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QuakeSpasm - README
Page last edited: July 2024.
QuakeSpasm is a modern cross-platform Quake engine based on FitzQuake.
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.
Quakespasm utilizes SDL-1.2 or SDL2 frameworks, choose one which works best for you.
SDL2 has nicer features, smoother mouse input and better support for newer operating systems,
but no CD-ROM support.
Visit the
FitzQuake homepage for a full run-down of the engine's commands and variables.
- To disable some changes, use "quakespasm -fitz"
- 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.
- For different sound backend drivers use :
"SDL_AUDIODRIVER=DRIVER ./quakespasm"
where DRIVER may be alsa, dsp, pulse, esd ...
- Shift+Escape draws the Console.
- From the console, use UP to browse the command line history and
TAB to autocomplete command and map names.
- 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..
- In windows, alternative CD drives are accessible by
"quakespasm -cddev F" (for example)
- Quakespasm allows loading new games (mods) on the fly with
"game GAMENAME {-quoth/hipnotic/rogue}"
- Use "quakespasm -condebug" to save console log to "qconsole.log". SDL2 builds no longer generate stdout.txt/stderr.txt.
Quakespasm can play various external music formats, including MP3, OGG and FLAC.
- Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".
- Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
- Use the "-noextmusic" option to disable this feature.
- As of 0.90.0, music is played back at 44100 Hz by default with no need to adjust "-sndspeed".
- See
Quakespasm-Music.txt for more details.
The SDL2 variant of Quakespasm supports Xbox 360 style game controllers.
The default configuration uses the left analog stick for movement and the right for looking.
If your controller doesn't work you can try placing
this file in your Quake directory, it is a community-maintained database that adds support for more controllers to SDL2.
Cvars
- joy_deadzone_look - Fraction of look stick travel to be deadzone, between 0 and 1. Default is 0.175.
- joy_deadzone_move - Same as above, but for the move stick. Default is 0.175.
- joy_deadzone_trigger - Fraction of trigger range required to register a button press on the analog triggers, between 0 and 1. Default 0.2.
- joy_outer_threshold_look - Outer deadzone for the look stick, between 0 and 1. Default 0.02.
- joy_outer_threshold_move - Outer deadzone for the move stick, between 0 and 1. Default 0.02.
- joy_sensitivity_yaw/pitch - Max angular speed in degrees/second when looking. Defaults are 240 for yaw (turning left/right) and 130 for pitch (up/down).
- joy_exponent - For the look stick, the stick displacement (between 0 and 1) is raised to this power. Default is 2. A value of 1 would give a linear relationship between stick displacement and fraction of the maximum angular speed.
- joy_exponent_move - Same as joy_exponent but for the move stick. Default is 2.
- joy_invert - Set to 1 to invert the vertical axis of the look stick.
- joy_swapmovelook - Set to 1 to swap the left and right analog stick functions. Default is 0, move on the left stick, look on the right stick.
- joy_enable - Set to 0 to disable controller support. Default is 1.
Buttons
Some of the controller buttons are hardcoded to allow navigating the menu:
- Back - alias for TAB
- Start - alias for ESC
- DPad, analog sticks - mapped to arrow keys
- A Button - alias for ENTER in menus
- B Button - alias for ESC in menus
These buttons can be bound normally:
- LTRIGGER - Left trigger
- RTRIGGER - Right trigger
- LSHOULDER - Left shoulder button
- RSHOULDER - Right shoulder button
- LTHUMB - Clicking the left thumbstick
- RTHUMB - Clicking the right thumbstick
- ABUTTON
- BBUTTON
- XBUTTON
- YBUTTON
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.
The controller support started as Jeremiah Sypult's implementation in Quakespasm-Rift, and also uses ideas/code from LordHavoc's DarkPlaces.
See the Downloads section to get the sourcecode, then below for platform specific instructions.
Quakespasm can also be built with the cross-platform Codeblocks.
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.
After extracting the source tarball, "cd Quake" and edit the Makefile for music options.
Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.
Then type "make" to compile the program, and copy the "quakespasm" binary (and "quakespasm.pak") to your Quake game directory.
Compile time options include
- make DO_USERDIRS=1 to include user directories support
- make DEBUG=1 for debugging
- make SDL_CONFIG=/PATH/TO/sdl-config for unusual SDL installations
- make USE_SDL2=1 to compile against SDL2 instead of SDL-1.2
QuakeSpasm developers cross-compile windows binaries using
MinGW-w64 and
MinGW.
