JoeQuake
JoeQuake - Release Notes
<http://joequake.runecentral.com>
New cvars
r_explosiontype
Sets various types of explosions.
Values: 0 - normal, 1 - just sprite, 3 - just particles, 4 - slight blood.
Its value is 0 by default.
r_explosionlight
Turns explosion's light on/off, 1 by default.
r_rocketlight
Turns flying rocket's light on/off, 1 by default.
r_rockettrail
Sets flying rocket's trail:
0 - no trail, 1 - default trail, 2 - grenade trail.
- when using
gl_part_trails 1 :
same as above, plus there's a new state: 3 - darkplaces trail.
- when using
gl_part_trails 2 :
there're no different trails, just a Q3 style one.
Value is 1 by default.
r_grenadetrail
Sets flying grenade's trail:
0 - no trail, 1 - default trail, 2 - rocket trail.
- when using
gl_part_trails 1 :
same as above, plus there's a new state: 3 - darkplaces trail
- when using
gl_part_trails 2 :
there're no different trails, just a Q3 style one
Value is 1 by default.
cl_r2g
Replaces the rocket model with grenade, 0 by default.
(popular in deathmatch)
cl_truelightning
Makes the lightning gun's bolt more precise, 0 by default.
Can be 0.0 (off) - 1.0 (most precise).
cl_bobbing
Turns Quake3-style bobbing on, 0 by default.
cl_deadbodyfilter
Removes dead bodies (both for players and monsters).
When using with value 1, the dead body is to be removed in the last animation frame.
When using with value 2, it is removed immediately when the monster/player dies.
Its value is 0 (off) by default.
cl_gibfilter
Removes gibs if turned on, 0 (off) by default.
vid_hwgammacontrol
Turns gamma changing possibility on/off, 1 by default.
With using a value of 2, it applies gamma for windowed modes as well.
gamma and contrast (or gl_gammà and gl_contrast in GL)
One of the most important features. These are for your viewing pleasure :)
Makes the menu centered, 1 by default.
scr_centersbar
Makes the status bar (hud) centered, 0 by default.
scr_widescreen_fov
When turned on, fov (field of view) is properly calculated in widescreen
(16:9 or 16:10) resolutions also, "1" by default.
scr_sbarscale_amount
Scales (multiplies) the size of console font and status bar icons
with the specified number, "2" by default.
cl_sbar
Toggles between transparent (0), old/original (1) and alternative (2) huds, 0 by default.
scr_scorebarmode
Toggles between vanilla (0) and QuakeSpasm (1) style scorebar layouts, 0 by default.
v_gunkick
Turns weapon's jarring every time when firing on/off, 0 by default.
Using with value 1 the weapon kicks the original (old) way, while using with
value 2 the kick is much smoother just like in QW.
r_powerupglow
Turns powerup glow around player's body on/off, 1 by default.
r_coloredpowerupglow
Turns forced coloration of powerup glow for quad and pentagram on/off, 1 by default.
scr_consize
Adjust the console's size, 0.5 (half size) by default.
Can be 0.0 (nothing visible) - 1.0 (fully visble).
NOTE: when the console is pulled down, you can also adjust the size
with using the ctrl+UP and ctrl+DOWN keys.
show_stats
Print actual statistics (time, secrets, kills) to the upper right corner
of the screen, 1 by default.
Values: 0 - off, 1 - only time, 2 - time + kills + secrets, 3 - only time, but
only on if some reasonable event happens, 4 - same as 3, plus kills + secrets too.
show_stats_length
If show_stats is set to 2, the printing takes as long as it's set in this
cvar, 0.5 by default. The value represents seconds.
show_stats_small
Replaces HUD numbers with console characters when showing show_stats 's
statistics. 0 by deafult.
cl_demorewind
Toggles between normal and backward demoplaying, 0 by default.
Only works when playing a demo.
show_speed , show_speed_x , show_speed_y , show_speed_alpha
Prints the player's speed in units.
Position can be changed with the _x and _y coordinates.
Transparency of the speed bar can be changed with the _alpha value.
show_fps , show_fps_x , show_fps_y
Prints the framerate in frames per second.
