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| August 26, 2008, 00:48. Tonik is online |
| As you may have noticed, we're dead again! |
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| October 11, 2007, 22:20. Tonik is online |
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There's no detailed changelog for the latest build, so here are some of the new things, from memory: - NQ progs.dat is supported. The two Quake mission packs, Scourge of Armagon and Dissolution of Eternity, work right out of the box. So does Omicron Bot, the famous NetQuake bot that can play on any map and learn while playing. - connection to NetQuake servers is supported (nqconnect command). - ZQ_VWEP and client-side display of vwep models - support for cyrillic characters in chat - cl_zeropingmode cvar, enabled by default, results in zero ping for locally started games. Rather than transfer player input to the server and wait till the next frame to read the reply, the client will do everything in one frame, just like NetQuake does. This is very handy for single player games, because some mods will change player physics one way or another; zero ping mode guarantees that no prediction errors occur. The mode is automatically disabled when recording is stated because not all clients would be able to play back such demos. - the clumsy default.cfg from pak0.pak is replaced with a builtin config with reasonable defaults (wasd movement + Thresh's weapon binds) - cl_gibfilter 2: gibs are displayed, but fade away after a couple of seconds. Playing for fun has never been so fun! - tga and png loading supported for 2d graphics and bsp textures (but not for alias models yet, sorry). Yeah this is long overdue. - external texture loading for classic skies - duplicate texture names solution - fps-independent physics (cl_independentPhysics cvar). This is the first time it's officially supported in ZQuake :) And... with the new ZQuake, guess how many files you need to start a game of Quake? Two is enough! zquake-gl.exe and id1/pak0.pak, that's all! Creating a 'clean install' has never been easier :) |
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| October 2, 2007, 08:51. Tonik is online |
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A new build was uploaded :) Spent much of yesterday playing the Travail Mission Pack and fixing the bugs it turned up. Here's an ingame screenshot (nothing spectacular, just a Travail map):
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| September 2, 2005, 00:30. Tonik is online |
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There was a stupid bug in the GL version of build 2081, so scrap that and
download build 2082 instead. It also fixes the d_subdiv16 0 bug (dirtbox should be happy). |
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| September 1, 2005, 08:43. Tonik is online |
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W00t, a news update?!!! Grab new Win32 builds here. What's new in build 2081?
In other news, oldman imported the recently released Quake3 source code into ZQuake CVS. What is he up to, I wonder? Stay tuned :) UPDATE: I've put together a simple mod that makes use of the rail trail effect. It's good old Kombat Teams where the lightning gun is replaced with a railgun. Use setinfo railcolor 1..7 to change the railgun trail's color.
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| September 19, 2004, 19:65. Tonik is online |
Nuff said. |
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| September 9, 2004, 00:01. Tonik is online |
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I uploaded a new build, 1723. Please test it thoroughly and be sure to report any bugs! It's going to become ZQuake 0.16 in a few days if all goes well. (Sorry, only win32 builds again. Arrrrgh I'm lazy.) Oh and... no, fps-independent physics is not gonna make it into the release. In other news: we're cooperating with the AGRIP project which aims to bring online Quake experience to vision-impaired players. Basic acessibility code is already in ZQuake cvs; AGRIP features are not enabled by default, ZQuake must be compiled with -DAGRIP to turn them on. This may change in future; AGRIP code's footprint is pretty small so eventually you may only need to type "agrip_enable 1", etc, to turn accessibility stuff on. |
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| July 3, 2004, 22:29. Tonik is online |
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Build 1656 for ya! Mouse wheel now works with -dinput. So do extra mouse buttons (mouse4 .. mouse8). Note that DirectInput is now enabled by default and you don't need -dinput on the command line; if you want to disable it, you'll have to put "in_dinput 0" into config.cfg, or add "+set in_dinput 0" to the command line. Actually I'm not 100% sure if mouse5..mouse8 really work, so if you have one of those fancy 5-button mice, please tell me if mouse5 works for you. Update: uploaded build 1657. Fixes mouse acceleration in WinXP, and makes mouse4 and mouse5 work without dinput. |
