Changes between WinQuake and GoldQuake Last updated: Feb 17 2010 ------------------------------------------------------------------------------- WINDOWS STUFF - Don't show the "Starting Quake..." splash screen. 2D RENDERING - Center the intermission overlay. - Don't draw crosshair during the intermission. - Center the crosshair a little more accurately. - Added "showfps" cvar. - Implemented a colour tint effect when in the menu, to replace the old black "mesh" effect. CHASE CAMERA - Fixed the bug where the player model didn't show up in chasecam mode. - Changed the camera calculation to match DarkPlaces (looks up and down properly and doesn't go through walls). - Removed "chase_right" cvar. CONSOLE - Raise/lower the console at a speed as if the screen resolution was 320x200, so at high resolutions the console doesn't move really slow. EXTENSIONS - DP_ENT_VIEWMODEL (viewmodelforclient) - DP_INPUTBUTTONS (adds +button3 through +button8) - DP_QC_MINMAXBOUND - DP_QC_RANDOMVEC - DP_QC_SINCOSSQRTPOW - DP_QC_VECTORVECTORS - DP_TE_BLOOD - DP_TE_BLOODSHOWER - DP_TE_STANDARDEFFECTBUILTINS GAMEPLAY - Implemented "sv_gameplayfix_setmodelrealbox" (as seen in DarkPlaces). Defaults on. Turn it off to replicate the broken behaviour which some badly coded mods might depend on. This fix causes setmodel() calls to set the entity's bounding box to its model's bounds, rather than the generic '-16 -16 -16', '16 16 16'. This fixes, among other things, the exploboxes in Asaki's pak2.pak. - Changed default value of "sv_aim" cvar to 2, disabling autoaim. - Implemented MOVETYPE_BOUNCEMISSILE. - Fixed a rare (or not so rare, in one mod) crash relating to lightning beams. INPUT - Added "freelook" cvar (saved to config). - Removed -dinput mode. - Fixed the disabling of mouse acceleration. If you want to keep the system setting (as vanilla Quake incorrectly did), use the command-line parameter "-noforcemparms". The options "-noforcemspd" and "-noforcemaccel" have been removed. - Added support for mouse4 and mouse5 binds. - Got rid of the "X is not bound" message when pressing unbound mouse/joystick buttons. - The keypad can be used in the console and bound to game actions. The key names are identical to those in DarkPlaces and begin with "KP_". - Added "in_pitch_min" and "in_pitch_max" cvars, which allow you to control how far up/down the player can look. Defaults to the original Quake values. TIMING - Use timeGetTime instead of QueryPerformanceCounter to avoid timing issues on some machines. VIEWMODEL - Show gun model even when FOV is not 90. - r_drawentities 0 will also hide the gun model. - Don't move the gun model up to stay above the statusbar (you can reenable this behaviour with the "v_fudgeweapon" cvar). ------------------------------------------------------------------------------- PROTOCOL NOTES Some extensions, when used, use an extended network protocol. This means that GoldQuake and vanilla Quake won't be able to connect to each other's servers if (and only if) these extensions are used. Also, demos recorded in GoldQuake using these extensions won't be playable in vanilla Quake engines. However, in every case I have made sure to implement the protocol extension identically to DarkPlaces, which is the closest thing to a standard there is. So DarkPlaces should be able to connect fine to GoldQuake servers, even using the extensions. Extensions which affect the network protocol: - DP_ENT_VIEWMODEL Note: DP_INPUTBUTTONS (+button3 through +button8) does NOT change the network protocol, since it simply uses unused bits in the existing Quake protocol. You can use this extension without worrying about compatibility issues (the button events simply won't do anything for users of older engines).