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version.txt
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version.txt
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12.5 2022-08-02
* ioquake3 patches
- fixes
- Add r_parallaxMapOffset
* cg_fallKick (0: no view or weapon change, 1: (default) view and weapon change, 2: only weapon sway)
* bug fix: follow view didn't use fall kick
* add cpma ntf game icon
* cpma ntf backpack support
to use cpma model and icon add:
icons/icon_backpack.tga
models/backpack.md3
models/backpack.tga
if those aren't found QuakeLive's ammo pack model and icon are used
* cpma ntf show flag status in hud
* cpma ntf use ctf scoreboards
* cpma ntf in game help markers
* cpma ntf flag sounds
* cg_shotgunStyle 3: cpma 4: cpma with randomness
* /centerprint <string> [char width | 'token']
* cg_drawCenterPrintOld debugging cvar to test old q3 code
* bug fix: cg_drawFragMessageSeparate 1 with cg_qlhud 0 wasn't using q3 font
* cg_drawCenterPrintLineSpacing extra spacing between lines
* /resetcenterprinttime redisplay the last center print message
* bug fix: center print font couldn't be changed with cg_qlhud 0
* bug fix: remove "pulse size" console spamming when powerup is picked up
* cpma ntf player model support
cg_cpmaUseNtfModels
setting to 2 also sets first person view model based on ntf class
cg_cpmaUseNtfEnemyColors
cg_cpmaNtfRedHeadColor
cg_cpmaNtfRedTorsoColor
cg_cpmaNtfRedLegsColor
cg_cpmaNtfBlueHeadColor
cg_cpmaNtfBlueTorsoColor
cg_cpmaNtfBlueLegsColor
cg_cpmaNtfModelSkin
cg_cpmaNtfScoreboardClassModel
shows class model in scoreboard
* bug fix: freecam was adding predictable step events
* bug fix: don't show armor client item timers in cpma ntf
* bug fix: cg_ignoreClientHeadModel 2 was also ignoring head models in quake3 demos
* bug fix: 'prepare your team' warm up announcement didn't check team game mode correctly
* bug fix: incorrect grenade color team mode check
* bug fix: incorrect game mode check for rail and bullet team hit sound when /following player
* add single player icon
* bug fix: missing game types for ui CG_GAME_TYPE
* bug fix: lead audio announcer not played in single player
* cg_audioAnnouncerLead 2 enables lead announcements in red rover
* bug fix: red rover round start sound not played
* cg_redRoverRoundStartSound
* bug fix: CG_GAME_STATUS showing team instead of individual status for red rover
* bug fix: single player not playing fraglimit warnings
* cpma ntf team rail color support
cg_cpmaUseNtfRailColors
cg_cpmaNtfRedRailColor
cg_cpmaNtfBlueRailColor
* fx: powerup information available. Ex:
player/torso/trail {
if pwquad { // also pwbattlesuit, pwregen, ...
color 0.2 0.75 1.0
size 200 + rand*32
light
}
}
* blur applied to depth capture, use mme_saveDepth 2 to capture without blur
* bug fix: cg_levelTimerDirection 3 and cg_levelTimerOvertimeReset 0 showed negative times after first overtime
* bug fix: cg_levelTimerDirection 3 showed negative time in overtime with ctf
* bug fix: count down level timer showed negative time in cpma overtime
* remove cpma unknown command console message for 'it' and 'itr'
* cg_drawAttacker 1 shows changed model (team model, enemy model, etc...), 2 shows original model
* cg_statusBarHeadStyle 0 (default) show original model except with cg_forceModel, 1 show changed model
* bug fix: headmodel "" would use sarge head model to calculate player height
* options to set models, skins, colors based on red or blue team
cg_redTeamModel
cg_redTeamHeadModel
cg_redTeamHeadSkin
cg_redTeamTorsoSkin
cg_redTeamLegsSkin
cg_redTeamHeadColor
cg_redTeamTorsoColor
cg_redTeamLegsColor
cg_redTeamRailColor1
cg_redTeamRailColor2
cg_redTeamRailItemColor
cg_redTeamRailRings
cg_redTeamRailNudge
cg_redTeamFlagColor
and equivalent cg_blueTeam* cvars
Use of the settings is controlled with:
cg_useCustomRedBlueModels
cg_useCustomRedBlueRail
cg_useCustomRedBlueFlagColor
0 ignores red/blue team settings, 1 uses them as a fallback for teammate and enemy settings (ex: cg_enemyModel "" will then check cg_redTeamModel or cg_blueTeamModel), 2 force and ignore teammate and enemy settings
* bug fix: if teammate and enemy color cvars weren't set it wouldn't fallback to player set colors
* bug fix: cg_flagStyle 3 in freecam without team settings used the wrong flag model
* removed cg_enemyRailItemColorTeam, cg_teamRailItemColorTeam, cg_enemyRailColor1Team, cg_enemyRailColor2Team, cg_teamRailColor1Team, cg_teamRailColor2Team, cg_weaponRedTeamColor, cg_weaponBlueTeamColor
cg_redTeamRailItemColor, cg_blueTeamRailItemColor, cg_redTeamRailColor1, cg_redTeamRailColor2, cg_blueTeamRailColor1, cg_blueTeamRailColor2, and cg_useCustomRedBlueRail should be used instead
* cg_railUseOwnColors new options: 2: check teammate and red/blue team settings then fallback to demo colors, 3: same as 2 but fallback to color1 and color2
* bug fix: cpma incorrect team lead and score announcer message
* fixed stuttering in cg_animationsRate at low timescales (agkr234)
* bug fix: loading screen for cpma demos using incorrect player icons
* /streamdemo [demo file] command to allow playback of demos that are still being written to
* cg_cpmaInvisibility 1: for cpma demos, 2: for all demos
This renders only a skull and weapon flash for players with invisibility
powerup. It uses this model if available:
models/powerups/instant/invis_head.md3
models/powerups/instant/invis_head_skin.tga
* update zlib to version 1.2.12
* update libogg to version 1.3.5
* update libspeex to version 1.2.0
* update freetype to version 2.12.1
* check demo file extension for protocol number if it's not set in config strings
* update libcurl to version 7.83.1
* update backtrace library
* cpma mvd not detected with gtv
* update SDL to version 2.0.16
---------------------------------
12.4 2020-12-04
* remove r_screenshotJpegQuality (should use r_jpegCompressionQuality)
* remove unused r_aviMotionJpegQuality cvar
* ioquake3 patches
* update zlib to version 1.2.11
* update libogg to version 1.3.4
* update libvorbis to version 1.3.7
* update opusfile to version 0.12
* update libjpeg to version 9d
* update freetype2 to version 2.10.4
---------------------------------
12.3 2019-12-27
* ioquake3 patches
* bug fix: fx camera vibration not working when camera path playing
* 64-bit builds
* disable unix tty console for clients, can be enabled with '--console-active' command line
* bug fix: unix backtrace code memory leak
* update Windows backtrace library (memory leak, display formatting, relocateable address support, print exception information)
* include Info.plist in Mac OS X client binary to set NSHighResolutionCapable=false
---------------------------------
12.2 2019-04-26
* bug fix: UI_SERVER_OWNER not implemented
* bug fix: warm up string using cg_drawWaitingForPlayersFont instead of cg_drawWarmupStringFont
* bug fix: incorrect client parsing of map items for older quake live maps that use digit values with 'not_gametype'
* bug fix: incorrect server parsing of map items for older quake live maps that use digit values with 'not_gametype'
* bug fix: incorrect server parsing of map items for 'race' gametype
* bug fix: incorrect client parsing of map items when 'not_gametype' set to '1f'
* bug fix: incorrect client parsing of map items when 'not_gametype' set to 'ob'
* support for 'overload' (GT_OBELISK) gametype string for client and server map item parsing
* bug fix: crash parsing map items with cpma ntf, cpma 2v2, cpma hoony mode, and single player modes
* g_ammoPack to use or ignore 'ammo_pack' items
* g_ammoPackHack to substitute other 'ammo_' types with 'ammo_pack'
* bug fix: typo in 'Heavy Bullets' pickup name
* bug fix: bg item list 'ammoregen' changed to 'armorregen'
* bug fix: bg item list hmg missing starting ammo
* bug fix: bg item list "Doubler" changed to "Damage" to match quake live
* bug fix: bg item list hmg bullets missing quantity
* bug fix: multiple item pickups generated with /devmap and cg_predictItems 1
* added help message for /devmap, /printentitystate, /printnextentitystate
* cg_showmiss set as archived cvar
* ioquake3 patches:
- Add r_parallaxMapShadows
* bug fix: bots wouldn't crouch/movedown
* /chase and /view commands changed so that -1 needs to be set explicitly to disable chase or view mode. If no entity is specified, a help message is printed to the console.