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| June 1, 2004, 10:26. Tonik is online |
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There's been quite a number of additions and changes/fixes. Here we go: Build 1624:
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| May 24, 2004, 07:16. Tonik is online |
Changelog for today's build, 1616:
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| May 22, 2004, 04:18. Tonik is online |
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Ouch, 200+ days since last update. I've been reading the readme for midairbot 1.0 and found this: - Bot collision is very buggy, apologies.Hehe, I thought, I know why it's buggy. It's coz I broke it :) So I went straight ahead and fixed it. New ZQ build: 1614 Mmmm... and I also added static colored lighting aka lits. And a dozen bugfixes. |
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| October 27, 2003, 16:22. Tonik is online |
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Grab ZQuake 0.15dev build 1406 from downloads. There's a neat new feature there: +frj command. Rationale: 1. Any asshole with two eyes and two hands can write (or copy-and-paste) a good frj script. 2. ZQuake has no means of disabling frj scripts. (No longer true - see 'UPDATE' below) 3. KTPro has kfjump anyway. Hence we conclude that +frj will not make any difference to people with fast computers and good connection. It will, however, benefit people with slow machines OR bad connection who are at a disadvantage without it, because 1. To make an frj script work reliably on a slow PC, the script must include a command to clamp cl_maxfps temporarily. As a result, the frj script will require three wait commands (as opposed to two waits for tuned-for-current-fps scripts), and will thus produce very noticeable and annoying glitches. 2. Even on hi-end boxes, frj scripts will sometimes fail to restore your view direction correctly because of temporary connection problems. As for kfjump, latest KTPro's have an idiocy that will send you an svc_fixangle whenever you kfjump, thus screwing your movement quite a bit if your ping is not LPBish. Usage: Just bind +frj to a key (CAPSLOCK is my favorite) UPDATE: of course some were unhappy with +frj. Well, now you can completely disable both +frj and classic frj scripts if you set "serverinfo allow_frj 0" on the server. Re-download build 1406, it's been updated. |
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| October 17, 2003, 01:04. Tonik is online |
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Grab a linux build of zqds from downloads section. Someone please put up an FFA server with latest zqds. |
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| September 24, 2003, 23:21. Tonik is online |
Build 1373:
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| September 22, 2003, 01:20. Tonik is online |
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The smallest ZQ update ever. Build 1371:
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| September 17, 2003, 20:46 Tonik is online |
What's new today?
If you're not into TF and have never seen that demo, it's worth downloading the 4Meg TF28 zip just to watch it. Excellent piece of artwork. Just don't forget to reset d_mipcap/gl_picmip to default :) UPDATE: tried it in GL and it lags like hell. Probably because the skin updates are handled incorrectly for NQ demos. Also, TF guys' skins don't update right, probably for the same reason. |
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| September 16, 2003, 23:43 Tonik is crazy |
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Guess what I did today? I added to ZQuake the ability to play NetQuake demos. Nuff said. It works, and it works so f**king cool like you won't believe. Took me 13 hours of continuous work, minus some 20 coffe/cigarette breaks I guess I'm going to find and watch all these good old Thresh vs Entropy etc demos. Pity the downloads on MethosQ are broken :( There is a couple of known bugs with NQ demos (e.g. skin/color forcing behaves strangely), but otherwise it's so nice I hardly believe my own eyes. The feature only adds some 8 kilobytes to exe size. Half of that to the zip. Now tell me it was not worth it. I could actually re-enable the good old startup demo1/demo2/demo2 loop now! I won't, because it was a major annoyance in NetQuake, but the startdemos command is definitely a TODO now. |
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| September 12, 2003, 10:36, Tonik is online |
