Choose language
ZQuake the quakeworld revitalization project
August 26, 2008, 00:48. Tonik is online
As you may have noticed, we're dead again!
 go top 
October 11, 2007, 22:20. Tonik is online
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 :)
 go top 
October 2, 2007, 08:51. Tonik is online
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):
 go top 
September 2, 2005, 00:30. Tonik is online
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).
 go top 
September 1, 2005, 08:43. Tonik is online
W00t, a news update?!!!

Grab new Win32 builds here. What's new in build 2081?
  • cl_broken_ankle_sucks :-)
  • support for colored rail trail effect (a mod that makes use of it is coming soon)

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.
 go top 
September 19, 2004, 19:65. Tonik is online
Get Firefox!
Nuff said.
 go top 
September 9, 2004, 00:01. Tonik is online
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.
 go top 
July 3, 2004, 22:29. Tonik is online
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.
 go top 
June 1, 2004, 10:26. Tonik is online
There's been quite a number of additions and changes/fixes. Here we go:

Build 1624:
  • pr_checkextension/PF_checkextension framework is now supported
  • DP_QC_SINCOSSQRTPOW extension added
  • DP_QC_MINMAXBOUND extension added
  • progs: monsters won't try to attack the intermission spot any more
  • progs: "notarget" cheat command added to spprogs
  • progs: if kill a player in coop you lose a frag instead of receiving one
  • progs: monster kills count as frag (idea stolen from Mercury's OzCoop)
  • to support the "monster frags" feature, pressing TAB in coop intermission screen will bring up the standard scoreboard with frags etc.
Build 1622:
  • experimental VWep support added
  • sky rendering bug from previous build fixed
  • a couple of bot support bugs fixed
  • "Cmd_AddCommand: map already defined as a var" bug fixed
Build 1618:
  • l33t-looking & fast classic quake sky
  • experimental railgun support (TE_LIGHTNING1 & -33..-1 entity num)
  • experimental customizable railgun color (setinfo railcolor r/g/b/y/w)
 go top 
May 24, 2004, 07:16. Tonik is online
Changelog for today's build, 1616:
  • smooth playback of qwd demos (doesn't work for spectator chasecam yet)
  • config.cfg is now executed before host_initialized, so you can put stuff like in_dinput, s_khz, cl_confirmquit etc there and get rid of most command-line parms. The feature still needs testing
  • scr_centerSbar defaults to 1
  • in_dinput defaults to 1 (I know, should've made mouse4 etc work with dinput first...)
  • made some vars CVAR_ARCHIVE (s_khz, s_swapstereo and something else)
  • fixed a pvs bug in cmodel stuff
  • progs: players can join during intermission without triggering map change
  • progs: after dying in single player you respawn with the stats you had when you entered the level
 go top 
May 22, 2004, 04:18. Tonik is online
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.
 go top 
October 27, 2003, 16:22. Tonik is online
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.
 go top 
October 17, 2003, 01:04. Tonik is online
Grab a linux build of zqds from downloads section.
Someone please put up an FFA server with latest zqds.
 go top 
September 24, 2003, 23:21. Tonik is online
Build 1373:
  • Software-renderer version of ZQuake supports TGA skyboxes now. Thanks Vic!
  • misc stuff.
 go top 
September 22, 2003, 01:20. Tonik is online
The smallest ZQ update ever.
Build 1371:
  • fixed playback of NQ demos where pause was pressed during the game
  • svc_setview for non-player entities should work now. Seems to work with QdQ demos, haven't tried QuakeRally ones.
 go top 
September 17, 2003, 20:46 Tonik is online
What's new today?
  • QW 2.21 demos can be played back. Good example of 2.21 demos is the [9] vs DR ones available from CHTV
  • startdemos command works. Equivalent to its NetQuake counterpart. Can be used to play demos of any type (dem, qwd, qwz). startdemos -noloop demo1 demo2 will play the two demos and stop there. Default behavior is to loop endlessly. You can use ZQuake as a screensaver now :-)
  • Forgot to mention that the mapname cvar also works in the server now. Can't remember but I think someone wanted it for something
Btw, just tried playing demo1.dem from TeamFortress and oh boy! It works perfectly.
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.
 go top 
September 16, 2003, 23:43 Tonik is crazy
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.
 go top 
September 12, 2003, 10:36, Tonik is online
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.
 go top 
September 12, 2003, 00:01, Tonik is online
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 )==
  • tp_took pointed (for reporting pickup of e.g. packs you previously pointed at)

  • Z_EXT_PITCHLIMITS extension. Allows DOOM-style or Q3-style mouse behavior :)

  • built-in Ocrana LEDs. If the standard gfx.wad is used, ZQ replaces four characters with R/G/B/Y ocrana LEDs.

