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.