Position can be changed with the _x and _y coordinates.
r_fullbrightskins
Makes player(s)'s skins fullbright, 0 by default.
mapname
Contains actual map's name, for built-in use.
cl_bonusflash
Turns pickup flashes on/off, 1 by default.
cl_muzzleflash
Turns muzzle flashes (flashes when firing) on/off, 1 by default.
v_contentblend
Turns liquid blends on/off, 1 by default.
v_damagecshift
Turns damage flashes on/off, 1 by default.
v_quadcshift
Turns quad damage's blend on/off, 1 by default.
v_pentcsift
Turns pentagram's blend on/off, 1 by default.
v_ringcshift
Turns invisibilty's blend on/off, 1 by default.
v_suitcshift
Turns environment suit's blend on/off, 1 by default.
r_viewmodelsize
Adjust the amount of your weapon to be visible, 1 by default (fully visible).
Can be 0.0 (not visble, equals r_drawviewmodel 0 ) - 1.0 (see above).
This is useful for people using bigger fovs than 90.
m_rate
Sets mouse rate. Only work when start with -dinput and -m_smooth .
m_showrate
Shows current mouse rate. Useful to set m_rate. Only work with -dinput -m_smooth .
cl_clock , cl_clock_x , cl_clock_y
Shows clock in the lower left corner. Position can be changed with the _x and _y
coordinates. There are 4 predefined clock formats. "0" by default.
crosshairsize
Sets the size of the crosshair, "1.0" by default.
crosshaircolor
Sets the color of the crosshair, "79" (red) by default.
scr_cursor_sensitivity
Sets the speed of the mouse cursor, "1" by default.
scr_cursor_scale
Sets the size of the mouse cursor, "1" by default.
scr_cursor_alpha
Sets the transparency of the mouse cursor, "1" by default.
Possible values are between 0.0 (fully transparent) and 1.0 (fully opaque).
cl_demospeed
Changes the playback speed of a demo, 1 by default.
Values < 1 mean slow motion, while > 1 result fast forward.
cl_autodemo , cl_autodemo_name
Turns on automatic demo recording.
If cl_autodemo is 1 and cl_autodemo_name is empty, a new .dem file is recorded at
every level start. The file naming format is <map_name>_<date_of_recording>_<time_of_recording>.dem
If cl_autodemo is 1 and cl_autodemo_name is not empty, the <cl_autodemo_name>.dem file is recorded
at every level start. To save the current recording session, use the 'keepdemo' command.
This command is only valid on the intermission/finale screen and renames the temporary recording using the
following naming format: <cl_autodemo_name>_<finished_time>_<skill>_<player_name>.dem
If clautodemo is 2, the naming format changes to the following:
`.dem`
If cl_autodemo is 0, there is no automatic recording.
cl_maxfps
Customizes the maximal fps, 72 by default.
You are not allowed to raise this above 72 if you're playing single player or coop.
cl_advancedcompletion
Toggles between advanced and normal (old) command/cvar completion.
Its value is 1 by default.
cvar_savevars
Switch for the writeconfig command.
If set to 0 then writeconfig will save only archieved vars.
If 1, it'll save the ones which have other than default values.
And with value 2 it'll save ALL variables.
Its value is 0 by default.
cl_confirmquit
Switch for confirmation when exiting, 0 means no confirmation required.
Its value is 1 by default.
cl_lag
Sets the amount of synthetic lag.
The maximal allowed value is 1000. Default value is 0.
You may also use ping +<value> to get the same effect.
freelook
Mouse look is enabled when it's turned on. Default value is 1.
It does the same effect like switching -mlook /+mlook .
cl_keypad
Toggles between the using of keypad keys or not, 1 by default.
cl_chatmode
If turned on (1), everything that Quake can't interpret
(not command or cvar or alias) is sent as chat. Similar to QW clients, you don't
have to type "say " every time you wanna say something.
Default value is "1".
cl_oldbob
Toggles between old and new style weapon bobbing, "0" by default.
cl_minpitch
Minimum value of pitch angle. Cannot be smaller than -90.
