 1024, avoids truncated centerprints from the 'In The Shadows' mod.
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- Support for opengl non-power-of-two-textures extension (disable with command line: "-notexturenpot".)
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- Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer) for world and brush models (disable with command line: "-novbo".)
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- Antialiasing (FSAA) support (command line: -fsaa x, where x can be 0, 2, 4, 8).
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- Fence textures support.
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- Dynamic light speedup. Speedup loading of tga and pcx external images.
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- Brush model drawing speedup.
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- Support for BSP2 and 2PSB map formats.
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- Support for Opus, FLAC, and tracker music (S3M, IT, UMX, etc.), as compile-time options.
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- 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.
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- Better Hor+ field of view (FOV) scaling behavior.
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- Better cross-map demo playback support.
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- Fix screenshots when screen width isn't a multiple of 4.
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- Fix a lighting glitch due to floating point precision.
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- Fix a looping sounds glitch.
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- Fix a vulnerability in file extension handling. Tighten path handling safety.
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- Initialize opengl with 24-bit depth buffer at 32 bpp.
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- Reset all models upon gamedir changes. (Fixes failures with mods using custom content.)
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- Fix broken behavior upon gamedir changes if -basedir is specified on the command line.
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- NET_MAXMESSAGE and MAX_MSGLEN limits bumped to 64000.
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- MAX_EFRAGS bumped to 4096, and MAX_CHANNELS to 1024.
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- 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.
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- Fix cvar cycle command not working sometimes.
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- Host_Error upon missing models. (Prevents segmentation faults.)
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- Change sv_aim default value to 1 (i.e. turn off autoaim)
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- Add 'prev' and 'next' keywords to the 'cd' command.
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- Work around a linux cdrom issue (playback might not start for a while after a stop).
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- Quakespasm content customization moved from engine-embedded into a new optional quakespasm.pak file.
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- Version bumped to 0.90.0 (because Quakespasm has a decent life of it's own)
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- Other fixes and clean-ups.
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- Changes in 0.85.9
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-- Fixes for several undefined behaviors in C code (gcc-4.8 support.)
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- 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.
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- Adjusted string buffers for PR_ValueString and friends to fix crashes with excessively long global strings seen in some rude mods.
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- Toned down warning messages from PF_VarString() a bit.
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- 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.)
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- Fixes/cleanups in chat mode handling. Client no longer gets stuck in chat mode upon disconnect.
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- Mouse grab/key_dest fixes and key cleanups.
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- The "speedkey" now acts as "slowkey" when "always run" is on.
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- Support for demo recording after connection to server. (thanks to Baker for a patch)
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- Corner case fixes in COM_Parse() for quoted strings and support for C-style /*..*/ comments.
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- Changed lightmaps to GL_RGBA instead of GL_RGB.
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- Better parse for opengl extensions list (from quakeforge.)
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- Vsync saving/loading fixes.
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- Fixed pointfile loading.
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- Multiple cleanups in gl_vidsdl.c.
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- Opus music decoding support (as an optional patch only.)
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- Several other minor fixes/cleanups.
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- Changes in 0.85.8
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-- Made Quake shareware 1.00 and 1.01 versions to be recognized properly.
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- Fixed control-character handling in unicode mode. Keyboard input tweaks.
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- Made the keypad keys to send separate key events in game mode.
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- Text pasting support from OS clipboard to console. (windows and macosx.)
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- Support for the Apple (Command) key on macosx.
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- Fixed increased (more than 32) dynamic lights.
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- Music playback: Made sure that the file's channels count is supported.
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- Support for Solaris.
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- Switched to using libmad instead of libmpg123 for MP3 playback on Mac OS X.
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- Better support for building the Mac OS X version using a makefile, support for cross-compiling on Linux.
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- Fixed a minor intermissions glitch.
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- Increased string buffer size from 256 to 384 for PF_VarString to work around broken mods such as UQC.
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- Restored original behavior for Quake registered version detection.
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- Minor demo recording/playback tweaks.
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- Minor tweaks to the scale menu option.
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- unbindall before loading stored bindings (configurable by new cvar cfg_unbindall, enabled by default.)
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- New icon.
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- Miscellaneous source code cleanups.