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More about the new features in build 1360. 1. Z_EXT_PITCHLIMITS is an engine extension that lets you (or server admin) control how much you can move your view direction in the vertical axis. DOOM didn't allow any movement there at all; Quake 2 and Quake 3 give you 180 degrees of freedom. QuakeWorld and NetQuake only allow 160. With ZQuake, you can now choose whatever mode you want. Here's how it works: on the server, you have two variables, sv_maxpitch (80 by default) and sv_minpitch (-70 by default). What's a bit confusing is that sv_maxpitch controls how much you can pitch downwards, while sv_minpitch is for upwards. That's how view angles are represented in Quake engines; you'll have to live with it. When sv_maxpitch or sv_minpitch is modified, a corresponding key will be added to serverinfo, maxpitch or minpitch, respectively. ZQuake clients will recognize this and limit mouse movement appropriately. sv_maxpitch 89 lets you look (almost) straight down, and thus you can perform higher rocketjumps. E.g. rocketjumping from dm6 floor to GL area becomes a trivial trick. sv_minpitch -89 lets you look straight up. Unlike sv_maxpitch, it will not affect gameplay much, but it might be quite useful on dm4, for example, where battles often take place in vertical dimension. I'm afraid most mods will not be able to handle sv_minpitch -89 properly when it comes to firing grenades: if you look straight up, grenades willl fly up and behind you. I will fix it in ZQuake QC soon, and I hope others will follow. 2. tp_took pointed is a feature that's been in Cheapo proxy for ages (and maybe in Qizmo, too?); finally it made its way into ZQuake. It's pretty useful in a typical situation where you point at an RL pack for your teammates, then see an enemy coming and take the pack yourself. ZQuake will automatically report "took pack at someplace" and let you concentrate fully on fighting the bad guys. I don't yet know how reliable my implementation is. Also it's limited to the last item you pointed, that means that if you point at the pack and then at another item, ZQuake will "forget" about the pack and will not automatically report when you pick it up. |
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| September 12, 2003, 00:01, Tonik is online |
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ZQuake 0.15 dev builds #1360 uploaded. I'm too tired to write extensive docs for new features. An excerpt from the changelog is all I can provide right now: ==( build 1360 )==
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| July 27, 2003, 23:11, Tonik is online |
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Hi all, I'm releasing new ZQuake builds (#1314) with several nifty enhancements. No, don't expect 32bit textures, colored lighting, none of that shit. For eyecandy, there's FuhQuake.
One more thing. I moved my weird Weird Quake project's CVS repository to a separate project space on sourceforge. |
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| June 30, 2003, 00:03, Tonik is online |
I'm online again. Presenting a new (1286) win32 build of zquake again. Shit, when
am I gonna build the Linux version? Ok anyway, here it goes:
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| May 11, 2003, 18:18, Tonik is online |
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It's so cool when there are no firewalls between you and your beloved zquake.frag.ru. I'm using this chance to say hello to everyone :-) And I fixed all (I hope) references to 'zquake-ot' on the page. |
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| April 14, 2003, 00:10, Tonik is online |
| There's one more feature that's been implemented in ZQuake a while ago but I forgot to mention in whatsnew's: vsync control. The cvar is gl_swapinterval, like in Q2 (or like r_swapinterval in Q3). |
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| March 9, 2003, 06:00, Tonik is awake |
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Build 1174 is out. The most notable new feature is (at last!) ability to save and load single player games. You can do it via the menu or from the console. I can't guarantee it will work 100% correct in all cases, but it works for me. Another feature that's been available for a while (I just forgot to tell ya guys about it :) is independent binding of left and right Ctrl/Alt/Shift keys. You can still bind them as CTRL, ALT and SHIFT, and that'll work as it always did, but you can also use new names: LCTRL, RCTRL, LALT, RALT, LSHIFT and RSHIFT. Btw if you feel like getting pissed off at someone, I'm here at your disposal. In this ZQuake build, I have removed two stupid variables, namely gl_max_size and pushlatency. Go prove to me there's any reason to have them in zquake Post your comments here. |
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| October 27, 2002, 01:33, Tonik is online again |
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ZQuake is dead, as usual, but I've made a small update anyway :) Build 1041:
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| August 15, 2002, 06:08, Tonik is online |
One more update here:
zquake-win32-0.15b969.zip.