* /chase command without entity specified also prints x, y, and z offsets
* /chase without x, y, and z offsets specified keeps previously set values
* /chase option to set x and y offsets based on range and angle
* console help message added for /echopopupcvar
* bug fix: incorrect help message for /printentitydistance
* /testreplace debugging function removed
* cg_chaseMovementKeys enables changing x, y, and z offsets using movement keys when cg_chaseThirdPerson is not used. Changes are based on view angles.
* cg_chaseThirdPerson to enable third person options with /chase
* cg_chaseUpdateFreeCam to enable updating freecam position and angles in chase mode
* cg_thirdPersonMaxPitch, cg_thirdPersonMaxPlayerPitch, cg_thirdPersonFocusDistance, cg_thirdPersonOffsetZ, cg_thirdPersonPlayerOffsetZ, cg_thirdPersonPitchScale, cg_thirdPersonPlayerPitchScale, cg_thirdPersonAvoidSolid, cg_thirdPersonAvoidSolidSize, cg_thirdPersonPlayerCrouchHeightChange, cg_thirdPersonNoMoveAngles, cg_thirdPersonNoMoveUsePreviousAngles, cg_thirdPersonUseEntityAngles
* cg_thirdPerson* cvars set to archive
* cg_thirdPersonRange default changed to 80 to match quake live
* cg_thirdPersonMovementKeys allow changing range, z offset, and angle with movement keys
* cg_autoChaseMissile automatically switch to freecam and chase missiles
* cg_autoChaseMissileFilter whitespace separated list of weapon tokens that can be chased
* +speed support in freecam mode
* bug fix: com_autoWriteConfig value not checked from fx code
* doc typo: com_autoWriteConfig listed as cg_autoWriteConfig
* bug fix: invalid parsing of cg_damagePlum tokens
* bug fix: cpma mvd demos didn't show mega health wear off time correctly
* bug fix: promode settings not detected with older cpma demos that use 'server_promode' instead of 'server_gameplay' server info string
* cg_drawClientItemTimerForceMegaHealthWearOff for use with demos were mega health wear off behavior can't automatically be detected
* older cpma demos that don't have 'server_gameplay' or 'server_promode' server strings default to promode settings
* kamikaze added to client side weapon stats
* bug fix: /devmap shows null shader player sprite after initial connection
* client side step prediction changed to match server not sending EV_STEP events like quake live
* r_ignoreShaderNoMipMaps debugging cvar to ignore "nomipmaps" shader directive
* r_ignoreShaderNoPicMip debugging cvar to ignore "nopicmip" shader directive
* wolfcam_painHealth option to use server pain events to update health value for followed players that normally don't have health information available
* wolfcam_painHealthColor hud color when pain event is used to determine health value
* wolfcam_painHealthAlpha hud alpha value when pain event is used to determine health
* wolfcam_painHealthFade and wolfcam_painHealthFadeTime for hud fading of pain event health value
* wolfcam_painHealthValidTime how long after pain event health value is valid
* wolfcam_painHealthStyle checks demo protocol to determine if only '-' is shown for max health value
* bug fix: divide by zero calculating color fade
* bug fix: remove console spam with 0 health pain events
* bug fix: invisible player cpma and osp player names in team overlay and spectator list
* bug fix: cg_colorCodeWhiteUseForegroundColor and cg_colorCodeUseForegroundAlpha were being used outside of hud code
* bug fix: cg_colorCodeUseForegroundAlpha 0 prevented obituary fading
---------------------------------
12.1 2019-01-15
* menus work even if window doesn't have mouse grab
* bug fix: info screen calculated string widths incorrectly
* info screen centered messages use entire screen width
* long info screen messages try to break at space points instead of inside a word
* identify defrag demo in info and loading screen
* bug fix: CG_LEVELTIMER, CG_[RED|BLUE]_PLAYER_COUNT, CG_FOLLOW_PLAYER_NAME, CG_ROUNDTIMER, CG_FOLLOW_PLAYER_NAME_EX, CG_SPEEDOMETER didn't use textalign setting
* removed 'RED - ' and 'BLUE - ' prefixes for CG_[RED|BLUE]_PLAYER_COUNT to match quake live
* use 'Players' instead of 'PLAYERS' for CG_[RED|BLUE]_PLAYER_COUNT to match quake live
* prepend 'Following - ' string to CG_FOLLOW_PLAYER_NAME to match quake live
* don't draw count for CG_[RED|BLUE]_CLAN_PLYRS in non-team games to match quake live
* bug fix: CG_GAME_LIMIT didn't take gametype into account
* bug fix: demo seeking didn't calculate correctly if round had started with newer quake live demos
* CG_[RED|BLUE]_TIMEOUT_COUNT only draw if g_timeoutcount is greater than zero to match quake live
* bug fix: remove console spamming if CG_[RED|BLUE]_TEAM_MAP_PICKUPS used outside of tdm or ctf
* bug fix: if camera is set to update freecam position, mouse movements during camera playback would change view after playback is done
* bug fix: don't spam console if itemDef widescreen is WIDESCREEN_STRETCH and menuDef widescreen is not the same
* cg_wideScreen 5 (Quake Live widescreen setting) doesn't stretch text even if WIDESCREEN_STRETCH is used. This matches Quake Live's behavior. Previous behavior of stretching text can be enabled with cg_wideScreen 6.
* cg_wideScreen 7 added which works like Quake Live setting (5) but is also bug compatible
* default 'widescreen' value for user huds (cg_hudFiles) changed from WIDESCREEN_CENTER to WIDESCREEN_STRETCH to match Quake Live's behavior. Other menus (ex: scoreboards, etc.) use WIDESCREEN_CENTER as the default.
* bug fix: CG_MATCH_WINNER had incorrect word spacing with center and right alignment
* bug fix: CG_MATCH_WINNER not showing lead message outside of intermission
* bug fix: invalid hud align value would prevent drawing text
* bug fix: CG_GAME_STATUS not rendering status for non-team games
* CG_KILLER value isn't reset after first scoreboard after death is shown to match quake live
* bug fix: CG_KILLER ITEM_ALIGN_CENTER used incorrect vertical position
* bug fix: CG_KILLER drew weapon icon in incorrect position with ITEM_ALIGN_RIGHT
* bug fix: CG_[ACCURACY|ASSISTS|DEFEND|EXCELLENT|IMPRESSIVE|PERFECT|GAUNTLET|CAPTURES] incorrectly based text spacing on the rectangle size
* added WCG_PLAYER_OBIT which is the same as CG_PLAYER_OBIT but supports align setting
* added WCG_AREA_NEW_CHAT which is the same as CG_AREA_NEW_CHAT but supports align setting
* bug fix: incorrect right and center alignment for frag/obit token rendering
* bug fix: CG_MATCH_END_CONDITION text didn't match quake live
* bug fix: CG_[BLUE|RED]_FLAGSTATUS rendered in Harvester game type
* bug fix: /follow didn't show harvester skulls in hud
* bug fix: CG_PLAYER_SCORE, CG_[BLUE|RED]_FLAGSTATUS ignore 'shader' to match quake live
* bug fix: CG_ONEFLAG_STATUS used 'taken' instead of 'stolen' icon
* bug fix: incorrect 1fctf flags status detection with ql protocol 91 demos
* bug fix: CG_ONEFLAG_STATUS added blue or red color to icon
* WCG_[BLUE|RED]_FLAGSTATUS_COLOR, WCG_ONEFLAG_STATUS_COLOR same as CG_[BLUE|RED]_FLAGSTATUS, CG_ONEFLAG_STATUS but colorize icon according to cg_hud[Blue|Red|No]TeamColor
* bug fix: cg_flagStyle 1 was only being applied to carried flags, not dropped ones or at base
* bug fix: ctf used 'stolen' instead of 'taken' shader
* bug fix: CG_AREA_POWERUP incorrect scale for powerup icon
* bug fix: CG_AREA_POWERUP incorrect icon for kill counter
* bug fix: default texscale was 0.22 instead of 0.55 (matches quake live)
* cg_powerupBlink (enable or disable icon blinking when time is running out)
* bug fix: CG_AREA_POWERUP would always use rectangle width to increment distance between multiple powerups (for both HUD_VERTICAL and HUD_HORIZONTAL)
* bug fix: CG_AREA_POWERUP kill counter icon size based on textscale instead of rectangle size
* bug fix: CG_AREA_POWERUP kill counter icon position and text weren't connected to countdown text
* bug fix: CG_PLAYER_HEALTH_BAR_200 and CG_PLAYER_ARMOR_BAR_200 drawing incorrect value
* bug fix: CG_TEAM_COLORIZED didn't use alpha value
* cg_overallFontScale scaling value applied to all fonts before rendering
* bug fix: CG_PLYR_END_GAME_SCORE didn't ignore 'rank tied' status for duel and ffa