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- Changes in 0.85.7
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-- Added support for cross-level demo playback
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- gl_texturemode is reimplemented as a cvar with a callback and the setting is automatically saved to the config
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- Fixed execution of external files without a newline at the end
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- Reduced memory usage during reloading of textures
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- Fixed compilation on GNU/kFreeBSD (Debian bug #657793)
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- Fixed backspace key on Mac OS X
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- Disable mouse acceleration in Mac OS X
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- Worked around recursive calling of the anisotropic filter callback
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- Console word wrap and long input line fixes
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- Verified correct compilation by clang (using v3.0)
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- Several other small changes mostly invisible to the end-user
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- Changes in 0.85.6
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-- More work for string buffer safety
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- 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)
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- Several cleanups/changes in the cvar layer
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- Minor SDL video fixes.
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- Changes in 0.85.5
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-- SDL input driver updated adding native keymap and dead key support to the console
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- Fixed a crash in net play in maps with extended limits
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- Verified successful compilation using gcc-4.6.x
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- Added workaround against GL texture flicker (z fighting), controlled by new cvar 'gl_zfix'
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- Read video variables early so that a vid_restart isn't necessary after init
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- mlook and lookspring fixes
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- Added support for loading external entity files, controlled by new cvar 'external_ents'
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- Made mp3 playback to allocate system memory instead of zone
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- Some updates to the progs interpreter code
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- Fixed r_nolerp_list parsing code of fitzquake
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- Made sure that deathmatch and coop are not set at the same time
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- Several code updates from uHexen2 project, several code cleanups.
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- Changes in 0.85.4
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-- Implement music (OGG, MP3, WAV) playback
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- A better fix for the infamous SV_TouchLinks problem, no more hard lockups with maps such as "whiteroom"
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- Add support for mouse buttons 4 and 5
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- Fix the "unalias" console command
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- Restore the "screen size" menu item
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- Fixed an erroneous protocol check in the server code
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- Raised the default zone memory size to 384 kb
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- Raised the default max_edicts from 1024 to 2048
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- 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
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- Fixed rest of the compiler warnings
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- Other minor sound and cdaudio updates
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- Changes in 0.85.3
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-- Fix the "-dedicated" option (thanks Oz) and add platform specific networking code (default) rather than SDL_net
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- Much needed OSX framework stuff from Kristian
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- Add a persistent history feature (thanks Baker)
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- Add a slider for scr_sbaralpha, which now defaults to 0.95 (slightly transparent, allowing for a nicer status bar)
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- Allow player messages longer than 32 characters
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- Sockaddr fix for FreeBSD/OSX/etc networking
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- Connect status bar size to the scale slider
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- Include an ISNAN (is not-a-number) fix to catch the occassional quake C bug giving traceline problems
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- Enumerate options menus
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- Add a "prev weapon" menu item (from Sander)
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- Small fix to Sound Block/Unblock on win32
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- Lots of code fixes (some from uhexen2)
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- Sys_Error calls Host_Shutdown
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- Added MS Visual Studio support
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- Add a "-cd" option to let the CD Player work in dedicated mode, and some other CD tweaks.
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- Changes in 0.85.2
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-- Replace the old "Screen size" slider with a "Scale" slider
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- Don't constantly open and close condebug log
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- Heap of C clean-ups
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- Fix mapname sorting
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- Alias the "mods" command to "games"
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- Block/Unblock sound upon focus loss/gain
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- NAT fix (networking protocol fix)
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- SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
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- 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.
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- Accept commandline options like "+connect ip:port"
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- Add OSX Makefile (tested?)
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- Changes in 0.85.1
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-- 64 bit CPU support
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- Restructured SDL sound driver
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- Custom conback
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- Tweaked the command line completion and added a map/changelevel autocompletion function
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- Alt+Enter toggles fullscreen
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- Disable Draw_BeginDisc which causes core dumps when called excessively
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- Show helpful info on start-up
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- Include real map name (sv.name) and skill in the status bar
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- Remove confirm quit dialog
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- Don't spam the console with PackFile seek requests
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- Default to window mode
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- Withdraw console when playing demos
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- Don't play demos on program init
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- Default Heapsize is 64meg
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- Changes to default console alpha, speed
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- Changes to cvar persistence gl_flashblend (default 0), r_shadow, r_wateralpha, r_dynamic, r_novis
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- Todo
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-- Add uHexen2's first person camera (and menu item)
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- Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls and SDL2 doesn't support CD audio
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- Copyright
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-- Quake and Quakespasm are released under the
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- Quakespasm console background image by AAS, released under the
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- Contact
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- Links
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