The project can also be built using Microsoft Visual Studio 2005 and newer versions.
A Quakespasm App (including program launcher and update framework) can be made using the Xcode template found in the MacOSX directory.
Alternatively, have a look at Makefile.darwin for more instructions on building from a console.
QuakeSpasm 0.94 has support for playing the 2021 re-release content: Copy the quakespasm binary to your rerelease installation and run as you normally do.
- Fix potential infinite loop when playing sounds with loop start >= end (e.g. misc/forcefield.wav from Madfox's kaptlog.zip)
- Fix possible overflow when resampling very big sounds (e.g. gram1.wav from the 'A day like no other' mod.)
- Change Sky_ClipPoly to allocate on the heap in if MAX_CLIP_VERTS limit is reached (e.g. with lim_daviddg from Liminal Spaces Jam)
- Minor code cleanups. Updates to third party code.
- Thanks to Andrei Drexler, Vincent Sonnier, Alexey Lysiuk, and Jaycie Ewald for patches.
- Fix stack buffer overrun Mod_PolyForUnlitSurface: fixes crash when loading lim_daviddg.bsp from Liminal Spaces Jam.
- Fix potential buffer overflow in progs global string functions.
- Fix potential buffer overflow in Mod_LoadAliasFrame()
- Optimize BoxOnPlaneSide()
- Reserve enough space in PF_makestatic() for worst case scenarios.
- Improve handling of huge entities in SV_FindTouchedLeafs()
- Warn about bad maps with only 1 or 2 edges per face (e.g.: mj4m?, alk_dancing, ej3_bizz, rotj_entsoy...)
- Apply FOV gun scaling for r_showtris
- Sliders with visible values in options menu.
- game command now refuses setting a non-existing game directory
- Fix build in C23 mode.
- Minor code cleanups. Updated third party code, e.g. SDL, music codecs, etc.
- Thanks to Andrei Drexler, Alexey Lysiuk, Diordany van Hemert, and Jaime Moreira for patches.
- Fix demo recording as client-only after connection to server (was broken by signon changes in 0.96.0. Thanks to Jozsef Szalontai for issue report.)
- Fix potential buffer overflow in COM_Parse(), e.g. with maps with oversized 'wad' fields. (Thanks to Andrei Drexler.)
- Minor code cleanups.
- Adjustments to joystick defaults and behaviour. See the "Controller support / Cvars" section above.
- Fix for a mouse grabbing issue on macOS.
- Add missing support for -ip command line option on unix / macOS.
- Backport angled sprites code from FTEQW (spriteframetype: 2, must have 8 frames per group.)
- Bump the progs execution runaway loop limit to 16M.
- Add signon buffer fragmentation to fix SZ_GetSpace errors on certain maps when using protocol 999.
- Increased MAX_DATAGRAM to 64000 to overcome packet overflows.
- Bump the MAXALIASFRAMES limit to 1024.
- Fix arrays to have proper sizes in gl mesh code, reflecting MAXALIASTRIS and MAXALIASVERTS correctly. (fixes SIGSEGV in mj4m4/mj4m5.)
- Increased default value of gl_farclip to 65536.
- Increase chase cam target trace distance to allow for chasecam to function in large open maps (useful e.g. for the func_vehicle mod.)
- Raised default maximum number of particles to 16384 (can be set up to 32768 with -particles on the command line.)
- Fix on-screen keyboard showing up suddenly on Steam Deck when starting a map.
- Fix viewmodel interpolation with >10Hz animations.
- Fix a memory leak when exiting game in SDL2 builds.
- Fix a possible crash when handling clipboard data on macOS.
- Fix a potential crash after loading of saved game.
- Fix possible out-of-bound reads when handling progs type sizes.
- Fix Dutch angle VP_PARALLEL_UPRIGHT sprites.
- Fix an issue with lights blending by using 10 bit color depth for lightmaps. (For GLSL mode only.) Disable with "-nopackedpixels", if necessary.
- No relative motions when the window is not focused.
- Status bar and intermission screen tweaks.
- Properly display monster counts > 3 digits.
- Fix console animation with scr_conspeed <= 0.
- Fix mouselook not working upon game quickload during a demo play.
