Releases: IgeNiaI/Q-Zandronum
Releases · IgeNiaI/Q-Zandronum
v1.1.1
- Probably fixed the server crash in Invasion mode. It is unpredictable and hard to reproduce, but after the fix I couldn't reproduce it at all for hours.
- Fixed
zoomed mouse sensitivity scale
formula. It should now work as intended. - The engine will now use
zandronum.ini
file instead ofq-zandronum.ini
in order to share settings with vanilla Zandronum.
v1.1.0
Gameplay:
- Quake explosion thrusts now don't have a upper limit.
Invasion
gamemode will now respawn all players when a wave is complete. This can be disabled by thesv_respawnonnewwave
cvar.- Added
nextmap
command to go to the next map. If maplist is set to random, it will change to random. The command is also available incallvote
. - Added a
follow killer
spectator mode. This mode is controlled bycl_spykiller
cvar and can be toggled byspykiller
button.
Engine fixes:
- Fixed ThrustThingZ not working when player is on ground and is holding the jump key.
- Fixed
SetActorProperty
not working online forAPROP_ScaleX
andAPROP_ScaleY
. - Fixed mouse not showing up properly when the game becomes focused or unfocused in fullscreen mode.
- Fixed dead players playing slide and climb sounds.
- Fixed crash when starting offline skirmish when in a multiplayer game.
- Fixed weapon bobbing tied to velocity instead of movement in Quake movement.
- Fixed the game crashing in
invasion
gamemode. - Fixed engine compilation for ARM architecture.
- Fixed engine compilation for Windows 64 bit.
- Fixed server crash when doing a rail attack.
Modding:
- Added velocity cap support, configured by
VelocityCap
Decorate flag. It only caps velocity caused by player's movement, explosions and other velocity sources are still not capped. - Added
Player.AirThrustZUp
andPlayer.AirThrustZDown
Decorate properties to thrust players up or down when holdingJUMP
orCROUCH
keys respectively while in the air. - Added an
INVISIBLE_TO_TARGET
flag to make actor invisible to it's target. - Ported
A_SetSpeed(float speed [, int pointer])
Decorate from GZDoom. Used to change actor speed. - Ported the
SetCurrentGamemode(str gamemode, bool reset)
ACS special from Zandronum 3.1. Used to switch gamemodes during a game. - Ported the
GetCurrentGamemode()
ACS special from Zandronum 3.1. Used to get the gamemode being played. - Ported the
SetGamemodeLimits(int limit, int value)
ACS special from Zandronum 3.1. Used to change gamemode limits. - Ported the
SetPlayerClass(int player, str class, bool respawn)
ACS special from Zandronum 3.1. Used to allow changing of a player's class. - Ported the
SetPlayerChasecam(int player, bool enable)
ACS special from Zandronum 3.1. Used to enable or disable the built-in chasecam for the player. - Ported the
GetPlayerChasecam(int player)
ACS special from Zandronum 3.1. Used to get chasecam type for the player. - Ported the
SetPlayerScore(int player, int type, int value)
ACS special from Zandronum 3.1. Used to set the player's score. The type can be either frags, points, wins, deaths, kills, or the item and secret counts.. - Ported the
GetPlayerScore(int player, int type)
ACS special from Zandronum 3.1. Used to get the player's score. - Added a
InDemoMode()
ACS special to check whether the game is in demo or not.
Options changes:
- Use main monitor and it's resolution on first launch.
- Added a
m_zoomedscale
cvar and a related option to modify mouse sensitivity when zoomed. - Reduced vertical mouse movement scale by 2 to match the horizontal movement scale.
- Changed skirmish level numbers to their text equivalent.
- Disabled autoaim by default.
Misc:
- If a joining player has incompatible WADs, the game will tell what wads are incorrect instead of printing checksums of every wad.
- Weapon bobbing is now smooth instead of being tied to 35 fps.
- Added weapon sway as a replacement to weapon bob. Disabled by default and can be enabled by
cl_weaponsway
cvar. - Added a
player is lagging
icon to the scoreboard.