* bug fix: /devamp with harvester game type would crash when player dies
* don't add server skill rating to CG_MAP_NAME in scoreboards for older demos
* bug fix: CG_SELECTED_PLYR_TEAM_COLOR used current player instead of selected one
* bug fix: CG_SELECTED_PLYR_TEAM_COLOR didn't use alpha color value
* bug fix: CG_SELECTED_PLYR_TEAM_COLOR only worked for blue and red teams
* CG_SELECTED_PLYR_TEAM_COLOR uses cg_hud[Blue|Red|No]TeamColor
* bug fix: CG_PLAYER_COUNTS use max clients instead of max team size for team games
* WCG_ROUNDTIMER same as CG_ROUNDTIMER but it doesn't ignore text color and alpha
* doc fix: cg_hud[Blue|Red|No]TeamColor is applied with CT_TEAM_COLORIZED not CG_TEAM_COLOR
* bug fix: CG_FOLLOW_PLAYER_NAME_EX didn't colorize name
* WCG_FOLLOW_PLAYER_NAME_EX same as CG_FOLLOW_PLAYER_NAME_EX but it doesn't colorize name in team games
* cg_hud[Blue|Red|No]TeamColor defaults changed to match quake live
* cg_hudNeutralTeamColor added for WCG_ONEFLAG_STATUS_COLOR and neutral flag
* cg_obituary[Red|Blue]TeamColor renamed to cg_text[Red|Blue]TeamColor since it is also used outside of obituaries, default colors changed to match quake live
* but fix: "notosans-regular" and "droidsansmono" fonts scaled by an addtional 0.8 value to match quake live
* cg_autoFontScalingThreshold default changed to 24 to match quake live
* bug fix: ownerdrawvalue for CG_HARVESTER_SKULLS didn't return correct value for /follow'ed player
* bug fix: ownerdrawvalue didn't use selected score for CG_ACCURACY, CG_ASSISTS, CG_DEFEND, CG_EXCELLENT, CG_IMPRESSIVE, CG_PERFECT, CG_GAUNTLET, CG_CAPTURES
* bug fix: ownerdrawvalue didn't use correct value for /follow'ed player in duel or with cpma mvd
* support for CG_1STPLACE_PLYR_MODEL
* bug fix: 3d hud models were always drawn below other hud elements and missing in menu screens
* bug fix: debug commands, image and model loading could corrupt video recording
* bug fix: r_debugSurface wasn't working in opengl1 renderer (note: not implemented in opengl2 renderer)
* mme_blurType default changed to gaussian
* update q3mme blur code. Added mme_blurStrength, mme_cpuSSE2, mme_blurJitter
* mme_blurFrames and mme_blurOverlap limited to 256
* bug fix: changing mme_blurType would only reset one of 'left' or 'right' with split video saving
* bug fix: memory corruption if mme_blurFrames + mme_blurOverlap were greater than 256
* bug fix: renderergl2 shutdown didn't delete bloom and backbuffer textures
* q3mme dof: mme_dofFrames and mme_dofRadius
- added mme_dofVisualize in order to see final rendering
- added cg_q3mmeDofMarker to enable/disable ingame dof marker
- added /saveq3mmedof and /loadq3mmedof
- added /dof [list|info]
- '/dof target' changed to accept integer value (-1 clears target)
* bug fix: opengl2 renderer crash if '{font}' frag token used
* cg_colorCodeWhiteUseForegroundColor in huds, this controls whether white ('^7') color code forces white or uses foreground color.
* cg_colorCodeUseForegroundAlpha in huds, this controls whether use of of color codes overrides foreground alpha setting.
* bug fix: missing support for CG_VOTEMAP1, CG_VOTEMAP2, CG_VOTEMAP3, CG_VOTEGAMETYPE1, CG_VOTEGAMETYPE2, CG_VOTEGAMETYPE3, CG_WP_VERTICAL, CG_ACC_VERTICAL, and CG_MATCH_STATE
* bug fix: CG_MATCH_DETAILS missing game type
* bug fix: CG_MATCH_DETAILS truncated long text
* bug fix: CG_1ST_PLYR_READY and CG_2ND_PLYR_READY missing status text
* WCG_1ST_PLYR_READY and WCG_2ND_PLYR_READY which are the same as CG_1ST_PLYR_READY and CG_2ND_PLYR_READY but don't add the status text
* bug fix: CG_ARMORTIERED_COLORIZED didn't set foreground alpha correctly
* bug fix: CG_[BLUE|RED]_TEAM_MAP_PICKUPS didn't use text style correctly
* bug fix: CG_[BLUE|RED]_TEAM_MAP_PICKUPS didn't use foreground text color
* bug fix: CG_[1ST|2ND]_PLYR_PICKUPS didn't use text style for timer info
* bug fix: CG_[1ST|2ND]_PLYR_PICKUPS didn't use foreground text color
* bug fix: CG_[1ST|2ND]_PLYR_PICKUPS didn't use align
* bug fix: CG_[1ST|2ND]_PLYR_PICKUPS used height instead of width to calculate count x position
* bug fix: CG_[1ST|2ND]_PLYR_PICKUPS used width instead of text scale to calculate timing x position
* bug fix: CG_[BLUE|RED]_OWNED_FLAGS didn't check game type
* bug fix: CG_ROUND, CG_TEAM_PLYR_COUNT, CG_ENEMY_PLYR_COUNT, CG_RACE_STATUS, and CG_RACE_TIMES rendering didn't check for valid game types
* bug fix: domination control point count and red/blue player alive count not set when demo playback starts or video is reset
* bug fix: opengl2 renderer 'animMap' limit 8 instead of 2048 (em92 Eugene Molotov)
* ioquake3 patches
- Fix SDL audio playback with surround sound
* bug fix: r_singleShader was being used for weather shaders
* r_singleShaderIgnore[num] option to exclude shaders from having r_singlShader applied with it
* bug fix: cg_weather wasn't marked as a latched cvar
* cg_weather renamed to r_weather
* bug fix: con_scale scaling font height incorrectly
* bug fix: reduce memory usage with mme_blurFrames
* error message indicating whether opening a file for writing failed due to system file open call
* bug fix: premature memory allocation failure with mme blur
* bug fix: fix vid_restart crash if /devamp and /demo are both used in the command line and both use the same map
* bug fix: incorrect playback rate for stereo sound files
* bug fix: round count down sometimes not working after demo seeking
* bug fix: invalid utf8 characters could lead to wrong color for text rendering
* bug fix: control character in string could lead to infinite loop when rendering
* bug fix: invalid string length calculation with utf8
* allow playback of demos with corrupt message length (up to the point of the corrupt packet)
* com_brokenDemo this is set on the command line and tries to continue parsing of demo files that have errors
---------------------------------
12.0 2018-06-21
* update to jpeg-8c
* bug fix: videos and screenshots could be corrupted if video width wasn't divisible by 4
* jpeg video capture doesn't force GL_RGBA fetch mode
* add to documentation that png output and/or motion blur force GL_RGBA fetch mode
* ioquake3 fixes and patches
- third person player sounds don't play at full volume
- OpenAL fixes (crash, ogg fallback)
- IQM model support
- SDL audio capture
* bug fix: disconnect icon didn't match lagometer x, y, scale, and align settings
* bug fix: draw selected player name didn't detect clan tag correctly
* bug fix: invalid check if camera point command exists
* bug fix: invalid check for followed player and cg_racePlayerShader
* update documentation for cg_racePlayerShader
* bug fix: 'out of ammo' sound played when player dies (em92 Eugene Molotov)
* bug fix: snapshot look ahead didn't work voip demos
* bug fix: snapshot look ahead didn't check if demo message didn't have a snapshot
* remove "CL_PeekSnapshot buf.cursize == -1" spam
* bug fix: voip sounds played during initial demo parsing
* bug fix: illegible server message error when recording a demo from a demo with voip packets
* support for libpseex voip data in protocol 70 and 71 demos
* support for opus voip data
* opus used as voip codec
* bug fix: recording demo from demo could use wrong protocol extension in demo name
* bug fix: installer missing voip-readme.txt
* version renamed to version.txt
* bug fix: png file depth capture incorrectly determined if alpha channel was present
* bug fix: Unix console tty buffer didn't store input key correctly
* utf8 support for Unix console tty input
* update to SDL2
* bug fix: stack corruption setting dpi awareness in Windows
* bug fix: possible corruption reading value of fs_steamcmd
* bug fix: /minimize command didn't work
* bug fix: crosshair health and armor for teammates was showing 0/0 with protocol 91 demos
* --console-passive command line option to disable unix tty console
* bug fix: don't show crosshair scan name and info for dead players
* bug fix: overbright was disabled for screenshots and videos if video card didn't support gamma correction
* bug fix: error setting glsl variable would cause an infinite video restart loop
