ProQuake 4.33 should be available Sunday. I would do some final testing and fix some mild annoyance which prevented me from completing it last night, but I don't have enough time at the moment.
Some of the features:
1. Ability to play demos that are recorded across maps. For example, start recording a demo on start and walkthrough the teleporter to E1M1 ... ProQuake can successfully play that full demo on-screen.
2. Optional ability to have glpro color dead bodies like in WinQuake (and Quakeworld). This bug fix is an advantage over other GL clients in deathmatch games (seeing the color of dead bodies is an informational advantage), but since WinQuake does it no one can really call it unfair.
2. Optional fix to the "GLQuake near the waterline" rendering issue where you can see entities you shouidn't be able to. The rendering issue is ugly, but as this flaw in GLQuake can actually be an advantage on a server I have no intent of forcing it on anyone.
3. Optional rendering full-interpolation in wqpro. Makes single player look incredibly smooth. Both animation information and the movement interpolation are based on MH's work (the former from a tutorial he wrote, the latter ported out of DirectQ).
4. Slight adjustments to improved coop smoothness (I worked on this some more). Defaults on. I was studying the DarkPlaces version of this feature to try to get it "perfect" -- and it is good but not perfect. This next version on Sunday is effectively close to perfect.
A few other features I can't remember.
Some of the features:
1. Ability to play demos that are recorded across maps. For example, start recording a demo on start and walkthrough the teleporter to E1M1 ... ProQuake can successfully play that full demo on-screen.
2. Optional ability to have glpro color dead bodies like in WinQuake (and Quakeworld). This bug fix is an advantage over other GL clients in deathmatch games (seeing the color of dead bodies is an informational advantage), but since WinQuake does it no one can really call it unfair.
2. Optional fix to the "GLQuake near the waterline" rendering issue where you can see entities you shouidn't be able to. The rendering issue is ugly, but as this flaw in GLQuake can actually be an advantage on a server I have no intent of forcing it on anyone.
3. Optional rendering full-interpolation in wqpro. Makes single player look incredibly smooth. Both animation information and the movement interpolation are based on MH's work (the former from a tutorial he wrote, the latter ported out of DirectQ).
4. Slight adjustments to improved coop smoothness (I worked on this some more). Defaults on. I was studying the DarkPlaces version of this feature to try to get it "perfect" -- and it is good but not perfect. This next version on Sunday is effectively close to perfect.
A few other features I can't remember.
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