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| August 15, 2002, 06:08, Tonik is online again |
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I've uploaded a new win32 zquake binary,
zquake-win32-0.15b968.zip. It's mostly bugfixes, but also there are two new commands you might want to try:
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| May 20, 2002, 22:04, Tonik is online |
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Guess what? ZQuake 0.14 is released! zquake-win32-0.14.zip - Win32 binaries zquake-linux-0.14.zip - Linux binaries zquake-src-0.14.zip - source files |
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| May 12, 2002, 01:53, Tonik is online |
| Linux builds updated. Build number is 873 but it's equivalent to Win32 build 871. |
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| May 11, 2002, 00:18, Tonik is online |
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Another small update here. I packed everything into one archive:
zquake-0.13b871.zip.
This is how 0.14 release is going to look I guess. New features are skyboxes in GL (no, you CAN'T load a skybox manually if you're connected to an external server), -dedicated for zquake/zquake-gl plus more bugfixes |
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| May 6, 2002, 06:50, Turba on air | ||
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Yo, guys! New zquake builds (865) available at download page. Check it. Whats new? I know only there is a bunch of fixes. For examle, was fixed bug with -condebug, vid_describemodes was renamed to vid_modelist just for fun and was added cl_confirmquit cvar that can be set to 0 only from command line. It's all i know. Get it!
cya... | ||
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| March 3, 2002, 04:00, Turba on air |
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ZQ site now have multilanguage structure. Now it's very easy to create another language section. Well, if you wish translate this page to your language it's gonna be much easy. Just e-mail me and i'll send the source of english page to you. All you have to do, it's translate the zq manual, some content and menu words. Soon we will see the hungarian mirror of zq page. Manual and content is almost ready. So, you have a chance, to make your contribution on development of ZQuake project. Your request please send to this address: turba@gazeta.ru. cya... |
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| February 28, 2002, 06:00, Turba on air |
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ZQ manual updated, check it and tell me what you think. ZQuake manual. There is new cosmetic changes, corrections and some additional text. |
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| February 26, 2002, 09:00, Turba on air |
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I have just finished restyling of bliP's zquake manual. Fuf... Hard work for one night. %-\ Guys, please, send me your opinion about this on the forum, or on my e-mail. Also ZQuake user manual you can find on Features section. |
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| February 21, 2002, 11:53, Tonik is online |
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Just wanted to post a link to bliP's
ZQuake user manual And one more link: The first (unofficial) SDQuake release :) (project home page is here) |
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| January 30, 2002, 01:52, Tonik is online |
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Hello everybody, it's me again. I uploaded build 771, there's not much to say about it, except that it has a new feature that's going to piss off a lot of players :) I won't tell you what it is -- download the new build and try it yourself. If it does piss you off, set v_gunkick to 0 :D Also, if you're running a zquake 0.13dev server, please upgrade it because I found and fixed a small bug in player movement code. |
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| January 9, 2002, 10:01, Tonik presents zquake-ddraw |
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ZQUAKE WITHOUT MGL. Here for you to test. Nuff said. |
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| January 6, 2002, 19:30, Tonik is online |
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First post in the new year =8-) ZQuake 0.13dev builds updated once again. I haven't posted anything from whatsnew.txt for a long time, so here's a cumulative list of changes that covers the last 5 development builds.
Even though 0.13dev is a 'development' version of ZQuake, I believe it's heaps more stable than 0.12. So I recommend all ZQuake users and server admins to upgrade to this new build. |
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| December 31, 2001, 16:29, Tonik is online |
*** HAPPY NEW YEAR *** |
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| December 30, 2001, 5:54, Tonik is online |
| Quake2 3.21 source is released, so is ZQuake 0.13dev build 740. |
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| December 22, 2001, 14:13, Tonik is online |
| Today is 22 December, and that's (1) the second anniversary of Quake1 source release and (2) two years since ZQuake Project was started! Hey where's the champagne? |
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| December 22, 2001, 14:09, Tonik is online |
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Oh yeah. He did it. ftp://ftp.idsoftware.com/idstuff/source/quake2.zip. |
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| December 21, 2001, 10:22, Tonik is online |
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Pedro Henrique Aguiar Zamprogno kindly informed me that there IS a Mac ZQuake
port! Well not really a full port, but a modification of MacGLQuake with a
number of useful ZQuake features. Here is the post on Paroxysm message board, and here is the readme file. |
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| December 19, 2001, 10:29, Tonik is online |
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I have changed my mind and switched back to Internet Explorer, upgraded to v6.0.