- Haiku operating system support.
- Fix console when server is run noninteractively with stdin redirected from /dev/null.
- Updated Visual Studio project files.
- Minor code cleanups. Updated third party code, e.g. SDL, music codecs, etc.
- Thanks to Andrei Drexler, Alexey Lysiuk, Andrey Budko, Boris I. Bendovsky, Chris Cowan, Maciej Olędzki, Simon McVittie, OscarL, Eric Wasylishen, Jaycie Ewald and Spike for patches.
- Allow mixing lit and unlit textures in the same map.
- Water texture mipmapping support - fixes glistening effect on distant water.
- Fix screen flashes in some maps with AMD's new drivers.
- Defend against zero-sized textures, e.g. __TB_empty in qbj_grue.bsp
- Fix possible file pointer leak in game load code.
- Minor code cleanups. Updated third party code, e.g. SDL, music codecs, etc.
- Thanks to 'temx' for his patches.
- Add support for lit water (patch contributed by Josiah Jack, with fixes from Eric Wasylishen.)
- Add model scale support -- requires protocol 999. (Original patch contributed by Josiah Jack with fixes from temx and Andrei Drexler. Thanks to Eric Wasylishen, MH and Spike for useful discussions.)
- Add sv_cheats cvar for 2021 rerelease (patch from Andrei Drexler).
- Clear the startdemo list on game change (patch by Andrei Drexler).
- Try light trace from entity origin first (patch by Andrei Drexler).
- Backport a few fixes to the bundled SDL2-2.0.22 version.
- Fix console history buffer wrapping.
- Fix wrong external texture use after vid_restart.
- Update lodepng from mainstream git.
- Miscellaneous source code cleanups.
- Server protocol size check fixes for sounds and particles.
- An invalid memory access fix in the jpg screenshot writer.
- Basic dependency tracking in Makefiles.
- Backported a few fixes to the bundled SDL2-2.0.22 version.
- Minor build fix for C++ compilers.
- Other small improvements elsewhere in the code.
- Compatibility with new SDL2 versioning scheme.
- Revised min/max/clamp macros' usage.
- Fixed a potential undefined behavior in R_DrawAliasModel.
- Fixed parsing of the time argument of svc_fog server message. (it has been broken for more than 20 years and has never seem to have been used.)
- Other small improvements elsewhere in the code.
- Backported a few fixes to the bundled SDL2-2.0.22 version.
- Fixed getting stuck with loading plaque upon attempting to load a bad save from the menu
- Fixed SZ_GetSpace server crashes, e.g. in ad_magna or ad_mountain
- Fixed intermission camera angles during demo playback
- Don't reset onground flag on every new server message
- Re-enabled title demos by default (turn off with cl_startdemos 0)
- Don't autoplay next demo after a timedemo
- Fixed bad parsing of cdtrack in hipdemo1 from Scourge of Armagon
- Fixed serverinfo off-by-one nummodels/numsounds for protocol 15
- Support for Quake 2021 update 3
- Implemented quad/pentagram dlights for Quake 2021 rerelease
- Implemented 2021 rerelease localsound builtin & svc_localsound (56)
- Several other improvements to Quake 2021 rerelease support
- Several other small fixes and improvements all over the code
- Updated third party code (SDL, lodepng, miniz, some of the codecs, etc.)
- Thanks to Andrei Drexler, 'atsb' and 'temx' for their several patches.
- Handle sky textures with non-standard sizes and warn about them (e.g. ad_tears)
- Allow loading textures not aligned to 16 pixels and warn about them (eg. the horde2 map of Dimension of the Machine from 2021 rerelease update/2.)
- Updated included SDL2 to latest version 2.0.18.
- 2021 rerelease: Support for playing the latest update.
- 2021 rerelease: Fix pitch black models in lit areas in DOTM.
- 2021 rerelease: Fix black candles in the DOTM start map.
- 2021 rerelease: Look for QuakeEX.kpf under userdir, too.
- Fix lightmap issues after vkQuake surface mark/cull optimizations merge (sf.net bug/50)
- Initial support for playing the 'Quake 2021 re-release' content (thanks to Andrei Drexler for bulk of the work, Guillaume Plourde for Q64 bsp format support.)
