


UPDATES by fragger


Fragger (manoelkasimier@yahoo.com.br) (http://quakedev.dcemulation.com/fragger/index.htm)

Added a FPS display and a cl_showfps cvar to toggle it. 

Added a "max_fps" cvar. 

Added horizontal autoaim, and a sv_aim_h cvar. Set the "Aim Assistance" option to "on" to enable it, or to "vertical" to use vertical autoaim only. The vertical autoaim is less effective when the aim assistance is set to "on". 

Added precise aiming. 

In-game console messages are displayed two lines lower now. 

Modal messages now recognizes the Y and B buttons of the DC controller. 

Re-enabled the warning that shows up when starting a new game. 

The start buttons turns the menu off in any menu. 

Several cosmetic changes in the menus. 

Did some optimizations to the menu code. 

Now the menu images are cached when the game boots. This eliminates the loading times in the menu. 

Added a "cl_nobob" cvar. 

Added options to invert the L and R triggers in the Controller Options menu. 

Added options to adjust the walk and strafe speed of the mouse. 

Added a "Weapon Position" option to the Gameplay Options menu. 

Added a "Slope Look" option to the Gameplay Options menu. 

Added (and disabled) options for "Body View", "Body View Distance" e "Body View Height". 

Replaced the "Weapon Bobbing" (cl_bob) option with a "Bobbing" (cl_nobob) option. 

Renamed the Lookspring option to "Auto Center View". 

Changed the names of the saves to "Quake.##". 

Restored the value of the "cl_rollspeed" cvar. 

Replaced the old crosshair with a new one featuring 4 styles and 10 colors. 

The crosshair isn't shown during intermission anymore. 

Added a "crosshair_color" cvar to set the color of the crosshair. It supports integer values from 0 to 9. 

Added a "Crosshair" and a "Color" options with a box showing a crosshair to the Player Setup menu and removed the "Crosshair" option from the Gameplay Options menu. 

Removed the "Accept Changes" option in the Player Setup menu. 

The name and color settings in the Player Setup menu takes effect when you exit the menu. 

Added a Developer menu. Use the menu_developer command or press the X button at the "Go to console" option to go to it. 

Added the following options to the Developer menu: 
- cl_showfps 
- developer 
- registered 
- r_drawentities 
- r_fullbright 
- r_waterwarp 
- d_mipscale 
- gl_polyblend 
- loadas8bit 
- god 
- fly 
- noclip 
- notarget 
- impulse 9 
- timerefresh 
- timedemo 

Centered the intermission screen. 

The console variable "viewsize" isn't tied to the status bar anymore, and now its range is 50-100. 

Made a new status bar system. You can choose between 4 status bar styles (classic, classic + inventory, classic + inventory & level status, and a new one). New status bar styles can be easily added in the Sbar_Draw function in the source code. 

Now you can set the width and the height of the status bar. The classic status bar has a fixed width, so width only applies to the new status bar. 

You can select which status bar items will be displayed in the new status bar. 

Now the +showscores command (TAB key) shows the full status bar. 

Added status bar options to the Video menu: 
- Status bar 
- Status bar width 
- Status bar height 
- Level status 
- Weapon list 
- Ammo list 
- Keys 
- Runes 
- Powerups 
- Armor 
- Health 
- Ammo 

Added auto-repeat for the keys while in the console. 

Added some controller functionality to the console. The up and down buttons scrolls the console, the L and R triggers scrolls the console to the bottom and to the top, the left and right buttons cycles through the previous entered commands, the Y button enters the command and the B button closes the console. 
 

Now the game description is displayed in the modmenu, below the game list. 

Made a few cosmetic changes to the modmenu. 

Fixed directories with spaces in the modmenu. 

Fixed some classic bugs in the chase camera (chase_active). However, I don't think that these will fix the crashing bug. 

Various crashes changed to host errors 

Bugfix: Registered the cvar "gl_polyblend" (I forgot to do it before). 