It turns out IE 6.0 is way more stable on my PC than 5.0. Btw, it seems that about 40% of the people visiting zquake.frag.ru use IE 6.0: http://top.mail.ru/stat?id=93395;what=sys;period=1 The page is in Russian but that shouldn't be much of a trouble. Argh! Just as I were writing this, I received yet another letter requesting ZQuake for Mac. Any Mac gurus here? |
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| December 18, 2001, 16:09, Tonik is online (3151 of 8514 KB downloaded) |
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I'm sick of MSIE 5.0 freezing my computer after 5 minutes of using it, so I'm
switching to Netscape. I dug up 4.8 in my archives, ok it looks shit, I'm
downloading 6.2 atm hoping it will be more user friendly. |
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| December 7, 2001, 0:25, Tonik presents zqwsv lifetime warranty :-) |
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This is a small but important update. I fixed the 'slow rockets' bug that happens in linux servers running for more than a couple of weeks. My tests show that the new server doesn't show any physics anomalities even if it was run for 1,000 (one thousand) years without restarting. Fair enough eh? :-) WARNING! Make sure you DO restart zqwsv after 1,000,000 (one million) years, otherwise really weird things may start happening :-E~ Grab the new server here. PLEASE NOTE that I haven't updated the downloads page (yeah I'm lazy) |
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| December 3, 2001, 23:38, Tonik is online |
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God, I'm so f**king tired of having to keep ZQuake compatible with the old QW 2.30 protocol. Have you ever noticed that QW always feels somewhat laggy, even when you're playing on a local server, even in ZQuake client+server? Even if you have solid 72 fps? Try strafing left and firing a rocket, you will see it a split second later, to the right of your crosshair. In NetQuake, however, you see it immediately in front of you, without any delay at all. I have recently found that it's pretty easy to achieve this 'zero ping' effect in ZQuake client+server, only a couple of lines of code have to be changed. Cool or what? Alas! Doing so will result in demo incompatibility with QW 2.30. Well it is possible to play 'zero ping' demos in QW, but you'll have to disable prediction (cl_nopred 1). Ok what's wrong with cl_nopred 1? It gives you really shit jump physics due to a stupid bug in QW. So what am I to do? Add this new code but make it optional, and disable it by default?. Sigh. |
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| November 21, 2001, 18:00, Turba is online |
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All links at the downloads page were fixed! Thanx to None. |
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| November 21, 2001, 06:00, Turba is online |
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Here we go... We have changed design. I hope it's will be more comfortable and fast as old version. All news was transformed in new format, we have archive now (if you miss something). Well, if you find some dead links, then mail me at turba@gazeta.ru, will fix it. Thanx & enjoy. |
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| November 16, 2001, 20:38, Tonik is online |
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Win32 builds updated. The problem with flash grens is fixed (again :). And yay! The counter just went past 50,000 visits. Cool or what? |
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| November 12, 2001, 23:50, Tonik is online |
Yet another builds update.
I have created three sample entitity files to illustrate this idea:
In fact you don't need any editor at all -- you can just open a .bsp file in any text editor, search for "worldspawn", then copy-and-paste to a new file all the text between (and including) the first and last opening brace. You should get something like this:
{
"wad" "gfx/wizard.wad"
"classname" "worldspawn"
"message" "Shub-Niggurath's Pit"
"sounds" "4"
}
...
