2018-07-14 - email@example.com
- Update to version 7.21
+ Fix some render glitches in the software renderer. (by Denis Pauk)
+ Render the weapon independent of the current field of view, otherwise
the weapon distorts with very high FOV settings. The weapons FOV can
be set through r_gunfov, it defaults to 90.
+ Rework the OGG/Vorbis backend. This fixes several annoying bugs, and
adds support for alternative track <=> file mappings. Use this to
implement support for the audio tracks supplied by the GOG.com version
of Quake II.
2018-03-11 - firstname.lastname@example.org
- Update to version 7.20
+ Add the soft renderer back. This feature is considered experimental.
The porting of the old soft renderer code to SDL and it's cleanup
were done by Denis Pauk.
+ Rename several cvars to be consistent across different renderers.
The configuration file will be converted at the first start, when an
old cvar name is used a message is printed.
+ Make the client unicode compatible. Yamagi Quake II can now be
installed into pathes with unicode characters in it. On Windows the
user name of the current account may contain unicode characters.
As a side effect the game can run on ReFS volumes. While '+set
basedir' is still supported, the unicode compatible '-datadir'
should be used.
+ Another round of timing fixes. The game is now capable of holding
the requestes or vsync framerate even on slow machines and with
problematic GL drivers.
+ Fix server side mod handling, their configs are now saved to the
correct directories and the configs are reexeced at mod startup.
2017-12-10 - email@example.com
- Update to version 7.10
+ Joystick support including haptic feedback. This fantastic work was
done by Denis Pauk. The dirty work is done by SDL, how good or bad
a joystick or gamepad is supported depends on SDLs support for it.
+ Fix the old SDL sound backend, s_openal set to 0 is working again.
+ Fix possible Vorbis buffer underruns if too many sound samples are
in flight. This occured only in large multi player games with at
least 6 custom models.
+ Fix a possible crash on Windows if MSAA was set to a value not
supported by the driver.
+ It's now possible to play through the whole game on a Raspberry PI
and other ARM boards. Please note that the RPIs hardware is really
limited. Only the OpenGL 1.4 renderer is supported and the framerate
is highly dependend on the screen resolution.
2017-10-01 - firstname.lastname@example.org
- Update to version 7.0.2
+ Fix several corner cases regarding render library loading. The game
should now always fall back to the OpenGL 1.4 renderer if the new
OpenGL 3.2 renderer can't be initialized. Also the game aborts if no
useable OpenGL implementation exists.
+ Refactor the search path code. This should fix several bugs with
Quake II writing to the wrong directories or being unable to find
some / all assets.
+ Reimplement portable binaries. If called with the -portable command
line option Quake II saves all data (configs, savegames, screenshorts
etc.) into it's systemwide installation directory and not users home
directory. In contrast to the old implementation on Windows stdout.txt
contains all output, the first lines are no longer missing.
+ vid_fullscreen set to 1 now keeps the desktops resolution. Set it to 2
to change the resolution.
+ Instead of a list with precalculated FOV values the video menu now
shows a slider with possible values from 60 to 120. Horplus is now
always enabled, set the horplus cvar to 0 to disable it.
+ The game is now able to hold the requested framerate (either by the
vsync or the gl_maxfps cvar) with an accuracy of about +/- 1% as long
as the hardware is fast enough. The framecounter was reimplemented
to be much more precise.
+ Fix misspredictions if an original client running on Win32 connects
to a Yamagi Quake II server running on Linux/i386.
- Remove patch:
+ yamagi-quake2-fix-OpenGL-linking.diff (fixed upstream)