scr_centersbar will center the hud, period. If in deathmatch, it just wont show the scores on the sbar.
r_simpleitems "sprites" are affected by world and dynamic lighting. No more glowing backpacks!
added r_drawviewmodelsize, moves the gunmodel closer or farther away from your pov.
added: outlines on player models are colored the color of the team, but do NOT glow in the dark!
fixed mouse after alt-tabbing. d_input was disabled.
fixed: gl_picmip was broken. I guess no one uses it anymore :P
implemented vertex arrays for particles and alias models.
show_ping 0|1 [show_ping_x,show_ping_y]
will place your ping average on the screen.
updates every 4 seconds. also shows person's ping in eyecam.
added cl_web_download [0/1] Toggles automatic downloading of missing files from the "cl_web_download_url" value.
fixed the angle of the gl_laserpoint beam to equal cl_gun_offset
added: Qrack will detect when a "match" begins and will force the client to main focus.
This way if a player alt-tabbed, the game will switch into view when everyone ready's up.
-no24bitwad will still use 24bit textures in the -game folder...
fixed capture_demo if disconnect was called at the end of the demo.
fixed - .tga screenshots
fixed crash fog field in worldspawn.
added r_interpolate_light -
toggles lightstyle interpolation.
added cl_lightning_zadjust
new icon from GetoGamer!
added version checking, through web interface on Qrack's website
added sys_disableWinKeys, (finally) made winkeys bind-able
lwinkey = left windows key
rwinkey = right windows key
popupmenu = windows menu key
added toggling fullscreen with ALT-ENTER.
fixed -alias handling within console. Thanks Baker!
added pq_armor, defines armortype string for %a macro. default = "[G]:[Y]:[R]"
example: say_team "%a %h %l"
output: "R00k: 200[R] 100 Lower Bridge"
changed +strafe to convert m_forward to up/down movements if you are in water.
fixed default refreshrates on startup.
updated pak0/server.lst with all known quake 1 servers.
Fixed pq_scoreboardping and pq_teamfrags.
24-bit player skins now use only 3 files (included in pak0). Base, Pants, Shirt.
Pants and shirts are dynamically colored in realtime
Added 5 mouse button support
Added r_particle_type 0 = circle 1= square for classic particle mode
enable z-buffer filter on transparent models, this cleans up the image.
qrack will default to desktop display properties
added muzzleflashes for opponents
added Baker's APIPA ip address workaround.
lowered the lighting closer to black for ALL alias models, including the gun viewmodel.
added cl_gun_offset 0 = center, 1 = left, 2 = right. Hand placement of the weaponmodel.
added sv_cull_entities 0 = off 1 = only player models 2 = cull all entites,
can save fps in singleplayer games
added weapon flash when being hit
added m_directinput and m_smooth cvars.
disabled checking of the resolution of the conback image.
Also upped 8bit texture resolutions to 1024x1024.
created a new cvar gl_particle_count to dynamically set number of particles
raising this can increase quality at the cost of fps
lower this setting for a gain in fps.
default: 2048
maximum: 32768
added slight gun sway to viewmodel in singleplayer
tweaked caustics a bit..
fixed animation interpolation when switching weapons.
allow footstep sounds during demo playback.
fixed r_skyscroll with r_novis 1, thanks MH!
added new message macros
%W = weapon in hand based on pq_weapons
%A = ammo output is "%d {ammotype} " whereas %d is a number of {ammotype} of the gun in hand.
%At = output the ammotype only, "shells", "nails","rockets", or "cells" based on weapon in hand
examples:
"say_team I am dropping %At at %l."
output:
"I am dropping rockets at yellow armor."
"say_team I am at %l with my %W and %A"
output:
"I am at Mound with my RL and 13 rockets "
only allow decal_bullets underwater.
fixed color of decals when viewed through water.
- ie. if your in water looking out at a decal, its not as vivid.