Releases: Novum/vkQuake
vkQuake 1.32.2 Binaries
Some fixes, and also improvements from other QS derivatives.
Most notably the best-effort as-complete-as-can-be support for external textures.
Fixes:
- #767 : Deactivate transparent surface optimization (
r_drawwater_fast 0
) in order to fix non-water (lava, slime...etc.) transparency issues on particular levels. This has no apparent performance impact sor_drawwater_fast 0
is the default until a better solution arises. Thanks @j4reporting for investigating this. - #785: Dot crosshair enables player footstep sounds in Scourge of Armagon
- #787 : Added
sv_fte_recursivehullckeck
(default 1) to allow deactivation of FTE physics optimizations, for some levels with bad item placement (stuck in walls, falling through surfaces...etc.).
Improvements:
- #777 : MDL external skins support. (from QSS).
This last addition brings vkQuake roughly to the level of QSS w.r.t external textures support for:- BSP levels
- BSP models
- MDL & MD5 models
- Other minor external textures support adjustments
- #784 : added DP_SV_NODRAWTOCLIENT and DP_SV_DRAWONLYTOCLIENT extensions. (by @NHogweed)
- Added more Crosshair choices.
- Added labels to Sliders (from QS). Added a
Max FPS
slider in particular with a more natural scale. - Code cleanups.
- Library updates.
Please note: Windows 32bit binaries are not tested / not supported and are provided "as-is".
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.31. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
Full Changelog: 1.32.1...1.32.2
vkQuake 1.32.1 Binaries
Performance regressions fixes as well as performance boost, plus small additions.
Fixes:
- #771 : Performance regression when
host_maxfps > 72
visible on especially large levels (you know what they are) - #764 : Align modern hud closer to the remaster and render keys for hipnotic as well
- #779 : Erroneous assertion triggered
- Various improvements for build instructions for Linux
Improvements:
- Boost fps on especially large levels by enabling
sv_fastpushmove 1
by default. Can be disabled (0) at any time if something goes wrong. - #765 : Standalone MD5 support. Mods can now use MD5 in QuakeC explicitly as
*.md5mesh
the same way*.mdl
was used before. The 2 types of models can be mixed in the sameprogs.dat
of course. (from QSS) - Code cleanups.
- Library updates.
Please note: Windows 32bit binaries are not tested / not supported and are provided "as-is".
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.31. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
Full Changelog: 1.32.0...1.32.1
vkQuake 1.32.0 Binaries
This is BIG update bringing not only important Vulkan bugfixes, but also very cool improvements.
As usual, there are also some other cherry-picks from Quakespasm and Ironwail.
Fixes:
- #755: A VERY important, long-standing bug in the GPU Memory allocator fixed by @Novum, that could create all kinds of graphics corruption and even random crashes. This may solve some problems seen on MacOS and Radeons for quite some time.
- #747: Fix occasional Vulkan crashes when taking screenshots.
- #752 , #761: MD5 models now manage 32bit textures correctly for both skins and fullbrights.
- Linux Appimage is kept using
mad
instead ofmpg123
for mp3 support in order to ease compatibility.
Improvements:
- #753: Add external WAD, WAD3, and Half-life format support. This great addition was brought by @Toodles2You, many thanks.
This feature was also added to Quakespasm ! - Removed most of the size limits for models, the one remaining is a 32K limit on model vertices. (from Ironwail)
- Code cleanups.
- Library updates.
Please note: Windows 32bit binaries are not tested / not supported and are provided "as-is".
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.31. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
Full Changelog: 1.31.3...1.32.0
vkQuake 1.31.3 Binaries
This is very likely the ultimate update of the 1.31
line, bringing some fixes from either Quakespasm or Ironwail.
Improvements:
- Library updates : vkQuake is now using
mpg123
by default instead ofmad
for mp3 support.
Fixes:
- #740: Fix broken saves in Mjolnir
- #718: Fix MD5 models to support multi-meshes. Quake Remaster models were fine because mono-mesh, but other addons exist bringing multi-mesh MD5 models.
- Some smaller fixes here and there.
Please note: Windows 32bit binaries are not tested / not supported and are provided "as-is".
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.31. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
Full Changelog: 1.31.2...1.31.3
vkQuake 1.31.2 Binaries
This update fix a potentially game-breaking bug, and add some more goodies from either Quakespasm or Ironwail as usual.
Improvements:
- Added proper
nomonsters 1
option : Don't spawn monsters when starting a map - Add ability to bind function keys (F1-F12) in
Key Bindings
menu Key Bindings
now able to remap the usual Quake shortcuts bounded to function keys before- Allow any supported music type to play
- Library updates
- Code cleanups
Fixes:
- #734: Fix a potentially game-breaking bug, manifesting itself as frozen entities, or even game events not triggered at all.