* compile fix: add -D_FILE_OFFSET_BITS=64 to all platforms (em92 Eugene Molotov)
* bug fix: r_mapGreyScale and r_greyscaleValue not latched
* bug fix: grapple chain could render null axis
* doc fix: com_timescalesafe documentation in wrong place
* remove console spamming when r_anaglyphMode is used
* bug fix: split analaglyph video recording would sometimes only record one channel
* test3d variable doesn't need to be set to record split anaglyph video
* ioquake3 opengl2 renderer
* include 64-bit Windows libfreetype.a (em92 Eugene Molotov)
* bug fix: overtime clock stayed at zero for game types besides duel, tdm, ca, and ft (em92 Eugene Molotov)
* CG_OVERTIME owner draw also shows number of overtimes (matches quake live)
* cg_levelTimerOvertimeReset 0: (default) shows total overtime amount, 1: shows current overtime amount
* bug fix: CG_OVERTIME ownerdraw required CG_LEVELTIMER to be used
* bug fix: r_fullscreen 1 wouldn't fit game screen correctly (em92 Eugene Molotov : via ioquake3 patch)
* bug fix: rendering timing debug values were incorrect if timescale was used
* bug fix: pausing would cause cinematic videos to exit
* bug fix: renderer shader times incorrect when recording videos (em92 Eugene Molotov)
* /cinematic_restart [all | <cinematic number>] to restart videos (applies to current cinematic video and videoMap shaders)
* /cinematiclist command to list currently loaded cinematics
* bug fix: loading an ingame videoMap shader would close the console
* bug fix: initial cinematic playing didn't check if a video handle was available
* bug fix: function key binds in console didn't work if cinematic was playing
* bug fix: large cinematic frame size could overflow buffer
* bug fix: initial cinematic frame size wasn't validated
* more than one videoMap shader can be played at the same time
* fast forward and rewind works for cinematic videos
* cl_cinematicIgnoreSeek to allow or disable seeking with videoMap shaders
* bug fix: round based games didn't ignore g_overtime value (em92 Eugene Molotov)
* --no-dpi-aware option removed. DPI awareness is set through program manifest
* bug fix: Windows version didn't disable screen blanking correctly
* 'wcrealtime' general shader keyword added. This allows shader time updated using real time instead of time adjusted for timescale, pause, and video frames.
* 'screenMap' shader option from Quake3e. This allows mirror like effects. See README-wolfcamql.txt for more information.
* voip data can be added to demo recorded from another demo
* cl_voipOverallGain to control voip volume for all senders
* /voip gain also works with spatial clients
* bug fix: sound stream playback was choppy
* bug fix: initial playback of mono cinematic sound stream missing reset
* cl_freezeDemoPauseMusic to control whether music is stopped when demo is paused
* bug fix: demo seeking could cause random sound stream data to be played
* cpma mvd support for health, armor, and ammo hud information
* bug fix: with /follow q3 hud would still draw powerup information for demo taker
* cg_drawCpmaMvdIndicator*
* bug fix: /follow q3 hud wouldn't show weapon icon if cg_draw3dIcons == 0
* bug fix: /follow <client number> could still switch away to another view with cpma mvd or ql protocol 91 free spec demos
* bug fix: ui/wcweaponbar.menu didn't show infinite ammo icon
* bug fix: ui/wcweaponbar.menu incorrect visibility settings for ammo values
* 'textReset' itemdef command to remove text entry in menu
* 'backgroundReset' itemdef and menudef command to remove background image
* bug fix: team overlay wasn't showing with /follow in free spec demos
* bug fix: q3 hud didn't show players left with red rover and ad/ctfs game types
* bug fix: q3 hud didn't show number of captured domination control points
* bug fix: hud didn't show number of captured domination control points for protocol 91 demos
* q3 hud uses millisecond precision for race scores
* cg_drawRaceTime to show race score in q3 hud
* draw scores in q3 hud uses latest score info for /follow
* bug fix: q3 scoreboard not showing score and ping in cpma duel
* bug fix: free float spectator not showing second score in q3 hud
* bug fix: q3 hud incorrectly calculated first place score
* bug fix: free spec demos and cpma mvd demos would draw spectators as first and second place
* cpma mvd ffa shows rank for followed player
* CG_SHOW_IF_PLYR[12] evaulates to true for demo playback to allow showing pickups for both duel players
* /follow improvements: When possible use CG_SHOW_HEALTHCRITICAL, CG_SHOW_IF_PLYR_IS_NOT_FIRST_PLACE, CG_SHOW_IF_PLYR_IS_FIRST_PLACE. Support for CG_SHOW_IF_PLYR_IS_ON_*_SPEC, CG_SHOW_IF_PLAYER_HAS_FLAG, CG_PLAYER_ARMOR_ICON[2D], CG_PLAYER_HEAD, CG_PLAYER_SCORE, CG_ONEFLAG_STATUS, CG_CTF_POWERUP, CG_AREA_POWERUP, CG_PLAYER_HASFLAG[2D], CG_KILLER, CG_GAME_STATUS
* bug fix: gametype set incorrectly for older cpma demos
* bug fix: q3 hud didn't show powerups with /follow
* bug fix: q3 hud didn't show carried flag with /follow
* bug fix: q3 hud scoreboard didn't show killer name with /follow
* bug fix: q3 hud scoreboard didn't show rank string with /follow
* local time no longer added to CG_GAME_STATUS
* cg_drawJumpSpeeds and cg_drawJumpSpeedsTime work with /follow
* cpma >= 1.50 key press information supported
* cpma >= 1.50 duel forfeit information
* bug fix: cpma Hoony Mode missing gametype icon in hud
* bug fix: cpma Hoony Mode not treated as a duel game type
* add duel forfeit indicator for q3 hud endgame scoreboard
* bug fix: use correct flag sounds for cpma NTF (em92 Eugene Molotov)
* bug fix: loading flag models and sounds for cpma NTF gametype (em92 Eugene Molotov)
* remove console spamming for some known cpma server commands
* bug fix: invalid cpma score if powerups were used in duel
* bug fix: don't draw key press info for dead or invalid players
* s_sdlWindowsForceDirectSound, needed for video recording and playback if wsapi reports more than 2 channels
* cl_voipGainOtherPlayback to control the volume of other sounds while voip is playing back (only with sdl audio)
* ui_demoSortDirFirst to list directories first in demo listing
---------------------------------
11.7 2017-06-07
* windows: automatically disable screen blanking (re-enable with SDL_VIDEO_ALLOW_SCREENSAVER environement variable)
* ioquake3 fixes
* bug fix: invalid invulnerability sphere would appear after rewinding (em92 Eugene Molotov)
* bug fix: fragforward treated freeze tag thaws as kills (em92 Eugene Molotov)
* bug fix: freecam spec mode shows own corpse in 'Attack and Defend' / CTFS (em92 Eugene Molotov)
* bug fix: don't draw sprites for dead players (em92 Eugene Molotov)
* cg_drawSpritesDeadPlayers controls drawing sprites for dead players
* update to libfreetype 2.8 (security update)
* r_centerWindow default changed to 1
* cg_useScoresUpdateTeam hack for ql/minqlx bug not updating player config strings correctly. Players can be shown on the wrong team and this will update the player teams from the score commands.
* draw player entities even if their config string shows them as spectators. This is also a work around for ql/minqlx bug not updating player config strings correctly. (em92 Eugene Molotov)
* Mac OS X build uses clang
---------------------------------
11.6 2017-03-29
* bug fix: /seekclock incorrectly calculating timeouts
* stricter checking if hardware supports non power of two textures
* ioquake3 fixes
* bug fix: invalid check for empty filename when testing that a file exists
---------------------------------
11.5 2017-03-26
* bug fix: check bounds for sortedTeamPlayers
* Windows binary allows more memory usage
* bug fix: screen would become white with bloom and 3d hud icons
* video option: 'name :demoname' will use the current demo filename as the video file basename
* bug fix: sound mixer crash using /stopvideo
* cl_aviFrameRateDivider integer value that will force rendering at cl_aviFrameRate * blur frames * value and drop frames so that final output still has a rate equal to cl_aviFrameRate. Values less than 2 are ignored.
