Releases: imjustadudegamer/VoyagerHM-Android
Voyager HM 0.9.8
Voyager HM 0.9.8
- Gamepad look-sensitivity slider in the Controls Mouse/Joystick menu, scaling
how fast the right stick turns and looks. - The joystick dead zone slider now works across its full range; the old slider
could not reach the lower dead-zone values. - Removed the unused X and Y axis options from the Mouse/Joystick menu.
- Added a SCORE button to the on-screen touch controls; hold it to show the
scoreboard. - The default frame-rate cap is now 60 fps, applied automatically on existing
installs, for cooler and steadier handheld performance.
Upgrading from 0.9.7 needs no uninstall (same signing key). On first launch,
provide your retail pak0-pak3.pk3 from a copy of the game.
Voyager HM 0.9.7
Voyager HM 0.9.7
- Render thread (r_smp) is now on by default: the Vulkan back-end (command
recording, submit and present) runs on a dedicated thread, overlapping it
with the next frame's simulation. Set r_smp 0 to run single-threaded. - Background/resume hardening: the minimized state is latched once per frame,
fixing a rare freeze when switching away from and back to the app. - Chrome/reflective surfaces use Elite Force's environment-map texture-coordinate
formula (weapon chrome, Borg conduits) instead of the Quake 3 one. - The renderer is now Vulkan-only; the unused OpenGL ES path was removed.
Upgrading from 0.9.6 needs no uninstall (same signing key). On first launch,
provide your retail pak0-pak3.pk3 from a copy of the game.
Voyager HM 0.9.6
Voyager HM 0.9.6
- Crash hardening: guard a NULL world in lighting queries (R_LightForPoint)
and clamp negative MDR animation frames (R_LerpTag). - The anisotropic-filter control in the video options is now selectable.
- 3D model UI/HUD shaders register un-mipped for sharper menus, matching the
original renderer. - Honor the original r_ext_compress_textures config setting.
- r_offsetFactor default matches the original (-1) for correct decal placement.
- Renamed to "Voyager HM" to distinguish it from the single-player build.
Upgrading from 0.9.5 needs no uninstall (same signing key). On first launch,
provide your retail pak0-pak3.pk3 from a copy of the game.
Voyager Elite Force 0.9.5
Fixed: random white fog on some launches, fog rendered as a white mass in the void on foggy maps or in death voids (falling from high up). Root cause was an undeclared parsing function in the Vulkan renderer that corrupted every numeric value read from shader scripts on some launches. Full postmortem in BLOOM_WHITE_NOTES.md.
Fixed: beam effects The arc-welder beam now actually renders.
Renderer hardening: swapchain and MSAA attachments start every frame with defined contents, spec-correct swapchain initialization, safer frame-acquire error handling, and a valid wireframe fallback on GPUs without fillModeNonSolid.
Note: 0.9.5 is signed with a new key so uninstall 0.9.4 once before installing this build.
Voyager Elite Force 0.9.3
New
- 64-bit (arm64-v8a) support with a native JIT. The APK is now universal: 64-bit devices run the game VMs (cgame/qagame/ui) through a new AArch64 JIT recompiler ported from Quake3e — the same native-speed path 32-bit devices have always had, instead of a slow bytecode interpreter. Devices that dropped 32-bit support entirely can now play.
- Game bytecode is validated at load time, and the generated code carries runtime guard checks (
vm_rtChecks, on by default). - See AARCH64_JIT_NOTES.md for the technical write-up.
Notes
- Verified with full bot matches on Mali-G78 and Adreno 740 devices, including their 64-bit Vulkan drivers.
- Install over v0.9.x works (same signature); your settings and game data are kept.
Voyager Elite Force 0.9.2
Fixes
- Corrupted graphics with MSAA + bloom on Adreno GPUs (and GPU hangs on some devices): the renderer was binding pipelines built for the multisampled main render pass inside the single-sample post-bloom pass — every 2D/UI draw when bloom is enabled. Some GPUs tolerated it; Adreno rendered banded garbage and could hang (
VK_ERROR_DEVICE_LOST). Pipelines for the post-bloom pass are now built correctly. The automatic MSAA disable from v0.9.1 is removed — full 4x MSAA + bloom now works on Adreno, verified on a 2016 Adreno 530 and a Snapdragon 8 Gen 2 handheld. - No more first-use effect hitches: all render pipelines are now precompiled behind the loading screen (pipeline prewarm) instead of compiling mid-game the first time a mirror, fog volume, dynamic light or transporter effect appears.
- Draw-based screen clears on older Qualcomm drivers where the native clear command races with rendering (same workaround Chrome ships).
- The multisampled framebuffer is allocated correctly when bloom needs to store it.
Known issues
See the README. If you still see corrupted graphics on your device, try disabling MSAA in Video options and please report your device + GPU driver version.
Install over v0.9.x works (same signature); your settings and game data are kept.
Voyager Elite Force 0.9.1
Fixes
- Corrupted graphics on Adreno 5xx devices: the proprietary Vulkan driver on these GPUs corrupts multisample (MSAA) resolves, producing bands of garbage across the screen. MSAA is now disabled automatically on Adreno 5xx; everything else (offscreen rendering, bloom, brightness) keeps working. If you see similar corruption on another device, turn off MSAA in Video options.
- True fullscreen: the game window was being measured before the system bars were hidden, so on some devices it rendered below the panel's native resolution (and with part of the screen unfilled when the offscreen renderer was off). The game now goes immersive-fullscreen before the first layout and renders at native resolution.
- Render-pass synchronization fix (framebuffer-global external dependencies) for tile-based GPUs.
Known issues
See the README — including: main menu navigation is touch or d-pad up/down only, some effects are missing, the on-screen controls need a revamp, and MSAA may need to be disabled manually on some devices.
Install over v0.9.0 works (same signature); your settings and game data are kept.
Voyager Elite Force 0.9.0
First packaged build.
- Vulkan renderer
- Touch controls and full gamepad support
- In-app import of the retail pak files on first launch
- 32-bit (armeabi-v7a) APK — see the README for why 64-bit is not enabled yet
Requires your own copy of the retail game data (pak0-pak3). Install the APK, launch, and pick the four pak files when asked.