4.2
The updated list of changes: 

 Enabled transparent pixels in all menu's plaques. 
 Got rid of the confirmation to start a new game (the Y key isn't needed anymore) 
 The B button returns to the previous menu (like in commercial games) 
 The X button acts as backspace 
 The Y button is used to confirm in the Quit menu. 
 Now it's possible to start a deathmatch/cooperative/teamplay game in the Multiplayer menu. 
 Created some submenus in the Options menu: 
-Controller options 
-Mouse options 
-Gameplay options 
-Audio options 
-Video options 
 The "Player setup" menu is acessible from the Options menu now. 
 Moved all options, except "Go to console" and "Reset to defaults", from the main options menu to the submenus. 
 Triple dots ( ... ) are used to indicate the submenus. 
 Removed the "Hostname" option from the "Player setup" menu. 
 Added the following options to the "Controller options" menu: 
-Axis X Function 
-Axis Y Function 
-L trigger Function 
-R trigger Function 
-Axis X Sensitivity 
-Axis Y Sensitivity 
-L Sensitivity 
-R Sensitivity 
-Pitch Deadzone 
-Yaw Deadzone 
-Walk Deadzone 
-Strafe Deadzone 
-Invert Y Axis 
 Added the following options to the "Gameplay" menu: 
-Aim Assistance 
-Crosshair 
-View Player Weapon 
-Weapon Bobbing 
 Fixed the values of cl_forwardspeed and cl_backspeed in the "Always Run" option.


























This is based off ID quake source 1 & SDL_qauke & NXquake & beros quake port.


Big Credit to Black aura & Bero & sam creator of SDL


This has full stereo  support and a blazing 53 FPS max I finaly did it have fun testing saving is only one way yet this is a fix the last version was not to good this one is ten fold improvment



Currently implemented:
	Simple video driver - 320x240 SDL 
	CD audio support
	Full keyboard support
	Full mouse support
	Controller support, compatable with QuakeDC
	Controller axis remapping
	


Currently missing:
	Music
	VMU Saving
	Hardware acceleration
	Any new features

-Improvements over normal QUAKE
use of the scr_ofs cvars in deathmatch and cooperative modes. These cvars are normally used to set the position of the weapon handling.  now enabled BY FRAGGER  I edited it to make it work better BY Ian micheal.


This is GPL code and as such the source is included.

Amazing benchmarks by FRAGGER

Here are the results: 

RADQuake beta version - map name - frames per second 
4.0 - start - 10.9899 
4.1 - start - 24.1326 (119.6% faster) 
4.0 - e2m1 - 23.2939 
4.1 - e2m1 - 53.4224 (129.3% faster) 

Now with viewsize = 120 (no status bar) 

RADQuake beta version - map name - frames per second 
4.0 - start - 9.74495 
4.1 - start - 22.0765 (126.5% faster) 
4.0 - e2m1 - 20.0752 
4.1 - e2m1 - 45.3899 (126.1% faster) 

53 FPS?     

--- 

Also, since it looks like you prefer to use the timedemo to benchmark, I compared the timedemos, but I calculated the FPS by myself: 

RADQuake beta version - frames - seconds - frames per second 
4.0 - 969 - 80 - 12,1125 
4.1 - 969 - 30 - 32,3 (166,7% faster) 

With viewsize = 120 

RADQuake beta version - frames - seconds - frames per second 
4.0 - 969 - 100 - 9,69 
4.1 - 969 - 40 - 24,225 (150% faster) 




----------------------------------------- 
Contributors: 

BlackAura (obsidianglow@hotpop.com) (http://www.doomdc.tk/) 
Bero (mailto:bero@geocities.co.jp) (http://www.geocities.co.jp/Playtown/2004/) 
Fragger (manoelkrp@hotmail.com) (http://www.thefragger.hpg.ig.com.br/index.htm) 
----------------------------------------- 
