vkQuake new release !

Greetings,

vkQuake v1.32.0 was released.

This is an UBER update that not only fixes a long-standing Vulkan bug that may solve random crashes here and there, but also add a very cool new feature for creators:

#753 : Add external WAD, WAD3, and Half-life format support.

This great addition was brought to you by Github user @Toodles2You, many thanks !

Note that @Toodles2You was kind enough to add this to QuakeSpasm also. So, this is only a matter of time before Ironwail and QSS get it.

Thanks @j4r and @szo for their contributions.

Details : https://github.com/Novum/vkQuake/releases/tag/1.32.0

Regards,

Vincent
 
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Thanks for the new release.
Is it possible to fix the minimal HUD to work as it does on the remaster? That HUD is supposed to be full when viewsize is 110. I don't see the benefit in hiding the rest of the info like armour and keys when you alter the viewsize for that one.
 
Thanks for the new release.
Is it possible to fix the minimal HUD to work as it does on the remaster? That HUD is supposed to be full when viewsize is 110. I don't see the benefit in hiding the rest of the info like armour and keys when you alter the viewsize for that one.
I plan to add the same HUDs as in Ironwail, for 'completness", so that could be added has well I suppose.

On the other hand, I'm not that interested to improve HUDs so it will depend on the time and motivation I get. So, no dates, maybe in 2025. Unless someone comes with a pull request on GitHub first.
 
Is it possible to fix the minimal HUD to work as it does on the remaster? That HUD is supposed to be full when viewsize is 110. I don't see the benefit in hiding the rest of the info like armour and keys when you alter the viewsize for that one.

I don't recall the remaster (Kex engine) showing available ammo and weapons when cl_hud = 1. I guess this is what vkQuake has implemented.
The QuakeWorld HUD is still my favourite, though.
 
I don't recall the remaster (Kex engine) showing available ammo and weapons when cl_hud = 1. I guess this is what vkQuake has implemented.
The QuakeWorld HUD is still my favourite, though.
It shows the things I mentioned. vkQuake implemented the same HUD, the problem is if you set the same viewsize as remaster, it cuts armour and keys out. Also it doesn't show keys for hipnotic IIRC.
 
the problem is if you set the same viewsize as remaster, it cuts armour and keys out. Also it doesn't show keys for hipnotic IIRC.
yeah, ok hiding armor is wrong but I guess easily fixable.
Comment out or delete line if (scr_viewsize.value < 110.0f) in function Sbar_DrawModern() line 1033 (file sbar.c ).
Repeat the same for the keys further down the code ( line 1108 ).

There is special handling needed for the keys in hypnotic. No idea atm what's missing.

UPDATE:
Keys are now rendered for hipnotic as well. Could you pls try this binaries (github account needed).
Windows https://github.com/Novum/vkQuake/actions/runs/12767462580
Linux https://github.com/Novum/vkQuake/actions/runs/12767462581
 
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Oh, right, there's release notes right there in the link :B

I did somehow check the changelog diff before noticing that, though I didn't understand what was meant by "alternative"

> Support for standalone MD5 models, not only as `.mdl` alternatives

(If not an alternative then what? Now I see that the .mdl would be specified in QC and swapped out for .md5mesh)
 
Well, I **knew** that one liner was confusing, but I don't know how to do better :)

Until 1.32.0, the MD5 was only supported as replacement of a MDL model that HAS to be defined and present, in order to assure the Quake Classic / Remaster model choice.
This is done as follows:
- In the QuakeC only the usual MDL models are referenced, ex. `precache_model ("progs/my_model.mdl");`
- In the loaded `.pak` both my_model.mdl and my_model.md5XXX files are present
- If set Models > Classic : the my_model.mdl is loaded
- if set Models > Remaster : the my_model.md5XXX is loaded, as 'alternative'

However in 1.32.0 one QuakeC calling `precache_model ("progs/my_model.md5mesh");` would not work, because it only expected a .mdl here.

So the small piece missing, taken from QSS again, is to be able to load .mdl and .md5 indifferently, making MD5 'standalone', because one mod can now provide MD5 only models if it wishes to, as well as a mix of both model types for different models (`precache_model ("progs/my_model_A.md5mesh");` `precache_model ("progs/my_model_B.mdl");` ...etc.)

Now for `precache_model ("progs/my_model.md5mesh");` MD5-only models like this, the Models > Classic / Remaster setting makes no sense because there is only the MD5 to load, so that setting has no effect for that particular model.
 
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I wanted to ask. Why is it necessary to create a "pak" file and place it in the "ID1" folder in order for the game to start using other (non-vanilla) models? This is not necessary in other engines.
 
I wanted to ask. Why is it necessary to create a "pak" file and place it in the "ID1" folder in order for the game to start using other (non-vanilla) models? This is not necessary in other engines.

Well, it isn't. If your_mod do not depend on any other mod, you can put the needed files or .pak ones in a "your_mod" directory, alongside "id1" and play it directly using the Mods menu (equivalent command line : -game your_mod) and switch back and forth between mods using the menu.

On the other hand, if you want your mod as a base, AND loading another on top of it you need the command line, for example: -game base_mod -game my_other_mod. I do this for mods depending on AD Alkaline Copper or Play_Q for instance.

If you still want to use the Mods menu for such mods, the only way is to make a copy of base_mod and then copy my_other_mod contents in it so that my_other_mod becomes standalone.

That is why we often see releases for Copper or Alkaline or other packaging the base mod together with their own files so that people have less trouble running them.
 
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