* ioquake3 fixes
---------------------------------
11.4 2016-10-05
* bug fix: cpma round seeking would skip 2 rounds instead of 1 after round starts
* bug fix: demoTakerDieRound.cfg didn't work with cpma ca demos
* show real map file name in info screen
* bug fix: scoreboard handicap display didn't check server starting health
* bug fix: cg_drawBBox wasn't showing box for demo pov
* bug fix: area chat was over drawn (making it bolder) when following other players and scores shown
* cg_drawTeamOverlayMaxPlayers -1 (default) shows an unlimited number of players in team players. A value greater than or equal to 0 sets the maximum number of players shown. Note that the maximum number of players shown is also limited by the demo protocol. Only quake live protocol 91 or greater can show more than 8.
* faster team overlay updates for protocol 91 demos
* team overlay works with spectator demos and protocol 91
* bug fix: area chat was over drawn in clan arena when scores shown and dead spec view was free floating
* bug fix: /follow player name drawn over scoreboard
* cg_selfOnTeamOverlay same as quakelive
* /loadmenu [menu file] added to documentation. This can be used to test/debug a menu file directly.
* cg_drawKeyPress to enable drawing player key press information. Also added WCG_PLAYER_KEY_PRESS_[FORWARD|BACK|RIGHT|LEFT|FIRE|JUMP|CROUCH] hud ownerdraws. See ui/wckeypress.menu for an example. '/loadmenu ui/wckeypress.menu' to test.
Note that demos don't record key press information. Demos do record movement direction which can be used to extract some of the values. 'right', 'left', and 'back' can be accurately extracted from the movement direction but 'forward' is an estimate based on the player's velocity.
---------------------------------
11.3 2016-08-13
* bug fix: player name and location in team overlay truncating last letter
* support for steam workshop gibs (need to copy workshop_gibs.pk3 into wolfcam-ql/)
* player bleeding not dependent on com_blood cvar
* bug fix: invalid lightning gun beam origin when /follow'ed player is the same as demo pov
* bug fix: invalid gun offset when /follow'ed player is the same as demo pov
* first person weapon drawn with /follow'ed player
* cg_ignoreServerPlaySound disable/enable server 'playsound' command. Used with 'crash' tutorial and minqlx custom sounds.
* bug fix: /follow'ed player showing inaccurate health/armor for teammates in protocol 91 demos
* bug fix: invalid check for teamgame with /follow'ed player armor and health
* bug fix: /follow'ed player not showing armor and health for teammates with spec demo and protocol 91
* cg_fragIconHeightFixed for frag and obiturary messages controls whether icon height is based on the height of the surrounding text (leads to variable icon sizes) or on a fixed value per font (matches quake live)
* bug fix: remove console spamming if playerState command time was reset
* switch drawing order of timer and speed in old q3 hud
* ioquake3 fixes
* bug fix: draw status bar head for /follow'ed player in old q3 hud
* bug fix: health and armor not shown for /follow'ed player in old q3 hud
* bug fix: protocol 91 spectator demos not using additional health and armor information for /follow'ed player
* cg_thawGibs to control freezetag thaw effect separately from cg_gibs
* bug fix: player skill rating value sometimes printed for demos that don't support skill rating
* auto execs for /follow'ed player view switches: wolfcamfirstpersonviewdemotaker.cfg and wolfcamfirstpersonviewother.cfg
* bug fix: scoreboard not showing team sizes
* cg_drawGun 4 enables transparent weapon and bobbing
* bug fix: invalid shader used for crosshairs in setup menu
* bug fix: cg_demoSmoothing didn't work with /follow'ed player
* scoreboard alive/dead status updates based on obituary events as well as server score commands
* cg_scoreBoardForceLineHeight override the menu defined line height for the player list in non-team modes. (-1: scales line height to fit all players, 0: uses the menu defined value, > 0: uses this value)
* cg_scoreBoardForceLineHeightDefault this is the default number of players that fit in the non-team scoreboard, this needs to match menu value for line forcing to work
* cg_scoreBoardForceLineHeightTeam override the menu defined line height for the player list in team modes. (-1: scales line height to fit all players, 0: uses the menu defined value, > 0: uses this value)
* cg_scoreBoardForceLineHeightTeamDefault this is the default number of players that fit in the team scoreboard, this needs to match menu value for line forcing to work
* /seeknextround [millisecond offset]
* /seekprevround [millisecond offset]
* auto exec: demoTakerDieRound.cfg if demo taker is also a player and dies during a Clan arena or CTFS round
* bug fix: crash parsing spawn variables with cpma demos
* cg_soundPvs (1: for ql demo protocol >= 91 which sends extra sound information only play sounds in potentially visible set, 2: restrict sounds to pvs for all demos, 3: for debugging, restrict sounds to pvs and print skipped sounds)
* bug fix: cpma sound don't use lerp origin
* cg_soundBuffer (0: disabled buffered sounds, 1: enable buffered sounds)
* bug fix: model check during demo parsing using incorrect config string value
* cg_drawFlagCarrierSize icon size
* "smscores" server command
* cg_debugServerCommands (0 (default): only print message for unknown commands, 1: print all commands and arguments, 2: only print message and arguments for unknown commands)
* bug fix: missing cpma ca round status messages
* bug fix: missing cpma autoexecs for ca round start and end
* cpma update round alive status in ca scoreboard
* bug fix: alive status missing in 'Attack and Defend' scoreboard
* bug fix: remove 'unknown config string: 690' warning
* bug fix: self demo taker icon didn't use cg_drawSelf[Min|Max]Width
* cg_drawSelfIconStyle (0: use same icon regardless of team, 1: use diamond icon for enemy)
---------------------------------
11.2 2016-06-06
* r_scaleImagesPowerOfTwo (0: don't scale images for hardware that supports it, 1: scale images to power of two dimensions, -1: force non scaling even if hardware doesn't support it)
* bug fix: r_fullbright 1 wasn't working with r_vertexlight 1
* bug fix: remove debug printf parsing menu foreground color
* bug fix: render commands missing padding
* cg_forcePovModel 1 also sets team skins and colors for team games, 2 sets model as is
* bug fix: bright or color skins for teammates weren't enabled unless model was also set to use a bright or color skin
* cg_forcePovModelIgnoreFreecamTeamSettings can be used to override the value of cg_freecam_useTeamSettings
* bug fix: rail stats counting hits twice for protocol 91 demos
* bug fix: hmg info not shown in clan arena stats menu
* bug fix: steam workshops pk3s were loaded after ql pak00.pk3 which allowed them to modify the pak00.pk3 content
* fs_searchWorkshops 2 allows workshops to be treated like mods by loading them after other pk3s (including ql pak00.pk3). This lets them modify content.
* bug fix: team overlay information wasn't updating correctly with protocol 91 demos
* cg_useDemoZoom 2 resets zoom settings at round start in clan arena to work around a quake live bug where the fov values from the previously viewed player are still being used
* bug fix: cg_forcePovModel didn't check model for "tag_flag"
* cg_enemyHeadModel
* cg_teamHeadModel
* headmodel support with cg_forcePovModel
* bug fix: blacklisted team model wasn't reset correctly if own model changed
* setting "model" doesn't automatically set the same value for "headmodel"
* bug fix: cg_forceModel 1 still used cg_team* and cg_enemy* models
* bug fix: cg_forceModel 2 ignored server model settings
* bug fix: red/blue skins sometimes used for own player in non-team games
* bug fix: enemy model wasn't using red/blue team skins
* model and headmodel cvars can be set to ""
* bug fix: alt skins would keep trying to load every frame if they were invalid
* cg_drawSelf uses a different color for not just demo pov (white) but also demo taker (green)
* bug fix: enemy alternate legs and head skins would use teammate alt skins
* cg_ourHeadSkin, cg_ourTorsoSkin, and cg_ourLegsSkin used with cg_forcePovModel 2
* cg_ourHeadColor, cg_ourTorsoColor, and cg_ourLegsColor used with cg_forcePovModel 2
* bug fix: buffer overflow setting team and enemy colors
* bug fix: wrong alternate skins could be used with black listed team models
* bug fix: changing value of cg_disallowEnemyModelForTeammates could use wrong alternate team skins
* added cg_fallbackModel and cg_fallbackHeadModel. These are now used with cg_disallowEnemyModelForTeammates instead of "model" and "headmodel"
* cg_disallowEnemyModelForTeammates 1 also changes pov model. Setting to 2 is the old behavior that only changes the model if the player was a teammate (not including self).
