Features list  
 
 
    Version 1.96 (2005-09-05)
  • Experimental MD3 support (unstable yet). See q2k4.ls for configurable flags for MD3 models;
  • Hunk memory usage can be monitorated by log (log_hunkuse 1 turns log on);
  • Better memory management (replaced a good bunch of malloc() by hunk memory alloc calls);
  • dyntex now can have up to 512 x 512 pixels (better image, can slow a lot the FPS);
  • Double texture resolution and resampling from MHQuake. Toggled by r_dbltexsize and LameScript support (see section "filters", key "dblsize" in q2k4.ls for examples);
  • r_theme cvar now can be bypassed just setting it to "".
    Version 1.88 (2005-04-25)
  • Fixed (hopefully) the multitexture bug;
  • Added command line option to turn stencil buffer off (-nostencil);
  • Renamed the r_textdir cvar to r_theme (works exactly in the same way);
  • External texture loading now tries to load directly from the game dir root if the file is not found into the theme dir (avoiding duplicated textures across theme folders);
  • Improved sky warp (thanks MH);
  • Dyntex size (and thus resolution) now is controlled by a cvar (r_dyntexsize, valid values are: 16, 64, 128 (default) or 256);
  • Network protocol message to set the dyntex coordinates and angles (WARNING: stills experimental and too buggy to use yet) - see README.TXT for details;
  • Added support to MOVETYPE_FOLLOW (from DarkPlaces - thanks LordHavoc);
  • Added texture filtering support (thanks MH again :D);
  • Added support to LameScript (an exclusive feature from Q2K4). Now a bunch of information that used to be hardcoded can be freely changed using Notepad. See README.TXT for details.
    Version 1.71 (2005-02-15)
  • Added the built-in QuakeC function checkextension to comply with mods using it. Also, Q2K4 now has its own extension list (see the README.TXT);
  • Fixed bug that prevented the engine to load really small textures (smaller than 8x8 pixels). This was the "unknown bug in the Q2K4 QuakeC" mentioned below that prevented Q2K4 to load and run Kinn's "Marcher Fortress" map with the embedded progs.dat;
  • The infamous gl_ztrick cvar is back, since the engine became more unstable without it (at least in my system, your mileage may vary);
  • Fullbright texture generation is automatically disabled for external textures (TGA, PNG, JPEG). This fixes the bug in the q2k4demo map where you could see the same fullbright textures for animated buttons if you changed the value of r_textdir;
  • Fixed engine crash when loading a theme without skyboxes but the skybox cvar was "1";
  • Fixed not reloading sky textures when changed theme;
  • Q2K4 now forces a cache flush if the r_textdir cvar changes, so model skins are updated. This obviously has some performance impact, but only in the very specific case of changing themes;
  • Disabled support for IPX & modem network in Q2K4. Now only TCP/IP is available for multiplayer. As a good consequence the executable size shrinked in about 8Kb. If anyone stills playing using modem or IPX, please tell me;
  • Q2K4 now is built with several compiler otimizations for code size and speed enabled. As result, the executable is about 25% smaller.
    Version 1.62 (2005-01-20)
  • extended several engine limits to run really big maps (like Kinn's "Marcher Fortress")(*);
  • Q2K4 won't use 8 bit extensions (3DFX legacy) by default;
  • extended multitexture support to use GL_ARB_Multitexture when available;
  • experimental dynamic texture generation (see README);
  • fixed and tested with a REALLY big map the coordinate system limit (16384, opposed to the original 4096 limit);
  • Enabled (and changed) some Q2 effects: EF_DARKFIELD (now is an orange thick particle field), EF_DARKLIGHT (now is a electric gloom), EF_LIGHT, EF_NODRAW;
  • fixed water warp ignoring partially cvar r_waterwarp;
  • JPG texture loading support;
  • PNG texture loading support;
  • Dropped PCX support;
  • multi skin loading for MD2 player models;
  • sky textures now can use external PNG, TGA or JPG images;
  • sky layers scrolling speed controlled by cvars (skyspeed0, skyspeed1);
  • scrollable textures;
  • fixed the "envmap" command (no flicker, works off screen and save .raw RGB images);
  • added "listmaps" command (original code by Shadowalker);
  • added per-polygon collision detection (original code by Rich Whitehouse).

(*) There's an unknown bug in the Q2K4 QuakeC interpreter that prevents the map's embedded code to load. I tested this map separatelly for technical purposes (the gameplay is seriously affected without Kinn's progs.dat). FIXED 
    Version 1.40 (2004-11-20)
  • MIDI playback support (from Hexen II code);
  • Water ripple (from QBism & QuakeForge);
  • Original id's mirror code fixed;
  • MD2 support changed to load player models skins;
  • Small QuakeC interpreter improvements from TomazQuake;
  • QuakeC file I/O and string manipulation functions from TomazQuake/FrikaC;
  • .ms2 file creation removed (no more glquake dir)
  • Support for transparent textures (see README for how to use);
  • Up to 9999 screenshots in their own "shots" dir (q2k40000.tga, ...);
  • Fix to "SZ_GetSpace: overflow without allowoverflow set" in E1M7;
  • Q2K4 don't try to rotate the worldspawn anymore (like in E3M3);
  • Corrected the menu crashing bug;
  • fix for NAT from ProQuake;

    Version 1.25 (2004-07-11)
  • AVI capture support (code from QuakeDoneQuick team);
  • High resolution textures loading (up to 4096 x 4096 pixels) - adapted from MrG's original code;
  • MP3 load and playback (mono channels only, can be any sample frequency) - adapted from Heffo's original code;
  • Memory leak bugfix (from original Lord Havoc's code);
  • Movement interpolation fix (from the QER Team);
  • Stencil buffer shadow code from MrG (originally Quake2 code).

    Version 1.19 (2004-06-12)
  • LordHavoc's Colored light tutorial;
  • Phoenix's interpolation tutorial ( I messed up something and the large delta prevention code is broken, I'll fix in the next release - I hope :/ );
  • Compiler (MSVC6) warnings fix on the original code;
  • Item bobbing and rotation controlled by cvar;
  • Some cvar's changed to save status in config.cfg (r_shadows, gl_wateralpha, etc). No more hassle with this;
  • Muff's improved shadow code;
  • FrikaC's chase camera fix;
  • Old mlook command replaced by cvar (in_mlook, default is 1);
  • Quake 2 rotating brush code;
  • LordHavoc's bmodel bound box fix;
  • Ugly original GLQuake water warping toggle by cvar (r_waterwarp);
  • Tomaz/Brambo's improved fog code (uses the same cvars as TomazQuake, last configuration is stored in config.cfg);
  • underliquid color-shifted fog;
  • Full bright textures toggled by cvar (gl_fullbright);
  • Sprite orientation fix;
  • My own coordinate extension code, allows really BIG maps (no more 4096 units limits). Network compatibility is automatic to connect on legacy servers, but old clients cannot connect to a Q2K4 server. Still needs work to fix render limits (see "Known Bugs");
  • PCX/TGA loading code from TomazQuake, changed to support
  • texture themes (use r_textdir cvar to change textures, skins, console, charset - default is "main");
  • Lord Havoc's MD2 support (+ shadow fix & colored light code from TomazQuake);
  • Quake 2 skyboxes, controlled by cvars (r_textdir & skyname).