Default value is -70.
cl_maxpitch
Maximum value of pitch angle. Cannot be greater than 90.
Default value is 80.
con_notify_intermission
Console notify messages are shown on the intermission screen, "0" by default.
con_logcenterprint
Centerprinted messages are shown in the console, "0" by default.
gl_fb_bmodels
Turn fullbright polys on brush models on/off, 1 by default.
gl_fb_models
Turn fullbright polys on alias models on/off, 1 by default.
r_explosionlightcolor
Sets the color of explosions glows.
Only works if r_explosionlight is on.
Values: 0 - default, 1 - blue, 2 - red, 3 - purple, 4 - random.
r_rocketlightcolor
Sets the color of flying rockets glows.
Only works if r_rocketlight is on.
Values: same as for r_explosionlightcolor .
gl_conalpha
Sets the transparency of the console, 0.8 by default.
Can be 0.0 (totally transparent) - 1.0 (not transparent).
r_skybox
Sets a custom skybox, "" by default (no skybox).
See more info about this at the loadsky command.
r_ringalpha
Sets the transparency of your weapon model when you're invisible.
Default value is "0.4".
r_skyfog
Applies fog on the sky, valid values are from 0.0 to 1.0. Used implicitly by newer maps.
It is only used if fog is also applied by using the fog command.
Default value is "0.5".
r_noshadow_list
Ignores drawing shadow for mdl files added to this list.
Default value is "" (empty list).
r_oldwater
Since version 0.17.4 water surfaces are drawn via the frame buffer.
Switching this setting on reverts to the original water surface rendering method.
0 by default.
r_litwater
When switched on, water surfaces are lit on compatible maps.
1 by default.
r_waterquality
Specifies the quality (tesselation level) of the water surfaces' warping animation.
Can be between 3 and 64.
8 by default.
r_waterwarp
When switched on, puts a warp effect on the screen while underwater.
0 by default.
r_particles
Toggles drawing of classic particles.
Possible values are:
0 - No particles drawn
1 - Circle shaped particles
2 - Square shaped particles
Default value is "1".
capture_codec
Contains the fourcc code of video codec's, 0 by default (no compression).
For example divx or xvid, etc.
capture_fps
Sets on how many frames/sec you wish the video to be captured.
30.0 by default.
capture_console
If set to 1, the console is also captured, otherwise not.
1 by default.
capture_dir
Sets the directory where avis to be saved during capturing.
"capture" by default.
capture_mp3
Turns mp3 audio compression on/off, 0 by default.
capture_mp3_kbps
Sets mp3 compression's bitrate, 128 by default.
Only works if capture_mp3 is 1 (trivial).
capture_avi_split
Set this to the number of megabytes at which to split captured video into more
than one AVI file. The used video capture module has a problem with files
getting corrupted when reaching a size of over 2 gigabytes, so splitting them
into smaller files is a good idea to avoid this corruption. Default is
1900 megabytes. Setting to 0 disables splitting.
gl_interpolate_animation
Sets lerped model animation.
Possible values are:
0 - Animations are not lerped (original "software" Quake behavior)
1 - Animations are lerped except weapon muzzleflash animations
2 - Animations are lerped including weapon muzzleflash animations
Default value is "1".
gl_interpolate_movement
Switches on lerped model movement, default value is "1" (on).
gl_interpolate_distance
Sets the maximum distance between vertexes where animation lerping takes place.
This variable was implemented exclusively for gl_interpolate_animation, when used with the value "2".
It is rather a technical thing, it serves fine-tuning of muzzleflash animations.
If you're not entirely familiar of this feature I recommend not adjusting it.
Its default value is 135. It cannot be set higher than 300.
gl_externaltextures_world and gl_externaltextures_bmodels
Load external textures when set to "1".
textures for _world should be placed inside textures/ or
textures/\ dir while textures for _bmodels should be placed inside
textures/bmodels dir. Both are 1 by default.
gl_consolefont
Specifies an external console charset.
Console charsets should be placed inside textures/charsets dir.
gl_smoothfont
Gets fonts look smoother, "1" by default.
gl_loadlitfiles
Loads static colored lights containing files (.lit) if "1".
gl_vertexlights
Turns vertex lighting on alias models on/off, "0" by default.