* bug fix: wrong icon for world kill/death
* bug fix: team skins used in non-team games
* changing cg_useDefaultTeamSkins doesn't require vid_restart
* cg_ignoreClientHeadModel [0: use head model set by player, 1: ignore and use 'model' setting, 2: (default) ignore for quake live demos and use 'model' setting]
* "-teamColor" skin to select approriate red, blue, or default
* fx bug fix: cullNear and cullRadius weren't used
* fx: cullDistance render token and cullDistanceValue variable to prevent rendering of entities far away. Ex:
emitter 2 {
...
cullDistanceValue 400 // set cull value
sprite cullDistance // set sprite to use cullDistanceValue
------------------------------------
11.1 2016-04-14
* bug fix: incorrect text length calculation with frag/obituary token strings
* bug fix: cg_useDemoZoom 2 didn't work with spec demos
* /unset command can use '*' at end of name to perform pattern matching. Ex: /unset cg_*
* bug fix: forced bmodels weren't reset when a new map was loaded
* cg_fovStyle 2 added. This should match quakelive. This is similar to 1 but uses fixed aspect ratios (5:4, 4:3, 16:10, and 16:9). Vertical fov is preserved and more of the horizontal view is shown as the screen width increases and passes through each aspect threshold. This stretches the ingame world view to match the highest apsect ratio matched and has an upper limit of 16:9.
* cg_fovForceAspectWidth and cg_fovForceAspectHeight with cg_fovStyle 1 or 2 this forces fov calculations to this apsect ratio and then stretches the ingame world view to match the screen width.
* bug fix: free spec was using third person view offset
* cg_specOffsetQL (0: use first person view like quake3, 1 (default): no adjustment like quakelive, 2: use third person offsets)
* cg_drawSpeedChangeColor to change text color based on speed
* cg_whColor, cg_whAlpha, cg_whEnemyShader, cg_whEnemyColor, cg_whEnemyAlpha
* default wallhack shader changed to wc/wallhack
* cg_wh 2 enables wall hack only for enemies, 3 only for teammates
* cg_flagTakenSound alarm sounds for flag taken
* change window icon color
------------------------------------
11.0 2016-03-15
* hud: quake3 single player gametype is cg_gametype 16
* bug fix: quake3 single player demos would show hud elements from quake live 'race' gametype
* bug fix: incorrect player shown in cpma duel scoreboard
* bug fix: additional quake live weapons registered even if protocol didn't support them
* default quake live linux and mac os x directory is checked with wine versions (either steam or standalone). Ex: $HOME/.wine/drive_c/users/$USER/Application Data/id Software/quakelive
* cl_demoFileCheckSystem check for demo file in the local file system as well as wolfcam and quake live directories. (0: no check, 1: check local directory before wolfcam or quakelive directories, 2: (default) check if not found in wolfcam or quake live directories)
ex: wolfcamql.exe +set cl_demoFileCheckSystem 1 +demo c:\tmp\dem6.dm_90
* bug fix: map items incorrectly registered
* bug fix: cgame map entity checking accepts string values for "not_gametype" like quake live
* bug fix: /devmap and /map entity parsing accept string values for "not_gametype"
* bug fix: /devmap and /map entity parsing accept "duel" gametype as well as "tournament"
* bug fix: demo protocol wasn't being checked before the first demo packet was handled
* bug fix: cgame map entity parsing accepts "duel" as gametype as well as "tournament". This could result in invalid items being used for item timers.
* bug fix: application would exit if baseq3 packs weren't installed and a demo or map is loaded
* bug fix: crash if r_singleShader is set and quakelive paks aren't installed
* bug fix: player name sprite wasn't created if glyph height was greater than 64
* hud bug fix: CG_SHOW_IF_SG_FIRED missing
* bug fix: spectators could show up as players in the scoreboard
* bug fix: some shaders were not uploaded with power of two dimensions
* bug fix: possible texture corruption (invalid texture numbers could be used)
* demo type automatically detected (new ql protocol 90, older ql 73, and quake 3), no need to use 'protocol' command line option
* bug fix: player names sprites created before correct fonts were loaded
* bug fix: crash creating player name sprites if font is invalid
* bug fix: crash if font image data was bigger than 256x256
* bug fix: invalid value for apos.gravity in dm 73 entityState
* bug fix: incorrect parsing of spawn variables in cgame if there was only one gametype listed in the map
* bug fix: spawn variables accept 'tdm' as team deathmatch name as well as 'team'
* fx: player[legs|torso|head] copy current axis values to script variables which can be uses with 'axismodel'
* fx bug fix: player[legs|torso|head]/trail was sharing interval and position data with player weapon flash and impacts
* fx: 'animFrame' variable added to control model animations, player/[legs|torso|head]/trail automatically set this from current player animation
* fx bug fix: incorrect parsing of variables in 'command'
* fx bug fix: memory corruption if 'command' string was longer than 64 bytes
* bug fix: crash if surface entity reference invalid (seen with overload map)
* support for quake live update Aug 27, 2014
- You have to use the latest quakelive pak*.pk3 files. This update changed the ordering/number of the menu definitions so using older quake live paks is going to lead to random items being drawn in the hud.
- This update also removed some menu ownerdraws. These can still be used and are still defined in ui/wcmenudef.h
- new protocol 90
- Heavy machine gun fx scripts: weapon/hmg/*
- Heavy machine gun auto vstr: cg_weaponHeavyMachineGun
- Heavy maching gun additional hud ownerdraws: WCG_WEAPON_HAVE_HEAVY_MACHINEGUN and WCG_WEAPON_AMMO_HEAVY_MACHINEGUN
- ql widescreen hud
Enabled with 'cg_wideScreen 5' which is now the default value.
Widescreen cvars for hud elements not controlled through menus: cg_drawSpeedWideScreen, cg_drawJumpSpeedWideScreen, cg_drawJumpSpeedsTimeWideScreen, cg_drawFollowingWideScreen, cg_drawAttackerWideScreen, cg_drawSnapshotWideScreen, cg_drawFPSWideScreen.integer, cg_drawClientItemTimerWideScreen, cg_drawOriginWideScreen, cg_drawItemPickupsWideScreen, cg_drawRewardsWideScreen, cg_lagometerWideScreen, cg_drawCenterPrintWideScreen, cg_drawFragMessageWideScreen, cg_drawCrosshairNamesWideScreen, cg_drawCrosshairTeammateHealthWideScreen, cg_drawVoteWideScreen, cg_drawTeamVoteWideScreen, cg_scoreBoardOldWideScreen, cg_drawFollowingWideScreen, cg_drawAmmoWarningWideScreen, cg_drawProxWarningWideScreen, cg_drawWaitingForPlayersWideScreen, cg_accWideScreen, cg_drawDominationPointStatusWideScreen, cg_weaponBarWideScreen, cg_drawWarmupStringWideScreen, cg_echoPopupWideScreen
- damage indicators (cg_damagePlum, cg_damagePlumColorStyle, cg_damagePlumTarget, cg_damagePlumTime, cg_damagePlumBounce, cg_damagePlumGravity, cg_damagePlumRandomVelocity, cg_damagePlumFont, cg_damagePlumFontStyle, cg_damagePlumPointSize, cg_damagePlumScale, cg_damagePlumColor, cg_damagePlumAlpha)
- freezetag scoreboard change
- score command changes
- in-world timers for major items (cg_itemTimers, cg_itemTimersScale, cg_itemTimersOffset, cg_itemTimersAlpha)
- powerup respawn poi 10 seconds before powerup respawns (cg_drawPowerupRespawn, cg_drawPowerupRespawnScale, cg_drawPowerupRespawnOffset, cg_drawPowerupRespawnAlpha)
- powerup available ingame icons (cg_drawPowerupAvailable, cg_drawPowerupAvailableScale, cg_drawPowerupAvailableOffset, cg_drawPowerupAvailableAlpha, cg_drawPowerupAvailableFadeStart, cg_drawPowerupAvailableFadeEnd)
- flagstand help icons in ctf
- quad sound limited with rapid fire weapons: mg, hmg, pg, cg. (cg_quadSoundRate)
- fix broken shader image when crosshair was a multiple of 30
* support for quakelive update Sep 11, 2014
- new announcer
- combo kill award (fx script is player/medalComboKill)
- mid air award (fx script is player/medalMidAir)
- revenge award (fx script is player/medalRevenge)
- first frag award (fx script is player/medalFirstFrag)
- rampage award (fx script is player/medalRampage)
- infected vo when you are turned
- 'Go!' vo on Race countdown
- 'Bite!' vo on Infected countdown
- your/enemy team scores vo replaces red/blue scores unless you are a spectator
