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QSS-M, a port of ID Software's original Quake, evolved from Quake 1.09 to Fitzquake, Quakespasm, Quakespasm Spiked, and now Quakespasm Spiked Multiplayer. NetQuake competitive multiplayer clients began with ProQuake, progressed to Qrack or Mark V, and arrived at QSS-M, thanks to voluntary contributions

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timbergeron/QSS-M

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Mission: Qracks is the defaco engine for compeittive DM & CTF Net Quake. This project aims to add features from Qrack and more modern engines to the Quakespawm Spiked Code Base

Credits: JPG, r00k, Spike for QSS, Ozkan Sezer & Eric Wasylishen (Quakespasm), John Fitzgibbons (FitzQuake), Baker (MarkV), MH, Joe, & many more

ALL QSS-M Commands & Variables (Google Sheets)

new cvars

cl_autodemo

Automatically records demos.

Values: 0 - no auto recording, 1 - record demos everytime a new map is spawned, even if not connected to a server, 2 - only record when a CRMOD / CRCTF official match starts. (Default: 0)

cl_damagehue

Shifts viewmodel orange tint on damage taken to let the player know they have recieved damage.

Values: 0 - no shift, 1 - shift on. (Default: 1)

cl_demospeed

Increase the playback speed of a playing demo.

Values: 1 - normal speed, 20 - max speed. (Default: 1)

cl_say

All non-commands typed into console translate to talk (say)

Values: 0 - normal, 1 - toggle on. (Default: 0)

cl_truelightning

Toggle lightning gun beam appearing to be straight ahead at all times.

Values: 1 - perfectly straight, 0 - disabled. Example: cl_truelightning .5 will display adjust more straight, but not entirely. (Default: 0)

gl_lightning_alpha

Adjust transparency of lighting bolt to player does not get blinded in fights.

Values: 1 - full alpha, default, 0 - full transparnecy. Example: gl_lightning_alpha .5 will display half transparency. (Default: 1)

scr_match_hud

Displays CRMOD / CRCTF match timer, scores, flagstatus in upper right hand corner of screen. This is the equivalent to Qrack's scr_printstats. In practice mode no dispaly, FFA clock only.

Values: 0 - no display, 1 - display on. (Default: 1)

scr_ping

Displays ping and packetloss (dropped datagrams) in lower left corner when connected to a server. PL will only show when a drop packet(s) occurs. Updated every 5 seconds.

Values: 1 - show, 0 - no show. (Default: 1)

scr_showspeed

Displays drawing of your current speed near sbar (MarkV)

Values: 1 - show, 0 - no show. (Default: 0)

changed cvars

crosshair

Sets types of crosshairs.

Values: 0 - no crosshair, 1 - sqr, 2 - open +, 3 - basic +, 4 - bold +, 5 - outline sqr, 6 - outline bold + (Default: 1)

scr_clock

Displays realtime clock in lower right corner.

Values: 1 - leveltime, 2 - for 12 hr realtime clock, 3 - for 24 hr realtime clock. (Default: 0)

scr_crosshaircolor

Allows you to change the crosshair color from white to yellow, red, black, or blue.

Values: 0 - white, 1 - yellow, 2 - red, 3 - blue, 4 - black (Default: 0)

new commands

identify

Identifies a player by their IP Address. Type status and then identify their number.

lastid

Displays the last ghost code assigned by CRMOD / CRCTF, even if disconnected.

modified commands

record

Typing record with no arguments will record a demo to id1/demos with the map name and date as the file name

other added features

  • pq location file support (r00k)
  • pq timer support (r00k)
  • pq smooth chasecam
  • pq confilter+ (no pickup messages printed at all like ezquake)
  • pq iplog
  • pq doubleeyes default (mh version)
  • name appended with AFK when application loses focus and team notify during match via message
  • name appended with ... when typing in console with ezsay or in messagemode
  • ctf/dm auto config loading -- searches for ctf.cfg or dm.cfg and will load either if connected to server type
  • end of match auto config loading -- searches for end.cfg and will load at match end (say gg, stats, color, ready status, etc)
  • deadbodyfilter default
  • automaticaly report to team next quad time when expire sound begins, auto report powerup grabs in CRMOD
  • show all connected clients sorted by score in lower left in observer/eyecam mode
  • custom particle set

other changes features/behaviors

  • lightflicker from flags and quad glows OFF
  • padding around scr_fps and scr_clock
  • removed muzzleflash, rocketlight, rocket explosion light
  • scoreboard pings white text; font scale to console font; qrack +showscores frame. Remove Ready during match
  • default sbar in the middle
  • center print messages adjust to size of console scale
  • eliminated colored lit lighting on weapon/player models that obscured view
  • alpha to weapon model for eyes (mhquake - death match only)
  • screenshot/demos folders
  • upped minimum light value models
  • change proquake login message from pq 3.40 to 3.50
  • added LOC %z to only report RL and LG (bruce); other weapons not important; changed no weapons-> nothing
  • parsed match ends in for every minute, useless notifications; keep conole clear for usefull information
  • removed all background ambient sounds for multiplayer
  • +showscores enabled in demo playback
  • moved observer center print to sbar area so as to not block view
  • r_shadows based on ambient light (r00k)
  • fixed external vis files loading when connected to servers
  • read RGB values from worldspawn to customize the colour of cshift contents water, slime, lava (infiniti)
  • removed useless CTF centerprint flag messages
  • make CAPSLOCK bindable and disable capslock in messagemode
  • sound back to DOSquake levels (seadondo) from proquake
  • remove IPX from menu
  • sbar face damagehue
  • screenshots play a sound

TODO / MAYBE

  • enemyskin, teamskin, baseskin system from ezquake/FTE
  • reverse clock timer option like ezquake
  • fake lag
  • map config
  • per map models (different flags for different maps)
  • web download
  • disable windows key
  • notready report like qw
  • ezsay command exclusion list
[email protected] | discord.quakeone.com (woods#3451)

About

QSS-M, a port of ID Software's original Quake, evolved from Quake 1.09 to Fitzquake, Quakespasm, Quakespasm Spiked, and now Quakespasm Spiked Multiplayer. NetQuake competitive multiplayer clients began with ProQuake, progressed to Qrack or Mark V, and arrived at QSS-M, thanks to voluntary contributions

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