Sets the type of screenshot image, "jpg" by default.
Can be "tga", "png" or "jpeg | jpg".
gl_waterfog
Adds fog inside (not just water, but) all kinds of liquids, 1 by default.
Values: 0 - off, 2 - realistic, other - normal.
gl_waterfog_density
For further customizing gl_waterfog , 1 by default.
Can be 0.0 (low amount of fog) - 1.0 (high amount of fog).
gl_caustics
Turns caustic underwater polygons on/off, 0 by default.
gl_detail
Turns detailed textures on/off, 0 by default.
Requires hi-end systems.
gl_solidparticles
If set to "1" classic particles are to be drawn with Z buffer bits.
On some video cards this helps to keep the fps high.
0 by default.
gl_part_explosions
Sets QMB explosions:
1 - normal, 2 - Q3 style.
0 by default.
gl_part_trails
Sets QMB trails:
1 - normal, 2 - Q3 style.
0 by default.
gl_part_spikes
Sets QMB spikes:
1 - normal, 2 - Q3 style (Q3 model required!).
0 by default.
gl_part_gunshots
Sets QMB gunshots:
1 - normal, 2 - Q3 style (Q3 model required!).
0 by default.
gl_part_blood
Sets QMB blood:
1 - normal, 2 - Q3 style.
0 by default.
gl_part_telesplash
Sets QMB teleport splashes:
1 - normal, 2 - Q3 style (Q3 model required!).
0 by default.
gl_part_blobs
Turns QMB spawn explosions on/off, 0 by default.
gl_part_lavasplash
Turns QMB lavasplashes on/off, 0 by default.
gl_part_flames
Sets QMB torch flames:
1 - normal, 2 - Q3 style.
0 by default.
gl_part_damagesplash
Turns Q3 style on-screen damage splash on/off, 0 by default.
gl_bounceparticles
Turns bouncing chunks on/off, 1 by default.
Only works for QMB particles.
crosshairalpha
Sets the transparency of your crosshair. Default value is "1.0".
crosshairimage
Sets an image as crosshair, "" (none) by default.
Crosshair images go to "crosshairs" subdirectory.
gl_loadq3models
Loads quake3 models (.md3) if value is 1. By default, it's 0.
- mdl replacement files go to /progs folder
- bsp replacement files go to /maps folder
- ALL q3 texture files go to /textures/q3models folder
vid_vsync
Turns vertical synchronization on/off, "0" by default.
gl_lerptextures
Smooth out textures on alias models if turned on.
1 by default.
cl_independentphysics
Server and Client framerates are independent. This setting is turned on by default.
To turn it off you need to start joequake with the following command line:
+set cl_independentphysics
vid_displayfrequency
If not equals to 0, overrides the monitor's refresh rate to the given value.
0 by default.
gl_externaltextures_gfx
Load external textures for menu and hud/status bar.
1 by default.
gl_texturemode_hud
Set texture filtering mode for HUD elements, for example health display, menu
images and so on. Valid modes: GL_LINEAR and GL_NEAREST , GL_LINEAR by
default.
gl_texturemode_sky
Set texture filtering mode for sky textures. Valid modes: GL_LINEAR and
GL_NEAREST , GL_LINEAR by default.
gl_zfix
Tries to prevent overlapping textures (z-fighting fix).
0 by default.
net_connectsearch
Allows to enable or disable the search for hosts on use of the connect
command. It allows connecting by the server's hostname instead of by IP address.
However, the search takes a significant amount of time. So disabling it can
greatly speedup the time it takes to connect to a server by IP address.
"1" by default. Set to "0" to try to speedup connecting by IP address.
net_getdomainname
Allows to enable or disable trying to find domain names for IP addresses using
DNS lookups. These can find domain names like nl2.badplace.eu from its IP
address. However, on Windows this lookup seems to take a long time. Disabling it
can therefore speed up connecting to a server significantly. As there will
barely be any usecase for the domain names, it is "0" by default. Set to "1" to
restore the original Quake behaviour with the lookups enabled.
sv_altnoclip
Switches on alternative noclip movement where the player always moves towards
the direction he's looking at.
