New stable version of QuakeWorld client ezQuake has been released. Here are the
ezQuake 2.1 downloads.
As for the changes and features introduced in this version ...
New Linux sound code was ported by
dimman from fodquake by
bigfoot. Problems with sound were the major issue when using ezQuake in Linux, so this should be now fixed thanks to this port.
We also did first step to integrate QuakeWorld on-the-web and QuakeWorld in-the-client, the result can be for example
seen here. Those of you who would like to have stats attached to their match results on the stats site,
you have to enable match_auto_logupload 1.
This setting was enabled by default in alpha and beta versions, but we decided we don't want anyone's console logs to be uploaded automatically without their explicit
agreement to do so.
qqshka ported in-game
voice support from FTEQW. Voice can now also be recorded in your QWD demos!
AAS added numerous new head up display elements that display important game numbers (like scores or your health) in much briefer way.
From other feature that probably will not reveal their full potential right now, but hopefully later:
Tonik implemented initial support for a concept known as "GPL maps", that is ability to play freely on maps from paid version of Quake (dm*, e*m*). The goal hasn't been fully reached yet, as the maps supported by this feature need to be gathered. But the client support should be complete.
JohnNy_cz (me) ported plugin system from FTEQW. This should allow extending client's functionality with more exotic features without "flooding" the executable with code most players don't use - something that is often criticized.
Prewar Tetris anyone?Then there are many other smaller new features and bugfixes, the
full changelog is here.
Thanks goes to all developers who participated on this version, also to all testers and all people giving us feedback and suggestions! (By the way, there is now updated list of
ezQuake credits)
ezQuake 2.1 downloads
Can you add functionality to stream all voice tcp traffic directly from client to server and all udp traffic to qwfwd if it used?
Personally, I can't play without QWfwd due to bad routing from my ISP.