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ProQuake 4 is the official continuation of the original ProQuake by J.P. Grossman.
ProQuake is a faithful GLQuake/WinQuake style Quake client incorporating several common sense features Quake should have had from the start such as ping in scoreboard, precise aiming, loc support.
ProQuake would become the standard Quake client for online play, although further development stopped in late 2002.
However, as time went on the client aged and was in need of newer features and as a result unofficial updates began in 2007. In December 2007, J.P. Grossman handed off the ProQuake project and the unofficial ProQuake project became the official continuation.
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Features
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No system issues, no video issues, no processor issues:
- Immune to all "cannot connect to server" issues. For real.
- Optionally disable the Windows keys (sys_disableWinkeys 1).
- Video: Never ALT-TAB trashing, never FOV issues.
- Runs without overspeed/underspeed issues on newer processors (dual core, etc.).
- "White screen" should be impossible with affected video cards.
- Runs on all Intel Display adapters (GLQuake/older glpro crash on some).
- GLQuake "texture cache mismatch" issue resolved.
"Extras":
- Map and model download from the web. It's fast!
- Half-Life map support (no colored lights or alpha textures).
- Skybox support, fog, optional interpolation.
- Optional fullbright support.
Better input:
- 5 mouse button support.
- Full keyboard binding (optional).
- International keyboard support (optional).
- -alias binds never triggered in console.
- Turn -dinput on or off in-game using m_directinput 1.
Better video and rendering:
- Change video mode in game (Options -> Video Mode).
- Vertical sync can be turned on or off (vid_vsync 1).
- Optionally adjust brightness in-game (If not using -gamma x.xx in cmdline).
- ALT-ENTER toggles fullscreen vs. windowed (cl_keys_altenter 0 to disable).
- Direct3D renderer for those with OpenGL driver problems (d3dpro).
- Change console text size at will (Options->Preferences).
Convenience:
- cmdlist and cvarlist, to list commands and variables.
- Gamedir switching at-will via gamedir command.
- AVI capturing capability (capture_codec, capturedemo, etc.).
- Demo rewind and fast forward using PGUP and PGDN keys.
- Built-in Quake name maker (type namemaker in console).
- Config.cfg output is nice and clean.
- GLQuake .ms2 meshing is removed (no trashed models potential).
- CD player can be turned off in-menu (-nocdaudio in cmdline not required).
- Max_edicts increased to support large single player maps.
- Memory defaults to 32 MB to issues with large maps.
- Zone defaults to 1 MB to avoid trouble with mods (CTF, RuneQuake, etc).
- Reset to defaults in the menu actually does this.
Better server:
- Anti-wallhack capability (sv_cullentities 1=players or 2=all).
- Built-in ipmasking (sv_ipmasking 1).
- More settings shown in test2 queries (ticrate, etc.).
Developer:
- copy command copies console to clipboard.
- viewpos command (x y z + angles).
- tracepos.
- Toucklinks fix (affects Frikbot among other things).
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Planned Features
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- Client: Ensure latest "DSL fix" version. [done]
- Single player: Alpha entity support. [done]
- Single player: Centerprint logging option. [done]
- GL: Enable glpro399 dedicated server capability. [done]
- Single player: r_viewmodeloffset support. [done]
- Server: Low CPU option (host_sleep 1). [done]
- Server: savesensitivity shouldn't happen if -dedicated! [done]
- Bug: Does r_drawentities 0 draws view model in WinQuake. [done]
- GL: Force gl_ztrick 0 and gl_clear 1 on certain Intels. [done]
- Bug: Fix profile command when client (dates to glquake). [done]
- Server: Implement sv_altnoclip from FitzQuake and default it (this is how noclip should work!) [done].
- Client: Implement Rook's web-based map download from Qrack.
- Client: Separate rendering maxfps from server maxfps.
- Client: Work on multi-crosshair support some more.
- Client: Optional stairs steps smoothing.
- Client: Make F1 display actual help and diagnostics. IF gamedir=id1
- Client: Undo defaulting the port to 26000. Reason: external server browsers using old school GLQuake compatible method.
- Convenience: Map, demo, gamedir listing commands.
- Convenience: auto-compressed demos solution.
- Convenience: case insensitive cvars and commands.
- Convenience: better tab completion; see if can tab complete map names and such too.
- GL: Single pass video setup; reuse context if possible.
- GL: Colormapping of corpses in GL(optional).
- GL: Clear textures on map load (from Rook).
- GL: Proper water support.
- GL: NPRQuake rendering option. [mostly done]
- GL: Ensure that GL version doesn't bother with texture upload with -dedicated. [done]
- Other: Find true chase-cam never ever goes thru wall solution.
- Other: Consider raising file handles.
- Single player: Console reload on gamedir change.
- Single player: Skybox support, limited.[done]
- Single player: Work on fog support some more.
- Single player: Possibly Half-Life map loading support [done].
- Single player: Possibly Kurok support.
- Single player: Capability of saving multiplayer game.
- Server: External .ent support on server side.
- Server: Host_Error instead of Sys_Error for server.
- Server: Implement sv_cheats 0,1,-1 (-1 = default = way things are normally in Quake).
- Server: Ability to specify the progs.dat name (sv_progs) [wrote tutorial; didn't do yet].
- Server: Optional grenade bounce fix.
- Server: Increase listen server maxplayers to 16 (for bots).
- Server: Basic CURL implementation possibly [done]
- cl_downloadbegin
- sv_curl
- sv_curl_defaulturl
- sv_curl_serverpackages (space delimited)
- sv_gamedir
- Linux: Work on Linux version some more.
- Mac OS X: Finish merge with Windows codebase.
- Mac OS X: Solve key repeats, menu, copy cmd.
- Mac OS X: Option to disable mouse cursor release in windowed mode.
- Mac OS X: make a vid_describecurrentmode equivalent command.
- Bug: Correct historical glquake cullbox + bmodels.
- Bug: Fix "can't use keypad" with international keyboard.
- Bug: Check gl_rmain.c after GL_DrawAliasBlendedShadow.
- Issue: Winquake [but not gl] incompatibility with x64 machines [api ?].
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Status
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Development continues on ProQuake. Help, feature ideas and bug reports can be posted at the QuakeOne Forums.
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