1 by default.
sv_noclipspeed
Dedicated max speed value used only while noclip.
320 by default.
fog_custom
Can store custom fog parameters which are only applied if the fog_override variable is set to 1.
The values must be specified the following way: <density> <red> <green> <blue>
<density> defines the thickness of the fog.
<red> <green> <blue> values define the color of the fog.
Default value is "0 0 0 0", which means:
0 density (invisible)
RGB: 0 0 0 (black color)
fog_override
Overrides the default fog parameters with the ones defined by the fog_custom variable.
0 by default.
New commands
cmdlist
Lists all console commands.
cvarlist
Lists all console variables.
find , apropos
Finds all relevant console commands and variables.
gamedir <path>
Changes the mod's directory.
If you started Quake with e.g. -game ctf and during the game
you wish to play with an other mod, you can change it dinamically,
without quitting the game.
Relative pathnames like "newdir/ctf" are not allowed.
dir <wildcard>
Lists all files matching wildcard.
Works the same way like other shells' dir command.
demdir <wildcard>
The same as dir, except that this cmd is only for .dem files.
So please omit the .dem extension from the wildcard.
Pops up the Demos menu, the same as you enter it from the Main Menu
writeconfig <filename>
Writes a .cfg file with your actual game settings.
printtxt <filename>
Prints a text file into the console.
You can now read SDA demos' txt files without quitting the game :)
getcoords <filename>
Writes the player's origin into the given file or to "camfile.cam" if there
was no filename given.
volumeup , volumedown
volumeup increases the volume by 0.1 and volumedown decreases by the same value.
The maximum volume is 1.0, it won't raise higher than that. You'll see a graphical
volume control bar at the top right corner of the screen for 2 seconds any time
you change the volume using volumeup or volumedown.
iplog , ipmerge , identify
These commands are exported from ProQuake.
Please read the ProQuake documentation on using them.
loadsky <filename>
Loads a custom skybox.
As you know (or not) a skybox consists of 6 images (6 sides of a box).
To set a skybox, you only have to add the common name of these six files,
since they contain 2 characters of skybox extension at the end.
For example, you have a skybox called "day", you have six images called
dayrt, daybk, daylf, dayft, dayup, daydn.
Than you only have to use loadsky day .
To get skyboxes, go to the FuhQuake page.
Skyboxes goes to "/env" directory.
This command also sets r_skybox 's value. You can change skyboxes through
this cvar as well.
loadcharset <filename>
Loads an external console charset.
Console charsets should be placed inside textures/charsets dir.
capture_start <filename>
Starts capturing an .avi file.
capture_stop
Stops capturing.
capturedemo <filename>
Starts playing a demo and starts capturing it also with the same name.
keepdemo
See description about cl_autodemo in the Cvars section.
toggleparticles
Changes all gl_part_* vars' values between 0 (off), 1 (QMB) or 2 (Quake3).
A pleasant way if you wouldn't like to set all variables one by one.
toggledecals
Changes all gl_decals_* vars' values to their opposite.
fog
Applies fog to the map. Used implicitly by newer maps.
Usage:
fog <density>
fog <red> <green> <blue>
fog <density> <red> <green> <blue>
<density> defines the thickness of the fog.
<red> <green> <blue> values define the color of the fog.
fog_set
Saves the actual fog values (set at map start) to the fog_custom variable.
printspawnparams [clientnum]
Prints the spawn parameters of clients on the server. If clientnum is given,
prints the spawn parameters for the client with that number. If it is not given,
prints the spawn parameters for all active clients on the server.
setspawnparam <paramnum> <value> [clientnum]
Sets the spawn parameter with index paramnum to value . If clientnum is
given, the spawn parameter of the client with that number is changed. If it is
not given, the spawn parameter of the host is changed.
writenextspawnparams [clientnum] [filename]
Writes a config to store the spawn parameters as they would be if the current
map is finished as is. Can be executed to start playing the next map with those
stored spawn parameters.