- Fix rendering bug when cl_bobcycle was set to zero (sf.net bug/41)
- Fixed buffer overflow with large char skybox names (sf.net bug/38)
- Fixed a missing MAXALIASFRAMES bounds check (sf.net bug/37)
- OpenGL: workaround Intel UHD 600 driver bug (sf.net bug/39)
- OpenGL: merged surface mark & cull optimizations from vkQuake.
- Compensate viewmodel distortion at fov > 90 (based on code from Qrack, thanks to Andrei Drexler for the patch.)
- Raised MAX_GLTEXTURES limit from 2048 to 4096 for now.
- Changed 'model has a skin taller than 480' error into a warning
- Reject lit files if they're the wrong size (eg hipnotic/start.bsp vs id1/start.lit or just a bsp that no longer has any coloured lits, etc)
- External ent files are now versioned using 4 digit crc of the original map's ents, like e1m1@c49d.ent, which is much safer. The old method (e.g. e1m1.ent) still works but isn't recommended.
- Support for external vis files.
- Save: remove CR/LFs from level name to avoids broken saves, e.g. with autumn_sp map.
- Music: improvements to mp3 tag detection / skipping.
- Music: umx loader fix for malformed / crafted files.
- New console command music_jump: Jump to given order in music, like Unreal's music change - only for module (tracker) music.
- Updated third-party libraries (music codecs, SDL, etc.) Other minor fixes, tidy-ups and protability tweaks.
- Source repository moved to git.
- Lightmaps are now dynamically allocated (from QSS), and BLOCK_WIDTH/HEIGHT raised from 128 to 256.
- Fixed several uncheked limits that would crash the Slayer's Testaments mod (sf.net bug #33).
- Raised MAXALIASTRIS from 2048 to 4096, so that the Slayer's Testaments mod works.
- Fixed 'pants' and 'shirt' types so that those textures load correctly on platforms where char type is unsigned by default (sf.net bug #28).
- Windows audio: WASAPI-enabled SDL2 dlls function properly now.
- Update the third-party libraries. Other fixes/cleanups.
- Fixed a fog regression which was introduced in 0.93.0.
- Fixed a crash (buffer overflow) with invalid vis data.
- Fixed buttons crushing players in 64-bit builds.
- Change controller movement to use cubic easing by default; added "joy_exponent_move" cvar.
- config.cfg is no longer written in case of a Sys_Error.
- Fixed Opus encoded cd tracks not being recognized as ripped tracks.
- Update the third-party libraries. Other fixes/cleanups.
- Raise default "joy_deadzone_trigger" cvar to 0.2.
- Raise console buffer size to 1MB.
- Raise MAX_STATIC_ENTITIES from 512 to 4096.
- Raise MAX_STACK_DEPTH from 32 to 64.
- Raise command buffer size from 8K to 256K to support large configs.
- Remove MAX_EFRAGS and MAX_MAP_LEAFS limits.
- Remove "Loadgame buffer overflow" limit, which could happen when loading DP or QSS saves.
- Adjust "exceeds standard limit of" debug warnings to include the actual QS limit.
- Change "game" command to now exec quake.rc.
- Change "games" / "mods" commands to list all subdirectories.
- Restore vid_refreshrate from fitzquake-0.85 for SDL2 builds.
- Alpha-masked model support. (MF_HOLEY: 0x4000).
- Invalid skin index now draws skin 0 (WinQuake behaviour) instead of blue checkerboard.
- Change default screenshot format to png. The 'screenshot' command now supports optional format (tga, png or jpg) and quality (1-100) arguments.
- 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".
- Change the "always run" menu option to offer three choices:
off (cl_alwaysrun 0, cl_forwardspeed 200, cl_backspeed 200)
vanilla (cl_alwaysrun 0, cl_forwardspeed 400, cl_backspeed 400)
quakespasm (cl_alwaysrun 1, cl_forwardspeed 200, cl_backspeed 200)
- New "r_scale" cvar. Set to 2, 3, or 4 to render the view at 1/2, 1/3, or 1/4 resolution.
- New "r_viewmodel_quake" cvar. Set to 1 for WinQuake gun position (from MarkV).
- New "find" / "apropos" command, searches for commands/cvar names for the given substring (from Spike).
- New "randmap" command for loading a random map.
- New "gl_cshiftpercent_contents", "gl_cshiftpercent_damage", "gl_cshiftpercent_bonus", "gl_cshiftpercent_powerup" cvars for tuning the strength of specic view blends.
