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unezQuake — Modernizing QuakeWorld Standards For Interested Parties

unezQuake is a fork of the ezQuake client that aims to bring more permissive standards and fun features to Quakeworld to help the game evolve in a positive way.

Features

unezQuake has all of the latest ezQuake features, plus:

EZCSQC Antilag Support

unezQuake supports NEW EZCSQC antilag and extended prediction functionality, including enhanced weapon prediction, audio prediction, smoothing, and high-confidence explosion prediction. The default values are highly recommended.

  • cl_predict_buffer - how many frames are buffered before prediction is used. "0" is the fastest but will result in more errors like phantom rockets
  • cl_predict_sound - controls prediction of local movement feedback sounds
  • cl_predict_projectiles - controls EZCSQC projectile prediction
  • cl_predict_explosions - controls prediction of local own-rocket explosion effects, audio, and movement kick
  • cl_predict_smoothview - values between 0.1 and 2 will attempt to smooth fast position changes from packet loss or knockback
  • cl_predict_weaponsound - controls EZCSQC weapon sound prediction
  • cl_predict_legacy - makes the EZCSQC prediction path mimic legacy antilag timing.

Spray Decals

unezQuake now has full support for spray decals in game. Place a spray.png image in qw/sprays and bind a key to +spray. 128x128 maximum resolution. Larger images will be downscaled within the client.

  • +spray - displays a preview of your spray, commits on release
  • cl_spray_show - visibility of images. Use partial values to control opacity
  • cl_spray_image - the name of the image you wish to use
  • cl_spray_image_path - the path to your spray images
  • cl_spray_size - how large you want your spray image to appear in game
  • cl_spray_preview_alpha - how transparent your spray preview will appear
  • cl_spray_colorize - tint all sprays to match your color scheme
  • cl_spray_distance - how close you need to be from a surface to

Improved Player Prediction / Movement

  • cl_predict_lerp - interpolate errors in player prediction
  • cl_predict_scale - reduces player jitter while strafing when enabled (1 = on, 0 = off)
  • cl_debug_local_prediction_errors - prints local prediction errors
  • cl_debug_remote_prediction_errors - prints prediction errors for other players

New Gameplay Features

  • cl_autohop - queue jumps automatically when holding +jump
  • cl_autoshownick - triggers shownick automatically when looking towards a teammate
  • cl_easyaircontrol - experimental input handling for controller/joystick (only works in prewar)
  • cl_model_height - ability to set custom height of models/simpleitems
  • cl_safestrafe - use SOCD without violating rules or triggering detection
  • cl_safeswitch - switches to a non-LG weapon when entering water (does not prevent discharge)
    • cl_safeswitch_order "7 5 2 1" - set a custom weapon order (default is "")
  • cl_smartspawn - uses jump to spawn even when pressing +attack
  • r_teammateskincolors_enable - enable custom skin colors for teammates
    • r_teammateskincolor[1-6] "R G B substring1 substring2 ..." - any teammate matching the substrings will be colored accordingly

Additional Input Support

  • cl_delay_input - Simulate input lag - Delay mouse input in milliseconds
  • m_accel_type - Native Raw Accel integration. Use your favorite accel curve and settings
    • m_accel_smooth - EMA-based input smoothing applied before accel curves
    • m_accel_smooth_halflife - Alternative time-based smoothing using exponential decay
    • m_accel_cap_type - Specify if sens caps should apply to input or output (default)
    • m_accel_distance_mode - Distance calculation method
    • m_accel_legacy - Use legacy accel calculations or Raw Accel's "Gain" method

New EyeCandy Customizations

  • r_explosion_color - Set color of blob explosions (r_explosionType 6)
  • r_explosion_scale - Set size of blob explosions
  • r_explosion_sparks - Show or hide explosion sparks of blob explosions

Hud and Scoreboard Enhancements

  • crosshairvec - enable custom vector-style crosshair. Relies on existing crosshair size, position, crosshaircolor, and crosshairalpha settings
    • crosshairvec_up, crosshairvec_down, crosshairvec_left, crosshairvec_right - set the length of each crosshair arm
    • crosshairvec_gap - set the empty space between the center and the arms
    • crosshairvec_thickness - set the thickness of the arms and rings
    • crosshairvec_dot - set the size of the center dot; 0 disables it
    • crosshairvec_ring, crosshairvec_innerring - set the outer and inner ring sizes; 0 disables a ring
    • crosshairvec_outline - set the outline width; 0 disables it
    • crosshairvec_outline_color "R G B A" - set the outline color and opacity
  • hud_[element]_border x - sets a border of "x" thickness around any hud element
    • hud_[element]_border_color "R G B A" - set color of border
    • hud_[element]_border_radius - give your hud elements rounded corners
  • nick <alias> "name[, name2, name3] - nickname overrides for scoreboard, tracker, teaminfo
    • nicklist
    • nickedit
    • nick_clear
    • nick_clearall
    • scr_scoreboard_nick_names - show /nick overrides in scoreboard
    • scr_scoreboard_nick_color - text color used for /nick overrides
  • r_tracker_iconoverlay - powerup icons are drawn on top of the weapon icon in the tracker
  • scr_autoid_ingame - see autoID for teammates while playing
    • scr_autoid_ingame_namelength
    • scr_autoid_ingame_weapon
    • scr_autoid_ingame_armor_health
  • scr_scoreboard_scale - size the scoreboard. Convenient when using high console resolutions
  • scr_scoreboard_showtracking - see who spectators are following in the scoreboard (experimental)
    • scr_scoreboard_showtracking_format
    • scr_scoreboard_showtracking_namewidth
    • scr_scoreboard_showtracking_scale
    • scr_scoreboard_showtracking_x
    • scr_scoreboard_showtracking_y
  • scr_teaminfo_mega_color - change color of health in teamoverlay value if > 100 hp
  • scr_teaminlay - KTX independent teamoverlay with experimental MM2 enhancements
  • vid_postprocess_text - Control whether text is postprocessed by gamma/contrast

Other Miscellaneous Fixes

  • auto_retrack - spectator tracking persists across map changes
  • Model outlines aren't drawn if POV is inside of a model (such as a spawn marker)
  • No more rulesets - client directly reports controversial features and "clear" if none are used

Support

Need help with using unezQuake? Contact Dusty in #dev-corner on discord

Compiling

On Linux, ./build-linux.sh produces an ezQuake binary in the top directory.

For a more in-depth description of how to build on all platforms, have a look at BUILD.md.

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