If this client is not the server host, the spawn parameters of this client are
written and assigned to the number clientnum (0 if not given). If this
client is the server host, writes spawn parameters of the client with number
clientnum . If clientnum is not given, writes the spawn parameters for all
active clients on the server.
The name of the written config file can be given as filename . If not present,
an automatic name based on current map and time is used.
sv_protocol
Overrides the default 15 (netquake) protocol version with given value.
This command aims to keep JoeQuake compatible with mods.
Other features
Parameter completion
I think people will prefer this feature alot more to using dir or demdir .
Parameter completion means if you're using a command requiring a filename
(playdemo for example), then when you're pressing TAB you're gonna get a list
of files matching to the written wildcard, just as dir or demdir .
For example you typed the following to the console:
]playdemo e1m1
After pressing TAB you're getting a list of all e1m1*.dem files.
The wildcard will be updated with the longest common string of the matching
filenames. If only one file was found, the wildcard's gonna be replaced with
that. It's that simple :) but it's handy imho.
Parameter completion works for the following commands:
playdemo , capture_start , capturedemo , printtxt , map , exec , load ,
loadsky , r_skybox , loadcharset , gl_consolefont and crosshairimage .
None of them require any extension to be given, they'll automatically find
their filetypes.
JoeQuake added 3 new menus to Quake:
The Maps menu contains a list of all available maps in the actual path
including inside pak files as well.
The Demos menu gives you a shell about all the Quake subdirectories, and you
may browse between these dirs and watch demos in any folder.
The Mods menu also shows all the Quake subdirectories, and choosing any of them
reloads the specific mod immediately (as if you have started Quake -game <moddir> )
32bit textures support (GL only)
The whole function copied from FuhQuake which contained loading TGA and PNG
images and I extended this with JPEG/JPG support as well. The handling of
directories is purely the same as in FuhQuake:
All textures go to a "textures" folder, which can contain subfolders:
- "bmodels" for brush model textures (i.e. textures/bmodels)
- "models" for alias model textures (i.e. textures/models)
- "sprites" for sprite model textures (i.e. textures/sprites)
- "wad" for hud pictures (i.e. textures/wad)
- "charsets" for custom character sets (i.e. textures/charsets)
- "particles" for custom particle images (i.e. textures/particles)
You can also create map name folders, so then the textures for that map will
be loaded from there (e.g. textures/ztndm3).
The only difference to FuhQuake is that JoeQuake doesn't use map groups, so
don't try "exmy" folder for id1 maps as you did in FuhQuake.
I can only provide a few hud textures made by myself, but if you want more,
head over to the FuhQuake page and download the installer which contain lots
of cool textures to plenty of maps, status bar images, new menu pictures etc.
You can also get textures from the Quake Retexturing project:
http://www.quake.cz/winclan/qe1
(NOTE that there're no textures/ parent folder in the following paths)
Custom crosshairimages go to "crosshairs" folder.
Custom skyboxes go either to "env" or to "gfx/env" folder.
Coloured lights (GL only)
Both dynamic and static colored lights are available in JoeQuake.
You can choose from various colors to set your explosion or rocket lightning.
For static colored lights, you can find a .lit files (files containing the color
information for maps) package on the FuhQuake page.
You may place lit files either to "maps/lits" or to "lits" folder.
Avi capturing
JoeQuake uses avi capturing written by Anthony Bailey.
An important thing you should know about: this is mainly for capturing demos,
not gameplay.
Sound issues: capturing supports up to 44 KHz sounds too, but I personally don't
recommend recording the audio on that sample. The reason is that all the Quake
sounds are originally recorded on 11 KHz, and simply playing them on higher sample
doesn't actually make them sound better. If you want to use 22 or 44 KHz sounds
at any price, I advise you to get a good editor (like SoundForge), and resample
the audio using that.
Commands history
Added from [sons]Quake.
The last 64 console lines are stored in a file cmdhist.dat in the main Quake
folder, so than you can use cmd history after quitting/restarting the game.
Demoplaying from .dz files
You may now use .dz files as playdemo command's parameter, it'll be
automatically extracted and played. Works from the Demos menu too.