- GL2 renderer: use a GLSL shader for world faces. Fixes reports of integrated+discrete GPU laptops having inconsistent fog rendering.
- Fix macOS startup delay (avoid calling gethostbyname() for ".local" hostnames).
- Fix memory corruption in PF_lightstyle with out of bounds lightstyles.
- Fix crash in BoundPoly with polygons extending beyond +/-9999.
- Fix QS window to stay on the current monitor when changing video modes (SDL2 only).
- Fix possible freeze in SV_TouchLinks regardless of what QC does in the touch function.
- Fix for maps with empty strings for vector keys (e.g. "origin"); don't read uninitialized memory.
- Support for Open Watcom compiler.
- Update the third-party libraries.
- Fixed large menu scale factors (was broken in 0.92.0).
- Fixed PAUSE key (was broken in 0.92.0).
- Updated some of the third-party libraries.
- SDL2 Game Controller support.
- 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.
- RMQ protocol (999) support, adapted from RMQEngine.
- New "-protocol x" command line option. Accepted values for 'x' are 15 (NetQuake), 666 (FitzQuake, default), and 999 (RMQ).
- New "setpos" console command.
- New "vid_borderless" cvar for getting a borderless window.
- Increased MAX_MAP_LEAFS from 65535 to 70000 and MAX_LIGHTMAPS from 256 to 512 in order to handle the oms3 map pack.
- Server edicts are now allocated using malloc instead of allocating on the hunk.
- gl_clear now defaults to 1.
- Fix items falling out of the world on oms3.bsp on SSE builds.
- 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.
- Fix wrong trace endpoint from the tracepos console command.
- Updated some of the third-party libraries. Other fixes/clean-ups.
Bugfixes
- Fix unwanted fog mode change upon video restart.
- Work around Intel 855 bug in status bar drawing with "r_oldwater 0" and "scr_sbaralpha 0".
- Fix an obscure GLSL bug where changing gamma would result in the screen turning to noise.
- Fix GLSL gamma causing the tiled screen border to turn white when "sizedown" is used.
- Fix an alias model VBO renderer bug where a model not precached during map start wouldn't be drawn.
- Fix the order of OpenGL context creation and window creation in SDL2 video.
- Fix a calling convention issue in windows DPI awareness function pointers.
- Fix a random texture recoloring after video mode change.
- Fix a liquid turning to garbage after several video mode changes and "r_oldwater 0".
- Fix a wrong alpha-sorting bug introduced in 0.90.1.
- Fix "flush" command not reloading mdl's from disk (bug introduced in 0.90.1).
- Prevent a possible buffer overflow in Cbuf_Execute (old Q1/Q2 bug).
- Prevent a possible vulnerability in MSG_ReadString (old Q1/Q2 bug).
Visual improvements
- 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).
- GLSL gamma is now supported on older hardware without NPOT extension.
Interface improvements
- New r_pos command to show player position.
- NaN detection in traceline with "developer 1" set now warns instead of errors.
Code cleanup / Other
- Update third-party libraries.
Raised limits
- Default max_edicts 8192 (was 2048) and no longer saved to config.cfg.
- Default heapsize 256 MB (was 64 MB).
- Default zone 4 MB (was 384 KB).
- Raised MAX_SFX to 1024 (was 512).
Bugfixes
- Fix dynamic light artifact where changing lightmap are rendered one frame late (bug introduced in 0.90.0).
- Fix texture memory leak when changing video modes with SDL2.
- Fix a rare incorrect mdl lighting on 64-bit builds.
(details here.)
- Fix fullbrights turning black after "kill" command (bug introduced in 0.90.0).
- Clear all fog values on map change to prevent colored fog carrying over to jam3_tronyn.bsp.
- Allow loading saves with } character in quoted strings, fixes issue with retrojam1_skacky.bsp.
- Fix viewmodel not lerping on extended-limit maps.
- Fix crash on out-of-bounds skin number.
Performance
- Use multithreaded OpenGL on OS X for better performance.
- New, faster mdl renderer using GLSL. Disable with "-noglslalias".
Visual improvements
- 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".
- Use high-quality water by default (r_oldwater 0).
- Shadows use stencil buffer to avoid overlapping artifacts (from MarkV.)
- r_noshadow_list cvar added (from MarkV.)
Interface improvements
- Support pausing demo playback with the "pause" command.