  • FuhQuake's isin and !isin operators for if command added

  • FuhQuake's $weapons macro added

  • nasty prediction bug from build 1314 fixed

  • yet another prediction bug fixed (would happen in spectator mode on zq 0.14 servers)

  • the bug caused by removal of glwidth & glheight fixed

  • experimental: zqstartup.cfg is executed before most client/server subsystems are initialized. This lets you put e.g. set s_khz 44 there and remove it from cmdline

  • cl_forwardspeed, cl_backspeed, cl_sidespeed and cl_upspeed are all 400 by default now. This may cause problems with some people's configs but most players probably have them set to 500 anyway so I think it's ok.
/me needs a smart Linux guy who can help me clean up and build Linux ZQuake binaries. If you think you're the right man for the job, please drop me a mail.
 go top 
July 27, 2003, 23:11, Tonik is online
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.

  • I once came to a friend who was a QW player two years ago but now only plays Q3 and Starcraft. I suggested we play some QW, he agreed, but after a couple of minutes said he can't abide QW physics anymore, particularly where you can't jump up stairsteps like you can in Q2 and Q3.

    So I added to ZQuake an option to enable Q2-style physics. You set pm_airstep 1 on the server and that's it. Needless to say, the cvar is mirrored to serverinfo, so that ZQuake clients can detect it and adjust movement prediction

  • I added a protocol extension, Z_EXT_SERVERTIME, that enables you to see actual, precise time you spent on level. This is particularly important for QDQ-style speed runs. When you pause the game, the clock stops; when you resume it, the clock goes on ticking. As a bonus, time spent on level is actually saved and restored from savegames correctly.
    It also works in deathmatch, so if you think it's cheaty in this or that way, tell me.

  • Another extension is new spectator movement. QW has a bug there, have you ever noticed how when you're moving down, then push +moveup instead, and you seem to get stuck for a second? Well that's fixed now.
    Note: both the server and client must support the extension, otherwise you still have oldskool spectator physics.
    Oh, and did you know that noclip works?

  • Yet another extension is variable viewheight (Z_EXT_VIEWHEIGHT). This is for mods like MegaTF where players of one class may be taller or shorter than others.

  • Finally, MOVETYPE_FLY is functional now. Try it in cheats mode, start a map (devmap dm6) and type fly. Make sure you bind to your jump key something better than just +jump, here's what I mean:

    alias +up "+moveup; +jump"
    alias -up "-moveup; -jump"
    bind space +up
All this new crap is experimental, if I receive constructive feedback I may change this or that, so please don't use new zqds in public servers yet. Well I guess I shouldn't worry that much as most servers are MVDSV these days.

One more thing. I moved my weird Weird Quake project's CVS repository to a separate project space on sourceforge.
 go top 
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:
  • add cl_fakename cvar. All team messages will be prefixed with its value.
  • delta compression is no longer disabled when recording demos (this one is long overdue, I know)
  • add z_ext_clientcommand QC extension. I hope Parboil makes his fbca understand 'setskill 20' or something one day.
  • 'give' command is now parsed by progs, so I extended it to understand new params:
    give ga/ya/ra
    give key1/key2
    give rune
    give all
    - gives you (almost) everything
  • misc stuff
 go top 
May 11, 2003, 18:18, Tonik is online
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.
 go top 
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).
 go top 
March 9, 2003, 06:00, Tonik is awake
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.
 go top 
October 27, 2002, 01:33, Tonik is online again
ZQuake is dead, as usual, but I've made a small update anyway :)

Build 1041:
  • fixed crashing in SCR_DrawClock and $date/$time when system date is set to something weird, like 1.1.8900 (thanks a2m-onix)
  • cl_demospeed no longer affects console speed
  • cl_maxfps is handled correctly when using cl_demospeed
  • cl_demospeed 0 works
  • miscellany
  • this one is for our German friends. I've included german.kmap created by Massa (don't remember his real name, sorry). Put it into id1/ and type "loadkeys german" if you want German keyboard layout in Quake.
And here's what was in build 1012 which I uploaded silently a month or so ago without mentioning in the news:
  • new variable, gl_solidparticles. It's supposed to make ZQuake work faster with Wicked3D minigl driver.
  • connecting players will no longer be able to talk to other players
  • "rate" cvar is now ignored when you're playing on the local server
  • bugfixes
 go top 
August 15, 2002, 06:08, Tonik is online
One more update here: zquake-win32-0.15b969.zip.
  • .kmap format extended, so now you can have a true German keyboard layout
    (well, I hope)
    While writing this code, I found a bug in Quake code - you can crash Quake by executing "bind <key> blah" in the console, where <key> is any key with ASCII code greater than 127
  • a small fix that makes maps load faster on local server
  • the "Loading" screen from NetQuake works again :-) No more dropping to console when changing levels in single player games.
 go top 
August 15, 2002, 06:08, Tonik is online again
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:
  • qstat <server> - lets you ping a server and see who's playing. It's equivalent to packet <server> status but the output is nicely formatted, and of course it's easier to type (qs<TAB>, foo.bar<ENTER>).
  • loadkeys <filename> - I wrote this one mostly for fun but someone might find it useful. It lets you change your keyboard layout to Dvorak, for example. While this command is (currenlty) Win32 only, the format of ZQuake .kmap files was inspired by Linux's ones:
    // ZQuake keymap
    layout "Dvorak"
    keycode 1 ESCAPE
    ...
    keycode 69 PAUSE
    ext keycode 69 NUMLOCK
    