- removed red/blue scores and rank change (lead taken / lead loss) from Attack & Defend, because these events only occur at the time of other VO playing (flag taken, round over, etc)
* support for quake live update December 2, 2014
- overtime indicator on the HUD
- perforated award (fx script is player/medalPerforated)
- stacked obituaries in hud: maximum number to show controlled with cg_obituaryStack
- win/loss music at intermission: controlled with cg_winLossMusic
* support for quake live update April 21, 2015
- scoreboard column changes
- changed blood shaders (view damage, trail, spurt, mark)
- map keys
- accuracy award (fx script is player/medalAccuracy)
- headshot award (fx script is player/medalHeadshot)
- perfect award (fx script is player/medalPerfect)
- quad god award (fx script is player/medalQuadGod)
- alternative announcer voices: selectable with cg_audioAnnouncer 1, 2, 3 (1: Vadrigar (Classic), 2: Daemia (Female), 3: new announcer)
- battlesuit vo
- s_killbeepVolume
* bug fix: cgame information screen uses widescreen settings
* bug fix: cgame loading screen would draw player icons past the screen dimensions
* bug fix: text shadowing didn't take into account text scaling value
* ioquake3 fixes
* bug fix: remove cull option from advertisement shaders to prevent blocking depth hacked sprites
* cg_debugAds to help locate advertisements in maps
* bug fix: remove CG_DrawTeamMapPickups error message for freezetag
* bug fix: premium subscriber status wasn't being parsed and shown in scoreboard
* drawing premium icon in scoreboard doesn't require cg_scoreboardStyle 0
* bug fix: some players could be missing from endgame stats scoreboard
* bug fix: item icons could be affected by picmip setting
* cg_drawFriendStyle 1 (default) friend icon color based on health, 2 yellow icon
* cg_drawEntNumbers 2 will also draw numbers for invisible entities
* bug fix: cg_drawEntNumbers 1 used depth hack
* debugging command /printentitydistance
* bug fix: flag base help icons would use item style bobbing up and down
* bug fix: only 19 crosshair shaders available instead of 29
* crosshair size calculation changed to match quake live
* cg_debugEvents > 1 also prints entity information
* cg_drawInfected to draw 'bite' sprite over player's head in infected game type
* cg_helpIcon to enable/disable help poi icons
* bug fix: avi video opendml header had an extra 4 bytes
* bug fix: avi video missing suggested buffer size for audio
* bug fix: avi video wrong value written for audio and video length
* bug fix: missing allocation check for video buffers
* video: warning for uncompressed or huffyuv videos that use a width value that isn't divisible by four
* video: adjust audio sample rate to improve compatability with other software
* cpma pro-sound algorithm cg_cpmaSound (0: disabled, 1: (default) use with cpma demos, 2: use with all demos, 3: for debugging, use with all demos and print skipped sounds)
* bug fix: missing flag carrier hit icon
* bug fix: flag carrier icon wasn't being drawn before reward icons
* cg_drawFlagCarrier to control flag carrier icons (0: disabled, 1: (default) show only for team flag, 2: show for both teams)
* cg_drawHitFlagCarrierTime to control the time the hit icon is displayed
* bug fix: ammo warning being drawn below reward icons
* ammo warning font, style, and size defaults changed to match quake live
* cg_drawFightMessage to enable or disable the starting "FIGHT!" screen messages
* bug fix: don't draw ammo warning message or sound if frozen in freezetag
* fs_extraGames* similar to q3mme's fs_extraGames (see documentation)
* bug fix: powerup pickup announcer didn't check for cg_audioAnnouncer 0
* cg_killBeep default changed to 7 to match quake live
* cg_audioAnnouncerPowerup to control audio message when powerup is picked up
* bug fix: powerup pickup announcer wasn't controlled by s_announcerVolume
* png option for videos and screenshots: /video png /screenshotPNG r_pngCompressionFast
* bug fix: inconsistent use of either 'cg_helpIcon 0' or 'cg_helpIconStyle 0' to disable ingame help icons. Setting either to 0 will disable them.
* ability to filter out reward types: cg_rewardHumiliation, cg_rewardQuadGod, etc.. disables both announcement and icon display
* camera: spline angle type (from q3mme) available. This is now the default angle type.
* camera: splineBezier and splineCatmullRom camera origin type (from q3mme) available. splineBezier is now the default origin type.
* camera: fov spline interpolation type from q3mme
* camera: camera flags incorporated from q3mme. These are used with spline angle type, splineBezier origin type, splineCatmullRom origin type, and spline fov type.
Can be set with /ecam flags [origin | angles | fov | time]
* q3mme camera support:
/q3mmecamera (same as q3mme /camera command)
added flags subcommand to print or set camera flag values:
/q3mmecamera flags [origin | angles | fov | time]
target sub command changed, you need to specify a target number (-1 means no target). Ex: /q3mmecamera target 9
additional commands:
/playq3mmecamera
/stopq3mmecamera
/saveq3mmecamera
/loadq3mmecamera
cg_q3mmeCameraSmoothPos is the same as mov_cameraSmoothPos in q3mme.
cg_drawCameraPointInfo [0: disable camera point information, 1: info for wolfcamql or q3mme camera points, 2: info for wolfcamql camera points, 3: info for q3mme camera points]
* support for demo protocol 91
- cg_useDemoFov protocol 91 transmits player fov values and this can be used to view the demo using the players fov or to try and detect zoom changes. Note that zoom isn't transmitted in the demo so it is detected using a fov change. This will lead to a problem if the player uses a config that changes fov (ex: per weapon). Values (0: ignore demo fov (default), 1: use player's fov, 2: detect zoom changes).
- new steam paks
- removed ownerdraws available in ui/wcmenudef.h (CG_SERVER_OWNER, CG_1ST_PLYR_FULLCLAN, CG_2ND_PLYR_FULLCLAN, UI_SERVER_OWNER)
- steam ids shown with /players command
- utf8 support (FIXME bitmap/q3 font/console 0 width code points)
To enter unicode characters into the console type 'x' plus the hex value and then press 'ctrl + tab' or 'ctrl + keypad_insert'.
- r_debugFonts (0: (default) no information, 1: show missing glyphs, 2: show font fallback checks, 3: show all glyph loading)
- font fallbacks:
First the fonts included with quakelive are added to the font fallback list (notosans-regular.ttf and droidsansfallbackfull.ttf). This can be enabled/disabled with r_defaultQlFontFallbacks.
User set fonts are then added to the list. These are specified as r_fallbackFont[number] (ex: r_fallbackFont1, r_fallbackFont2, etc.). If the cvar doesn't exist or is empty processing stops.
Default Microsoft fonts (l_10646.ttf, segoeui.ttf, and arialuni.ttf) are loaded from wolfcam's 'font' directory (either in base installation or application data directory). These are the defaults used by quakelive and it lets non-Windows users have the same fallbacks by simply copying the fonts over. This can be enabled/disabled with r_defaultMSFontFallbacks.
System fonts are added for Windows users. These are the same MS fonts listed above. This can be enabled/disabled with r_defaultSystemFontFallbacks.
GNU Unifonts are used as the final fallbacks. This can be enabled/disabled with r_defaultUnifontFallbakcs.
- fs_searchWorkshops (0: don't use steam workshop pk3s, 1: (default) load extra pk3s referenced in demos from steam workshop directories). This checks both the steam directory and wolfcamql {APPLICATION DATA}/workshop.
Workshops referenced in demo can be checked in the +info screen and with the com_workshopids cvar.
- cl_downloadWorkshops to auto download workshop items into wolfcamql workshop folder. This uses steamcmd (https://developer.valvesoftware.com/wiki/SteamCMD) which needs to be in your executable search path or it can be specified with fs_steamcmd.
* r_mode default changed to 11 (856x480)
* steam quake live directory also checked for demos
* fs_quakelivedir changed to also support steam version and needs to point to the parent of the 'baseq3' directory. Ex: wolfcamql +set fs_quakelivedir "C:\\Program Files (x86)\\Steam\\steamapps\\common\\Quake Live\\12345678901234567"
* camera bug fix: last origin spline point was set incorrectly
* windows version can echo console messages in the command prompt if --console-output is used in the command line. Color output can be controlled with com_ansiColor.
