This is improved client (based on early source dump of ioquake3, r1160) for playing Quake 3 Arena mods, introduces many fixes and improvements comparing to last official ID's 1.32c version
Can be downloaded from http://www.edawn-mod.org/binaries/quake ... 180415.zip
Permanent link to latest binary: http://www.edawn-mod.org/binaries/quake3-1.32e.zip
Sources now located in public Quake3e github repository
Current multiview patch
Multiview binaries will be not built in near future due to incoming server code changes
If you have any questions - join https://discordapp.com/invite/X3Exs4C
List of major changes/features:
* 64-bit support
* many security, performance and bug fixes
* much improved autocompletion (map, demo, exec and other commands)
* unlagged raw(win32) mouse input
* \in_minimize - hotkey for minimize/restore main window (direct replacement for Q3Minimizer)
* reduced CPU usage due to highly optimized and secure QVM (Quake Virtual Machine)
* reduced hunk memory usage for dedicated servers
* reduced zone memory usage, improved memory management
* per-pixel dynamic lights
* fast and high-quality bloom with reflections
* fast client downloads (native + http/ftp redirection)
* ALSA support
Changelog
15-Apr-2018:
* ioq3: Fix q3history buffer not cleared between mods and OOB-access
* ioq3: Fix the behavior of CVAR_LATCH|CVAR_CHEAT cvars
* Netcode & QVM improvements
09-Apr-2018:
* Fixed invalid files referenced on pure clients
* Fixed a few netcode exploits
* Fixed \sv_reconnectlimit is not always working
* Try to use persistent slot for each client after disconnect
* Print information about delay at reconnect
* Linux console imrovements
02-Apr-2018:
* Fixed a few bugs in client connection code
01-Apr-2018:
* Fixed remote server crash via rcon
* Send quoted rcon passwords when needed and parse them correctly on server-side
* Now rcon is always available on dedicated servers - so it is possible to start a map, retrieve status or recover from non-fatal error, for example
* Added rconPassword2 - hidden master rcon password that can be set only from command line, can be used to change/revoke compromised rconPassword
* Various bugfixes
26-Mar-2018:
* Added \cl_autoNudge - automatic time nudge that uses your average ping as the time nudge value, suggested by @iradicus, values:
0 - use fixed \cl_timeNudge
(0..1] - factor of median average ping to use as timenudge
* Added \sv_maxconcurrent - to limit number of simultaneous connections from the same IP address, default is 4
* Added \fs_locked cvar to control pk3 file handle usage policy:
0 - release after use (default from now), no pk3 file count limits
1 - keep it locked (vq3 behavior), more consistent but pk3 file count is limited to ~1-4k
* Various bugfixes and optimizations
14-Mar-2018:
* Win32: added \r_noborder 1 - to draw game window without border, hold CTRL to drag & drop it with opened console
* Win32: Fixed window handling
* Changed \r_neatsky to 0 by default
* Accept protocol headers (e.g. http://) in command lines and save them properly in cvars
* Try to prevent gamestate overflow on pure servers
* Various bugfixes and optimizations
26-Feb-2018:
* Fixed regression added with recent optimizations
* Improved DoS protection
24-Feb-2018:
* Slightly speedup collision detection for win64-msvc builds
* Added \r_defaultImage cvar - to replace the default (missing texture) images, can either point on external filename or specify solid color texture in (hex) formats: "#rgb" or "#rrggbb"
* Removed obsolete \com_maxfpsMinimized
* Synced \snaps with \sv_fps for localhost client
* Properly reflected \sv_fps changes for connected clients
* Reduced memory & CPU usage
* Fixed adjacent texels leaking in merged lightmaps
* ioq3: Make 'globalservers 0' fetch all masters
* Marked \sv_master[1..3] as CVAR_INIT to prevent overriding them by spoiled configuration files
* Fixed root of 14-years-old q3msgboom bug
* Misc. improvements and bugfixes
09-Feb-2018:
* New server-side client connection code (no more "getchallenge" flooding, reduced CPU usage)
* Removed \sv_minPing and \sv_maxPing cvars
* Changed \r_dlightScale to 0.5 by default to match VQ3'dlights radius/intensity
* Fixed grid collision geometry to be more equal in 32-bit and 64-bit modes
* Fixed non-working \reconnect in some cases
* Misc. fixes and improvements
30-Jan-2018:
* Added unified lightmaps, enabled by default, can be disabled by \r_mergeLightmaps 0
* Changed default \com_hunkMegs from 96 to 128 for client and from 56 to 64 for server
* Reverted condump changes
* Drop error to local client on gamestate overflow
* ioq3: Fix exploit to bypass filename restrictions on Windows
28-Jan-2018:
* Improved QVM memory isolation
* Improved QVM interpreter performance
* Improved cvar security
* Reduced GPU usage when minimized
* Fixed MSAA on Intel HD 530
* Fixed non-working console scrolling in windowed mode with raw input and opened console
* Fixed crash caused by \timescale 0
* Condumps now will be saved in upper level directory, not mod directory
16-Jan-2018:
* Added experimental "screenMap" texture support for shader stages, can be used for real-time on-hand weapon reflections
* Fixed viewport/scissor with \r_fastSky 1
* Fixed depth range for inserted dynamic lights
* Fixed wrong ping times at high uptime
11-Jan-2018:
* Added range checks for \sv_timeout and \sv_zombietime cvars to avoid using values that may break server functionality
* Improved server-side flood protection (\sv_floodProtect 1), might be considered as really usable now
* Removed unused \sv_showloss cvar
* Misc. bugfixes
08-Jan-2018:
* Faster map loading
* Do not take (blank) screenshots and print warning when minimized and FBO is not active
* Always save CPU when minimized
* Slightly optimized VBO rendering and fixed \r_showtris colors with VBO
full changelog >>//www