  • Also, zquake now understands fbskins and truelightning serverinfo keys. This means that you can have fullbright skins in TF if the admin allows them, and that cl_truelightning feature can be disabled by a DM server admin.
 go top 
May 20, 2002, 22:04, Tonik is online
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
 go top 
May 12, 2002, 01:53, Tonik is online
Linux builds updated. Build number is 873 but it's equivalent to Win32 build 871.
 go top 
May 11, 2002, 00:18, Tonik is online
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
 go top 
May 6, 2002, 06:50, Turba on air
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!
  • zquake-win32-0.17b2845.zip
  • client+server
    client+server (OpenGL)
    server

    cya...
     go top 
    March 3, 2002, 04:00, Turba on air
    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...
     go top 
    February 28, 2002, 06:00, Turba on air
    ZQ manual updated, check it and tell me what you think.
    ZQuake manual.

    There is new cosmetic changes, corrections and some additional text.
     go top 
    February 26, 2002, 09:00, Turba on air
    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.
     go top 
    February 21, 2002, 11:53, Tonik is online
    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)
     go top 
    January 30, 2002, 01:52, Tonik is online
    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.
     go top 
    January 9, 2002, 10:01, Tonik presents zquake-ddraw
    ZQUAKE WITHOUT MGL.
    Here for you to test.
    Nuff said.
     go top 
    January 6, 2002, 19:30, Tonik is online
    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.
    • linux server slow rockets bug fixed
    • minor bugfixes (major ones are yet to be done)
    • god, give and noclip are client console commands now (forwarded to server). They will NOT work if you type them in the server's console. Use your ZQuake console instead. Note that you don't have to supply your userid any more so instead of 'rcon 1 god <userid>' all you need to type is 'god'.
      If you're using zqwsv with a non-zquake client, prefix the command with 'cmd', like this: 'cmd god'
    • GL targets check for -nohwgamma command line parameter on startup (disables hardrware gamma control)
    • fixed the build 740 bug with crash on gamedir change
    • more code cleanup
    • server will now add its build number to *z_version serverinfo key
    • the fix for jump bug completely rewritten, it should be 100% reliable now. This fix also makes stupid "broken ankle" code in KTeams mod not to work (good!). A better alternative to that, hmm, feature may be added later.
    • pm_jumpfix, pm_jumpfixtime and pm_ktphysics cvars were removed. Now, if you want the nasty jump bug back, use qwsv 2.30 :-)
    • new cvar, pm_bunnyspeedcap. This is experimental code intended to restore class balance in TF. If you set this cvar to something like 1.5 or 2, a solider will not be able to bunnyhop as fast as a scout does :) Note that this cvar is optional and disabled by default, so it will in NO WAY affect gameplay unless you set it explicitly to anything but 0. And once again, note that this code is experimental and subject to change so please don't use pm_bunnyspeedcap in official games yet.
    Not much, you may say? Well yes, there are not many new features here. What I've been doing the last weeks is cleaning up old QW code. I have also used some ideas and even pieces of code from Quake2 source.
    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.

     go top 
    December 31, 2001, 16:29, Tonik is online

    *** HAPPY NEW YEAR ***

     go top 
    December 30, 2001, 5:54, Tonik is online
    Quake2 3.21 source is released, so is ZQuake 0.13dev build 740.
     go top 
    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?
     go top 
    December 22, 2001, 14:09, Tonik is online
    Oh yeah. He did it. ftp://ftp.idsoftware.com/idstuff/source/quake2.zip.
     go top 
    December 21, 2001, 10:22, Tonik is online
    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.
     go top 
    December 19, 2001, 10:29, Tonik is online
    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?
     go top 
    December 18, 2001, 16:09, Tonik is online (3151 of 8514 KB downloaded)
    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.
     go top 
    December 7, 2001, 0:25, Tonik presents zqwsv lifetime warranty :-)
    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)
     go top 
    December 3, 2001, 23:38, Tonik is online
    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.
     go top 
    November 21, 2001, 18:00, Turba is online
    All links at the downloads page were fixed!
    Thanx to None.
     go top 
    November 21, 2001, 06:00, Turba is online
    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.
     go top 
    November 16, 2001, 20:38, Tonik is online
    Win32 builds updated. The problem with flash grens is fixed (again :).