NOTE: make sure the dzip binary (dzip.exe or dzip-linux, comes with the zip)
is present in your main Quake folder.
Framerate independent physics
Server and Client calculates fps differently.
The server always operates at a maximum of 72 fps. This guarantees that vanilla Quake
physics are kept and also demo files remain backward compatible.
The client can operate as many fps as possible, so users can for example match their
desired max fps to their monitor's refresh rate to achieve a much smoother gameplay
experience.
Ghost recording
The ghost feature shows the player from a demo file while you are playing the
game or watching another demo file. This is useful for speedruns to know where
you are relative to a reference demo, and to indicate where you could be faster.
From the demo menu, press ctrl-enter to set a demo file as a ghost, and
ctrl-shift-enter to remove the ghost.
Commands
ghost <demo-file> : Add ghost from the given demo file. The ghost will be
loaded on next map load. With no arguments it will show the current ghost's
demo file, if any. Only one ghost may be added at a time.
ghost_remove : Remove the current ghost, if any is added. The change will
take effect on next map load.
ghost_shift <t> : Shift the ghost to be the given number of seconds infront
of the player. Useful if you lose the ghost but you still want to see its
route.
ghost_shift_reset : Undo the effect of ghost_shift , and put the ghost back
to its correct position.
Cvars
ghost_delta [0|1] : Show how far ahead or behind the ghost you currently are.
This is unaffected by ghost_shift .
ghost_range <distance> : Hide the ghost when it is within this distance.
ghost_alpha <float> : Change how transparent the ghost is. 0 is fully
transparent, 1 is fully opaque.
ghost_marathon_split : When set to 1 , show the live marathon split, rather
than the level split. Default 0 .
ghost_bar_x , ghost_bar_y : Set the position of the ghost bar.
ghost_bar_alpha : Set the transparency of the ghost bar.
Marathon split times
When a ghost is loaded a split time is printed to the console at the end of each
level. If a marathon demo is loaded as the ghost, and the player is also
running a marathon, then split times for each level are shown. Splits are also
shown when playing a demo with a ghost loaded.
NOTE for linux GLX users
You need to have GLX installed and set up correctly. To install GLX, you need
to download the GLX drivers from your graphic card manufacturer's home page.
You also need to have libfmod-3.73.so (or later) to get music if you play with
Nehahra. You can get it from http://www.fmod.org/
License and Warranty
JoeQuake is released under the GNU GPL license.
You may freely redistribute or modify JoeQuake as you wish.
Credits
I would like to thank the following people for using their stuff:
- Sphere, for his help and participation in development of JoeQuake 🖤
- Matthew "kipi" Earl for ghost mode recording
- A. "Fuh" Nourai, for every FuhQuake addition
- Anton "Tonik" Gavrilov, for every ZQuake addition
- QuakeSpasm devs for every QS addition and their useful hints, tips
- John Fitzgibbons
- Eric Wasylishen
- Axel Gneiting
- Andrei Drexler
- Spike
- Creators of the Minizip library: http://www.winimage.com/zLibDll/minizip.html
- fenix@io.com, for alias model interpolation
- LordHavoc, for lerping alias model textures
- Alexander Kovalchuk, for plenty of [sons]Quake additions
- Anthony Bailey, for the avi capturing code
- Slawomir Mazurek, for his help on linux
- CrashFort, for NeaQuake additions
- R00k, for Tremor/QRack additions
I would also like to thank the following people for inspiring, giving ideas:
- Attila Csernyik
- Thomas Stubgaard
- Denis Nazarov
- Martin Selinus
- Nolan Pflug
- people @ RuneCentral forum, especially Baker and Sputnikutah
- people @ QuakeSpeedrunning discord channel
External resources
The JoeQuake package contains hi-resolution images made by the following artists:
- menu graphics, HUD icons, character sets by Moon[Drunk]
- HUD player faces by PrimeviL
- console background by Joseph "BootGuyJoe" Hanley
- mouse cursor (unknown artist, found on gfx.quakeworld.nu)
Jozsef Szalontai
joequake@gmail.com
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