- Autocompletion for "game", "record", "playdemo".
- Experimental windowed fullscreen mode available with vid_desktopfullscreen 1 (only in SDL2 builds, takes effect upon entering fullscreen mode the next time.)
- Silence "exceeded standard limit" messages unless developer cvar is >= 1.
- 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"
Code cleanup
- Clean up IDE project files to build on fresh systems.
- Update 3rd-party libraries.
- Fix issues on Windows systems with DPI scaling.
- Unix/Mac user directories support. Disabled by default,
'make DO_USERDIRS=1' to enable it.
- SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.
- Revised keyboard input code.
- 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"
- Command line: "-game {quoth/hipnotic/rogue}" is now treated the same as -quoth, -hipnotic, or -rogue.
- Console speed now resolution-independent.
- 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.
- PF_VarString buffer bumped to 1024, avoids truncated centerprints from the 'In The Shadows' mod.
- Support for opengl non-power-of-two-textures extension (disable with command line: "-notexturenpot".)
- Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer) for world and brush models (disable with command line: "-novbo".)
- Antialiasing (FSAA) support (command line: -fsaa x, where x can be 0, 2, 4, 8).
- Fence textures support.
- Dynamic light speedup. Speedup loading of tga and pcx external images.
- Brush model drawing speedup.
- Support for BSP2 and 2PSB map formats.
- Support for Opus, FLAC, and tracker music (S3M, IT, UMX, etc.), as compile-time options.
- 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.
- Better Hor+ field of view (FOV) scaling behavior.
- Better cross-map demo playback support.
- Fix screenshots when screen width isn't a multiple of 4.
- Fix a lighting glitch due to floating point precision.
- Fix a looping sounds glitch.
- Fix a vulnerability in file extension handling. Tighten path handling safety.
- Initialize opengl with 24-bit depth buffer at 32 bpp.
- Reset all models upon gamedir changes. (Fixes failures with mods using custom content.)
- Fix broken behavior upon gamedir changes if -basedir is specified on the command line.
- NET_MAXMESSAGE and MAX_MSGLEN limits bumped to 64000.
- MAX_EFRAGS bumped to 4096, and MAX_CHANNELS to 1024.
- 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.
- Fix cvar cycle command not working sometimes.
- Host_Error upon missing models. (Prevents segmentation faults.)
- Change sv_aim default value to 1 (i.e. turn off autoaim)
- Add 'prev' and 'next' keywords to the 'cd' command.
- Work around a linux cdrom issue (playback might not start for a while after a stop).
- Quakespasm content customization moved from engine-embedded into a new optional quakespasm.pak file.
- Version bumped to 0.90.0 (because Quakespasm has a decent life of it's own)
- Other fixes and clean-ups.
- Fixes for several undefined behaviors in C code (gcc-4.8 support.)
- 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.
- Adjusted string buffers for PR_ValueString and friends to fix crashes with excessively long global strings seen in some rude mods.
- Toned down warning messages from PF_VarString() a bit.
- 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.)
- Fixes/cleanups in chat mode handling. Client no longer gets stuck in chat mode upon disconnect.
- Mouse grab/key_dest fixes and key cleanups.
- The "speedkey" now acts as "slowkey" when "always run" is on.
- Support for demo recording after connection to server. (thanks to Baker for a patch)
- Corner case fixes in COM_Parse() for quoted strings and support for C-style /*..*/ comments.
- Changed lightmaps to GL_RGBA instead of GL_RGB.
- Better parse for opengl extensions list (from quakeforge.)
- Vsync saving/loading fixes.
- Fixed pointfile loading.
- Multiple cleanups in gl_vidsdl.c.
- Opus music decoding support (as an optional patch only.)
- Several other minor fixes/cleanups.
- Made Quake shareware 1.00 and 1.01 versions to be recognized properly.
- Fixed control-character handling in unicode mode. Keyboard input tweaks.
- Made the keypad keys to send separate key events in game mode.
- Text pasting support from OS clipboard to console. (windows and macosx.)
- Support for the Apple (Command) key on macosx.
- Fixed increased (more than 32) dynamic lights.
- Music playback: Made sure that the file's channels count is supported.
- Support for Solaris.
- Switched to using libmad instead of libmpg123 for MP3 playback on Mac OS X.