{
"classname" "item_armorInv"
"origin" "-176 -496 -560"
"spawnflags" "1792"
}
Do whatever changes you want and save the file. You can change the "message"
field in worldspawn entity to something like "My super cool map" if you want :)Oh, gotta one last note before someone says that entfiles suck coz it's too easy for some bright guy to make cheaty entfile (e.g. place a red armor + 100 health + quad in a secret place :) and use it in an official game. When an entfile is loaded on the server, an "*entfile" key is added to its serverinfo. Its value is checksum of the entity file. So you can always tell (by typing "serverinfo" in the console) if you're playing a modified map. |
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| November 10, 2001, 21:05, Tonik is online |
ZQuake 0.13dev builds updated. Here's what's new in build 690:
This idiocy will be fixed in the next build, of course. |
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| November 8, 2001, 01:14, Tonik is online |
| "I contradict myself? Very well, I contradict myself. I am large; I contain multitudes" |
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| October 29, 2001, 01:02, Tonik is online |
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1. ZQuake Board
on Besmella-Quake is working again
(thanx Puglet and Sparky) - note that its address has changed. I'm afraid the
messages posted during the last week are lost. 2. ZQuake 0.13dev builds were updated yesterday, note that they (and the previous builds) have a misc bug, skins are not always updated properly. That's because I actually _fixed_ a bug, but QW skins code is so crappy that fixing one bug broke other things. Currently I'm trying to do a clean rewrite of skins code that fixes everything including enemyskin/teamskin variables. |
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| October 22, 2001, 22:34, Tonik is online |
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Just uploaded new builds (#671). - fixed a couple of forcecolor/forceskin related bugs - fixed the bug with quick weapon scripts not working properly - added cl_c2sImpulseBackup variable, defaults to 3. Only makes sense when cl_c2spps is used, and controls how many backup copies of packets with non-zero impulses to send. Valid values are 0..3, the recommended value is 3, but you can try 2 or even 1 to reduce traffic if you don't have any packet loss (which is unlikely if you're a modem player, heh) - one more thing, the new builds contain a test implementation of my ZQuake protocol extension idea... Start zqwsv or zquake and look at its serverinfo string, it has a "*z_ext" key in it. This key indicates that the server supports one of ZQuake protocol extensions (there is only one for now, Z_EXT_PM_TYPE, and it's not fully implemented yet). Don't ask me questions about it unless you're so intrigued by it you can't sleep :-) Linux binaries were updated, too (omfg, looks like I haven't updated them for two months... shame!) BliP sent me a number of TF related suggestions recently with code examples, but I haven't had time to include them in this build. The forum is not working because besmella guys seem to have some problems, their main page says they hope to fix it by tuesday. Heh, and my mailbox hasn't been working today so I couldn't reply to all letters... There's at least a dozen unanswered messages, so please be patient if you're waiting for a reply. |
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| October 19, 2001, 3:27, Tonik is online |
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Arrrrgh. The last build (#665) has a nasty bug that makes some console scripts work incorrectly. Particularly it breaks configs with "quick weapon" scripts like this: alias +rl "impulse 7; +attack"If you press and release the mouse1 key, your weapon keeps firing! A nasty bug indeed, thanks to Disconnect[orc] for reporting it. A bugfix will be available in the next build. I use a quick weapons config myself, but everything worked fine for me because my scripts look like alias +rl "impulse 7; +attack"The idea is that if you add extra characters (a space, a semicolon, or an extra command) to the -rl alias, the bug doesn't show up. |
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| October 17, 2001, 17:22, Tonik is online |
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This is what I'm working on at the moment:
ZQuake Client Console Variables List FAR manager's builtin text editor rulez :-) |
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| October 16, 2001, 22:43, Tonik is online |
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Long time now see? Yes, it's Tonik posting news on zquake.frag.ru again. I'm low on cash (again :) and I can't use internet at home to upload binaries to the site; for the same reason I can't update zquake.sourceforge.net often enough, so the front page on zquake.sourceforge.net simply redirects you to zquake.frag.ru now. The frag.ru server behaved pretty well the last months, so it's probably going to stay that way until frag.ru goes down again :-) A new, 665th, build is out. I changed my convension for naming the zips with development binaries, so zquake-0.13dev.zip is now called zquake-0.13b665.zip, and so on. Every new build has a different name now, should make life easier for users, especially for DarkAngel who's behind a transparent caching proxy that doesn't update its cache very often :-) New stuff in this new build is advanced console completion I kept promising to add for years :), and a bit of optimization on server side -- sprintf's are buffered now, so only complete lines of text are sent. This should lower server-to-client traffic a bit. |
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