- Vulkan fixes by @Novum
- Remove "CDAudio disabled at compile time" message.
- Some smaller fixes here and there.
Please note: Windows 32bit binaries are not tested / not supported and are provided "as-is".
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.31. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
Full Changelog: 1.31.1.1...1.31.2
vkQuake 1.31.1 Binaries
A worthwhile update over the last version, especially for the fixes.
As usual contributions came from either Quakespasm or Ironwail in addition to our own.
Improvements:
- Windows binaries : added the version number in the executable Properties
- Removed option
Game > Load last save = fast
, replaced by the addition ofGame > Fast loading = on/off
applicable to all loading actions:
WithFast loading = on
, loading the same level over and over become almost instantaneous, even for monster levels like The Immortal Lock. - Library updates
- Code cleanups
Fixes:
- Various Linux build fixes (makefile)
- MiNGW/MSYS2 executable missing icon
- Moving Elevators hurting player and monsters, with fixes by @andrei-drexler (
sv_gamefix_elevators
CVAR) and others - Remove Sky_ClipPoly: MAX_CLIP_VERTS hardcoded limit
- Sound resample compute can overflow with very big sounds
- Erroneous Vulkan usage crashing MacOS (MoltenVK)
Host_error: ed_alloc: no free edicts
due to edicts "leak", showing up on big levels in particular.
Special thanks to @j4reporting (and others) for support, testing and suggestions.
Please note: Windows 32bit binaries are not tested / not supported and are provided "as-is".
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.31. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
Full Changelog: 1.31.0...1.31.1.1
vkQuake 1.31.0 Binaries
Brings a collection of improvements and fixes from Quakespasm, Ironwail , QuakeSpasm-Spiked and others, to be able to play the most recent releases the best possible way.
Improvements:
- Support r_skyalpha
- Added Support for JPEG and PNG texture formats
- Support demos larger than 2 GiB
- Many performance optimizations by @andrei-drexler from Ironwail
- Increased internal limits on the number of models, triangles, sounds...etc. for the most demanding mods.
We can now play Slayers Testaments. - Increase chase cam target trace distance for large open maps
- Add set and seta commands
- Add 2+3 arg forms of the toggle command
- Backport angled sprites code from FTEQW
- Tweak scr_viewsize 130 (hide pause, momentarily show notices)
- Multithreading performance improvements by @Novum and @temx
- Library updates
- Code cleanups
Fixes:
- Clear button status on map load to prevent stray fires/jumps
- Fix Dutch angle VP_PARALLEL_UPRIGHT sprites
- Fix potential buffer overflow in COM_Parse
- Fix potential buffer overflow in Mod_LoadAliasFrame
- Fix potential infinite loop in S_PaintChannels
- Mod_PolyForUnlitSurface : remove hardcoded local verts
- Work around some collision issues by @Macil
- Give the cvars generated from float+vector autocvars prettier default/initial values
- Fix viewmodel interpolation with >10Hz animations
- Remove annoying '... is unbound, hit F4 to set' message
- Fix 'S_FindName: out of sfx_t' errors when switching Mods / maps
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.31. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
Full Changelog: 1.30.1...1.31.0
vkQuake 1.30.1 Binaries
Same as https://github.com/Novum/vkQuake/releases/edit/1.30.0 but with workaround for AMD driver bug causing corrupted sky and a minor Vulkan correctness fix.
- Support for remastered models (Needs data from remastered Quake)
- Support for dynamic lightmap shadows (requires a ray tracing capable GPU)
- Reworked all option menus
- Support for modern HUD style
- Transparency sorting (thanks @temx)
- Dynamic lights are now computed in world instead of texel space for more consistent light sizes
- New GPU memory allocator
- Improved level load times
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.27. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
vkQuake 1.30.0 Binaries
- Support for remastered models (Needs data from remastered Quake)
- Support for dynamic lightmap shadows (requires a ray tracing capable GPU)
- Reworked all option menus
- Support for modern HUD style
- Transparency sorting (thanks @temx)
- Dynamic lights are now computed in world instead of texel space for more consistent light sizes
- New GPU memory allocator
- Improved level load times
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.27. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)
vkQuake 1.22.3 Binaries
- Mouse support in menus
- Support for binding weapons in controls menu
Windows binaries require the Microsoft Visual C++ Redistributable:
https://aka.ms/vs/17/release/vc_redist.x86.exe (32 bit)
https://aka.ms/vs/17/release/vc_redist.x64.exe (64 bit)
Linux AppImage requires at least glibc 2.27. Check with ldd --version
if in doubt (any recent Linux distribution should easily satisfy this). FUSE must be enabled and available (see https://docs.appimage.org/user-guide/troubleshooting/fuse.html)