- Better support for building the Mac OS X version using a makefile, support for cross-compiling on Linux.
- Fixed a minor intermissions glitch.
- Increased string buffer size from 256 to 384 for PF_VarString to work around broken mods such as UQC.
- Restored original behavior for Quake registered version detection.
- Minor demo recording/playback tweaks.
- Minor tweaks to the scale menu option.
- unbindall before loading stored bindings (configurable by new cvar cfg_unbindall, enabled by default.)
- New icon.
- Miscellaneous source code cleanups.
- Added support for cross-level demo playback
- gl_texturemode is reimplemented as a cvar with a callback and the setting is automatically saved to the config
- Fixed execution of external files without a newline at the end
- Reduced memory usage during reloading of textures
- Fixed compilation on GNU/kFreeBSD (Debian bug #657793)
- Fixed backspace key on Mac OS X
- Disable mouse acceleration in Mac OS X
- Worked around recursive calling of the anisotropic filter callback
- Console word wrap and long input line fixes
- Verified correct compilation by clang (using v3.0)
- Several other small changes mostly invisible to the end-user
- More work for string buffer safety
- 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)
- Several cleanups/changes in the cvar layer
- Minor SDL video fixes.
- SDL input driver updated adding native keymap and dead key support to the console
- Fixed a crash in net play in maps with extended limits
- Verified successful compilation using gcc-4.6.x
- Added workaround against GL texture flicker (z fighting), controlled by new cvar 'gl_zfix'
- Read video variables early so that a vid_restart isn't necessary after init
- mlook and lookspring fixes
- Added support for loading external entity files, controlled by new cvar 'external_ents'
- Made mp3 playback to allocate system memory instead of zone
- Some updates to the progs interpreter code
- Fixed r_nolerp_list parsing code of fitzquake
- Made sure that deathmatch and coop are not set at the same time
- Several code updates from uHexen2 project, several code cleanups.
- Implement music (OGG, MP3, WAV) playback
- A better fix for the infamous SV_TouchLinks problem, no more hard lockups with maps such as "whiteroom"
- Add support for mouse buttons 4 and 5
- Fix the "unalias" console command
- Restore the "screen size" menu item
- Fixed an erroneous protocol check in the server code
- Raised the default zone memory size to 384 kb
- Raised the default max_edicts from 1024 to 2048
- 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
- Fixed rest of the compiler warnings
- Other minor sound and cdaudio updates
- Fix the "-dedicated" option (thanks Oz) and add platform specific networking code (default) rather than SDL_net
- Much needed OSX framework stuff from Kristian
- Add a persistent history feature (thanks Baker)
- Add a slider for scr_sbaralpha, which now defaults to 0.95 (slightly transparent, allowing for a nicer status bar)
- Allow player messages longer than 32 characters
- Sockaddr fix for FreeBSD/OSX/etc networking
- Connect status bar size to the scale slider
- Include an ISNAN (is not-a-number) fix to catch the occassional quake C bug giving traceline problems
- Enumerate options menus
- Add a "prev weapon" menu item (from Sander)
- Small fix to Sound Block/Unblock on win32
- Lots of code fixes (some from uhexen2)
- Sys_Error calls Host_Shutdown
- Added MS Visual Studio support
- Add a "-cd" option to let the CD Player work in dedicated mode, and some other CD tweaks.
- Replace the old "Screen size" slider with a "Scale" slider
- Don't constantly open and close condebug log
- Heap of C clean-ups
- Fix mapname sorting
- Alias the "mods" command to "games"
- Block/Unblock sound upon focus loss/gain
- NAT (networking protocol) fix
- SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
- 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.
- Accept commandline options like "+connect ip:port"
- 64 bit CPU support
- Restructured SDL sound driver
- Custom conback
- Tweaked the command line completion and added a map/changelevel autocompletion function
- Alt+Enter toggles fullscreen
- Disable Draw_BeginDisc which causes core dumps when called excessively
- Show helpful info on start-up
- Include real map name (sv.name) and skill in the status bar
- Remove confirm quit dialog
- Don't spam the console with PackFile seek requests
- Default to window mode
- Withdraw console when playing demos
- Don't play demos on program init
- Default heapsize is 64 MB.
- Changes to default console alpha, speed
- Changes to cvar persistence gl_flashblend (default 0), r_shadow, r_wateralpha, r_dynamic, r_novis.