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v1.13 — online multiplayer, weapon damage decals, lightning & axe fixes

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@matthewdeaves matthewdeaves released this 06 Jun 17:01

v1.13 — online multiplayer, weapon damage decals, lightning & axe fixes

The first gameplay-feature release on top of the perf/visual tuning baseline.
One fat universal binary (PowerPC G3 + G4 + G5 + Intel x86_64) that runs from
Mac OS X 10.3.9 Panther through modern macOS, picking the right code slice and
per-machine config automatically at launch.

━━ ONLINE MULTIPLAYER ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Browse → join → auto-download → play, end to end:

• In-menu server browser via a DPMaster master-server query — live public
servers listed with name, current map, player count and ping, so you can
join without a manual connect <ip>.
• In-protocol UDP auto-download of any map or asset the server is running
that you don't have (QSS / DarkPlaces style — no TLS, no curl, no new
libraries). Joining pulls the content, then drops you straight in.
• Gated and safe by default: allow_download is 0 until you opt in.

Verified end-to-end against the public denver.quakeone.com server, with a
PowerPC Mac and an Intel Mac sharing the same live match — a 449 MHz G3 on
Panther can play online with a 2019 iMac.

━━ WEAPON DAMAGE DECALS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Every weapon now leaves a fitting mark on walls, floors and ceilings:

• Shotgun / super shotgun → bullet holes
• Nailgun → small pocks, super nailgun → bigger pocks
• Axe → slash gashes
• Spikes (Scrag / Spawn) → scorch stars
• Grenades / rockets → burn scars
• Lightning gun → lightning scars

Ported from the sister Quake 2 port's BSP fragment clipper (Sutherland–Hodgman
projection onto the surfaces around each impact). Runtime-gated via r_decals,
with cvars for max count, lifetime and fade.

━━ RENDERING & GAMEPLAY FIXES ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
• Lightning bolt now renders its bright light-blue colour on every GPU in
the fleet (it was dark on the Radeon 9200 and GMA 950). The bolt's bright
core lives in fullbright-palette texels the model loader splits into a
separate additive mask the old draw path wasn't emitting; beams now draw
fullbright-unlit (base + additive core) on a single GL 1.1 path every
driver renders identically. Root-cause trail in docs/LIGHTNING_BOLT_DEBUG.md.
• Axe chops leave a slash, not a bullet mark — the active-weapon network
stat truncates IT_AXE to 0 in standard Quake, so the axe is now detected
from its viewmodel (protocol-independent).
• Viewmodel no longer flashes black, and emissive light/lava texels no
longer flicker black on the GMA 950 (alias state-cache reset before the
viewmodel; gl_fullbright_zbias armed on mini-intel).

Hardware-verified on mini-intel (GMA 950) and mini-g4 (Radeon 9200); the
release DMG is content-verified byte-for-byte and production-smoke-tested.