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  • New version of JoeQuake...

    Since it's not updated on his news page, I just want to let people know that there is a new version of JoeQuake out with some nice additions to it.

    You can get here

  • #2
    Cool! I wasn't sure that Joszef would be doing any more updates.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      I've been using it, it's a great client.
      e|------------------------0---------------
      B|---------------0^1----------------1----
      G|---------------2------2------0^2-------
      D|---------------2-------2--2-------------
      A|---------------0------------------------
      E|----------------------------------------

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      • #4
        cool update.. downloading...

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        • #5
          Any changelog anywhere?
          Quake 1 Singleplayer Maps and Mods

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          • #6
            Sure in the quake/joequake/docs/whatsnew.txt

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            • #7
              I took it from the Zip file:

              version 0.15 build 1862
              -----------------------

              -fixed bug when playback of demo file with corrupted header got system to hang up.

              -extended the effect of gl_picmip to .mdl and .md3 files either.

              -added particle muzzleflashes from QRack. You can enable/disable it via the
              gl_part_muzzleflash cvar. Note that you need to restart the map if you change
              it to take effect as it requires the model to be reloaded.

              -added decals from QRack. Cvars are gl_decal_blood, gl_decal_explosions,
              gl_decal_bullets and gl_decal_sparks. They all speak for themselves. Also gl_decaltime
              for the amount of seconds and gl_decal_viewdistance for the distance how far the
              decals can be seen.

              -added stencil shadows, "r_shadows 2" to use it. I kept the old shadow too since
              the use of stencil buffer results a massive performance loss.

              -fixed a bug with video capturing when the game got freezed if capturedemo was
              stopped with capture_stop command.

              -fixed a bug when compressing the audio to mp3 during video capturing. If there's
              any mp3 encoder exist in the system, Quake _does_ find and use it.

              -added r_fullbrightskins 2 mode: among the player, it also changes the skin of
              monsters to full bright as well.

              -made a workaround for the "e2m2 bug" which occurs when playing on easy skill and
              the players shots only one button at the beginning to enter the citadel and the
              game freezes. It won't crash from now on, but results a Host_Error call.
              I know I could've fix this bug for real I mean to not even drop the Host_Error
              but keep running. The problem is (once again) loosing backward compatibility with
              older Quake engines if a demo recorded in e2m2 using JoeQuake gets played in an
              other engine, it will still cause the crash.

              -added lightstyle interpolation to both GL and software versions.
              Start e1m1 and check the flickering light at the beginning of the map to see the
              effect. In my opinion it rocks skyhard

              Regards,
              Seven

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              • #8
                Hmm. This looks nice but how does it differ from Darkplaces or any of the other "advanced" clients?

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                • #9
                  It's based off fuhquake if I recall correctly. And fuhquake is a qw client based off ZQuake if I recall correctly. It was one of my favourite quake engines at the time with some nice eye candy.

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