* camera edit hud: indicator if the camera view is locked
* bug fix: error popup message doesn't spam error sound if the same message is repeated
* camera bug fix: /ecam didn't report unknown camera types
* bug fix: ui menu capturing wasn't enabled when the scoreboard was drawn
* bug fix: crash due to missing ui functions
* cg_zoomFov default changed to 60
* bug fix: incorrect text line height for camera edit hud
* bug fix: cg_cameraAddUsePreviousValues could use corrupted values
* camera edit hud: indicators for the total average, initial average, final average, and immediate velocities
* camera edit hud: cg_drawCameraPointInfoBackgroundColor and cg_drawCameraPointInfoBackgroundAlpha
* camera edit hud: added immediate and average angle velocities
* bug fix: camera status info wasn't using cg_drawCameraPointInfoFont
* camera edit hud: show total number of camera points
* bug fix: some /ecam subcommands missing help and/or error messages
* camera edit hud: show which camera point corresponds to current time
* bug fix: crash if con_lineWidth was less than or equal to zero
* con_lineWidth "" matches screen width. "" is also the new default setting.
* /ecam shifttime <milliseconds> to shift camera times
* raise maximum camera points from 256 to 512
* /ecam smooth time to change camera times so that the points have the same average velocity
* option to treat camera angle roll as a separate tilting effect (roll type == interp | fixed | pass) or as part of the camera angles (roll type == angles).
* camera bug fix: camera error would ignore setting for cg_cameraDebugPath
* bug fix: cg_drawWarmupStringFont wasn't being used
* bug fix: crash if player score had an invalid number for best weapon
* bug fix: scoreboard player award (mvp, best item control, etc...) could show random values in older and non-ql demos
* bug fix: cg_drawFPS and cg_drawSpeed y offset didn't take into account font scale
* bug fix: cg_drawTeamOverlay y alignment was incorrect with non-q3 fonts
* cg_drawTeamOverlayLineOffset Specifies spacing between team overlay lines. Value is percentage of line height.
* cg_kickScale default changed to 0
* current or last played demo file name stored in cl_demoFile and cl_demoFileBaseName cvars. Default 'F6' key now has 'echopopupcvar cl_demoFileBaseName'
* demo name is also shown in +info screen along with the length and progress counter
* echopopupcvar command no longer prints cvar name. Add 'name' as an extra argument if you want to also print the name. Ex: /echopopupcvar cg_teamModel name
* enabled use of non-outline fonts
* bug fix: font face data wasn't uninitialized
* /fontlist command
* bug fix: console word length count could read past end of buffer
* maximum number of fonts raised to 256
* cg_drawSpeedScale and cg_drawFPSScale default changed to 0.25
* cg_autoFontScaling and cg_autoFontScalingThreshold (minimum pointsize) to automatically increase and decrease font point sizes when scaling. Doesn't apply to bitmap fonts.
* bug fix: playdemolist.py and recorddemolist.py didn't allow missing new line at the end of file
* recorddemolist.py changed to support python 2 and 3
* bug fix: recorddemolist.py didn't specify 'wolfcam-ql' as output directory for record commands
* bug fix: recorddemolist.py didn't remove commands file
* bug fix: /seekclock would use incorrect time if other fast forward or rewind commands were executed in the same frame
* draw mod in q3 demo info screen
* bug fix: some of the console commands would crash if they were executed while the game was still loading
* bug fix: playdemolist.py missing quotes around 'nextdemo' value
* com_idleSleep lower cpu usage if there's time available between frames
* bug fix: incorrect string width and height scale calculation with q3 bitmap fonts
* bug fix: text height and width calculation used integers instead of floats
* X and Y cvar placement variables accept floating point values (ex: cg_drawSpeedX)
* Linux and Mac OS X console paste support
* bug fix: conversion of player names to string without color colors didn't check for osp hex color codes
* If the first command line option doesn't begin with '-' or '+' it is automatically treated as a demo name. This should make it easier to associate file name extensions (.dm_xx) with the wolfcamql executable. This can be disabled with '--no-demo-arg' command line option.
* bug fix: additional command line options like '--nobacktrace' weren't being removed after they were parsed
* console page up/down keys scroll faster while CTRL or SHIFT keys are also pressed
* console HOME key scrolls the display to the top of the entire buffer
* bug fix: console scroll up doesn't go past beginning of buffer
* bug fix: Windows version sets dpi awareness to fix mouse input issues. Can be disabled with '--no-dpi-aware' command line option
* bug fix: unix stack trace didn't correctly check if gdb was available
* bug fix: OpenGL extension string checking used a fixed size buffer
* q3 player hit bleeding changed: you simply have to copy models/weaphits/blood*.tga into wolfcamql/wolfcam-ql/gfx/damageq3/. The gfx/wc/blood*.tga files are now used as fallback images if the q3 ones aren't installed.
* cg_bleedTime to control the amount of time player bleeding is shown on screen
* bug fix: don't draw bleed in first person view for followed player
* bug fix: frag message would incorrectly show as team kill when player being followed was changed
* bug fix: font rendering wasn't using horizontal glyph offsets
* bug fix: font rendering would add an extra point when advancing to next glyph
* bug fix: map name/message not shown in scoreboard for non quake live demos
* com_logo to control logo cinematic when the program starts
* bug fix: point size cvar changes wouldn't reload fonts
* bug fix: setting font cvars to "" would automatically set point size to 24
* cg_drawClientItemTimerFilter to disable items. Default is "rmygqb". Available tokens are 'b' (battle suit), 'g' (green armor), 'm' (mega health), 'q' (quad damage), 'r' (red armor), and 'y' (yellow armor). This also selects the order for drawing.
* new line frag message token: %{newline <value>} value is vertical distance
* xoffset frag message token: %{x <value>} horizontal offset value, note that text length for alignment is calculated without this offset
* yoffset frag message token: %{y <value>} vertical offset value
* change fonts frag token: %{font <point size> <font file/name>}
* change font scale frag token: %{scale <value>}
* change icon scale frag token: %{iconscale <value>}
* change style frag token: %{style <value>}
* bug fix: invalid limit check for string painting
* bug fix: third person / freecam would draw followed player's weapon with ghost shader
* cg_racePlayerShader added options 2: use ghost shader for followed player and weapon, 3: use ghost shader for followed player's weapon, 4: use ghost shader for followed player (not weapon)
------------------------------------
10.3 2013-11-16
* documentation note about q3mme fx incompatibility introduced in the last couple of releases:
In wolfcam scripting for an emitted entity stops once it has been added, so 'impact', 'distance', and 'interval' scripts need to come before 'sprite', 'model', and other rendering directives.
see README-wolfcam.txt for more information
sample q3mme.fx changed to match that (2 changes to the gibbed scripts)
* cg_drawHitFriendTime (same as quake live)
* cl_keepDemoFileInMemory to enable or disable completely loading the demo at the start of demo playback (1 (default) for performance improvements while rewinding and fastforwading, 0 for demos that aren't completely saved yet)
* 'clear' option for /clientoverride can also be followed by 'red', 'blue', 'enemy', 'mates', 'us', 'all', or a client number. The default is 'all'.
* removed console spamming with /clientoverride
* hud scripting bug fix: wrong precedence order for and/or (& |)
* fx bug fix: wrong precedence order for and/or (& |)
* bug fix: cg_deadBodyColor works with models set with /clientoverride
* bug fix: /clientoverride takes into account the new quakelive team games
* bug fix: possible incorrect client number for crosshair entity
* ioquake3 fixes (ex: black connect screen with nvidia driver for Windows and Linux, ...)
------------------------------------
10.2 2013-08-23
* WCG_KILL_COUNT hud element and /killcountreset command
* cg_demoSmoothing expanded:
1: Look ahead in the demo to see if there are sequential snapshots where
you have some type of velocity in both snapshots but your origin
hasn't changed. That means the server hasn't gotten around to playing
the packets you sent, which will make demo playback jerky. A cyan bar
will be drawn in the lagometer whenever this happens. Applies to demo
pov as well as other players.
2: Smooth demo taker's pov using current and next snapshots (quake3
default behavior is to just use the current snapshot origin and
angles without smoothing).
values higher than 2: Skip this number of snapshots when smoothing. The
higher the value the more robotic and unnatural movement will become.
Position will become more inaccurate and it's possible to clip through
walls and trigger other similar bugs.
* cg_demoSmoothingAngles [0: don't smooth view angles when using cg_demoSmoothing]
* cg_demoSmoothingTeleportCheck [0: always transition player position when using cg_demoSmoothing]
* bug fix: possible crash and memory corruption when looking ahead in demo
* keep demo file in memory to avoid disk usage when rewinding and fast forwarding
* bug fix: last update disabled freezetag frozen teammate icon and flag carrier icons
* cl_maxRewindBackups Number of seek points to divide the demo into. The higher, the more response fast forwarding and rewinding becomes. Note that each backup point will require about 1.7MB . The default is 12.