    And yay! The counter just went past 50,000 visits. Cool or what?
     go top 
    November 12, 2001, 23:50, Tonik is online
    Yet another builds update.
    • fixed the bug with lockup in zquake & zquake-gl targets when cl_maxfps is 0
    • (server) added custom map entity file support (sv_loadentfiles 1 to enable)
    The custom entity files thingy is really cool if you ask me. It lets you add, delete and modify entities on a map without recompiling the .bsp - just put an .ent file into id1/maps and set sv_loadentfiles to 1.
    I have created three sample entitity files to illustrate this idea:
    • end.ent - A modification of the end map for dmm4. I removed the annoying trigger_hurt from the center of the map and made it impossible to teleport into the room with water and red armor (the teleport at the start of the map takes you into the middle of the map now). I also added an alternative intermission spot and removed the nasty spike trap.
    • amphi.ent - The original amphitheatre map was missing an info_intermission entity so the intermission screen looked ugly in Kombat Teams mod, so I fixed that. Btw, it's a bug in KT that it doesn't use info_player_start as intermission spot in case info_intermission is not available, gotta tell Cenobite about it.
    • dm1.ent - This is my attempt to give a new new look to dm1. I added a rocket launcher and replaced one of the nailguns with a super nailgun. I can't tell how good the placement of weapons is coz I didn't test this new map in deathmatch. Hey, who wanna put up a server and test it?
    What makes the .ent files so handy is that they don't affect a map's checksum, so if you use them on a public server, the users don't have to download any additional maps. They are also very easy to create because you don't have to recompile the map -- just open it in an editor like QuArK, do whatever changes you want, then export the "entities" lump to a text file, rename it to .ent and place in your id1/maps folder.
    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.
     go top 
    November 10, 2001, 21:05, Tonik is online
    ZQuake 0.13dev builds updated. Here's what's new in build 690:
    • fixed the problem with ghost players showing up in the scoreboard :)
    • serverinfo maxfps key is now recognized (values up to 120 are allowed)
    • cl_maxfps works in demo playback again
    • demo recording can now be started BEFORE connecting to a server. It should be easier now to record single player demos.
    • Starting a single player game doesn't change gamedir to "single" any more. spprogs.dat is now loaded instead of qwprogs.dat for non-deathmatch games. Make sure you download and install single-0.04.zip instead of the previous version.
    • fixed the glquake bug with frustum planes being set incorrectly for fov 90.
    • fixed the idiocy with glquake trying to use 8-bit GL extensions on video cards that don't support them.
    • r_powerupglow 2 and cl_muzzleflash 2 now work correctly in spectator mode.
    • cl_loadlocs variable was renamed to tp_loadlocs, it defaults to 1 now so it shouldn't break your configs.
    [11.10.2001, 03:10] UPDATE - PLEASE READ THIS: Just found that there's a bug in these new builds, zquake & zquake-gl will freeze when trying to load a map if you have cl_maxfps set to 0. So just set it to anything above 0, e.g. cl_maxfps 72, and everything will work fine.
    This idiocy will be fixed in the next build, of course.
     go top 
    November 8, 2001, 01:14, Tonik is online
    "I contradict myself? Very well, I contradict myself. I am large; I contain multitudes"
     go top 
    October 29, 2001, 01:02, Tonik is online
    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.
     go top 
    October 22, 2001, 22:34, Tonik is online
    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.
     go top 
    October 19, 2001, 3:27, Tonik is online
    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"
    alias -rl -attack
    bind mouse1 +rl


    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"
    alias -rl "-attack; dw" // dw is an alias that switches to shotgun/axe


    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.
     go top 
    October 17, 2001, 17:22, Tonik is online
    This is what I'm working on at the moment: ZQuake Client Console Variables List
    FAR manager's builtin text editor rulez :-)
     go top 
    October 16, 2001, 22:43, Tonik is online
    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.
     go top 
    News archive
  • May 2001 - October 2001
  • February 2001 - April 2001
  • September 2000 - January 2001
  •  go top