VkQuake2 Versions Save

id Software's Quake 2 v3.21 with mission packs and Vulkan support (Windows, Linux, macOS, FreeBSD, Raspberry Pi 4)

1.5.9

10 months ago
  • fixed compilation warnings in XCode 13
  • updated Windows project to Visual Studio 2022
  • Added Slight Mechanical Destruction source files
  • while ingame, we're no longer displaying weapon's HUD indicator if FOV is greater than 91
  • fixed wrong team being announced when the blue flag is returned after it gets destroyed
  • added a no_music CLI toggle to disable music from command line
  • updated VMA to 3.0.1
  • added support for VK_KHR_PORTABILITY_ENUMERATION required by MoltenVK
  • added a CPU pause instruction during spin loop (Linux, MacOS)
  • fixed some string copying buffer overflows and compiler warnings

1.5.8

2 years ago
  • colorbuffer and colorbufferWarp samplers in QVk_RecreateSwapchain are now properly updated
  • fixed incorrect sound playing when moving between positions in video menu
  • added vk_underwater command to enable/disable player vision warp when submerged in liquids
  • updated VMA to 3.0.0-development (2021-02-16)
  • fixed warnings related to new definition of VK_NULL_HANDLE

1.5.7

3 years ago
  • handle macOS fullscreen rendering in a less overengineered way
  • added 1920x1200 screen resolution
  • rebuilt shaders using glslangValidator embedded with Vulkan SDK 1.2.170.0
  • the application now enables VK_KHR_portability_subset extension if it's supported by the device to conform with the Vulkan specs
  • Windows: the game is now properly toggling between game's fullscreen and desktop's resolutions when alt-tabbing
  • removed the non-functional vk_bitdepth command
  • changed the initial value of vk_sampleshading to 0 due to a potential bug in the Metal driver which causes a deadlock during shader compilation

1.5.6

3 years ago
  • fixed data race in Linux builds
  • fixed incorrect handling of sound sampling on MacOS
  • removed --fast-math from Linux builds
  • fixed broken depth tests for particle rendering
  • fixed a couple Vulkan spec-related bugs
  • fixed compiler warnings on XCode 12
  • bumped Vulkan Memory Allocator to 3.0.0-development (2020-11-03)

1.5.5

3 years ago
  • fixed improper handling of exclusive fullscreen acquisition errors
  • added handling for all swapchain creation errors
  • slightly updated output of vk_strings command

1.5.4

3 years ago
  • fixed broken scrolling text behavior in credits menu
  • fixed broken download bar rendering
  • Windows project has been retargetted to Visual Studio 2019 - please use the latest Visual Studio Redistributable to run the attached executables
  • during Vulkan initialization, a device can be still selected if it doesn't support samplerAnisotropy device feature
  • minor bugfixes

Important: Starting with this release, please make sure that you have the latest Visual Studio Redistributable installed on your system before running the game (32-bit or 64-bit depending on the chosen architecture).

1.5.3

3 years ago
  • added support for MOUSE4 and MOUSE5 buttons on Windows
  • added vk_fullscreen_exclusive command and a proper video menu setting to enable/disable exclusive fullscreen mode on Windows
  • added debug_console cvar to enable/disable debug cmd console on Windows
  • fixed push constants related validation errors detected by latest validation layers
  • MSAA color buffer is now created only when it's actually needed
  • the game is now trying to use triple buffering instead of double buffering, if available
  • the vk_strings command now prints swapchain image count currently in use
  • fixed the "missing maps/ntro.inn.bsp" error that occurs on some Linux distributions
  • crosshair is now properly centered on the screen
  • crosshair images are now stored in a separate scrap texture with S_NEAREST filtering - this fixes display issues for the dot crosshair and makes it look more consistent across different values of hudscale cvar.

1.5.2

3 years ago
  • vkQuake2 now compiles with SDKs that do not yet support fullscreen exclusive mode (mainly an issue on Linux distributions with outdated packages)
  • added support for building on Aarch64 (Raspberry Pi 4 64-bit)
  • fixed a bug with consecutive cinematics freezing the game if there are too many input events when trying to skip them

1.5.1

3 years ago
  • added support for armv7 builds: vkQuake2 can be now compiled and run on Raspberry Pi 4
  • added initial support for MCST Elbrus 2000 CPU architecture
  • game now checks if VK_EXT_DEBUG_UTILS and VK_EXT_DEBUG_REPORT are supported by the driver (special case in V3DV on RPi 4)
  • added the aimfix console command, backported from Berserker@Quake2
  • added Nightmare/Hard+ skill to the game menu

1.5.0

3 years ago
  • improved handling of VK_ERROR_OUT_OF_DATE_KHR occurences
  • vk_modulate now restarts the renderer when invoked since it's necessary to do anyway
  • fixed the Jorg skin bug present since the original Quake 2 release
  • manually reset command pools with vkResetCommandPool() instead of using VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT for better efficiency
  • added support for VK_EXT_full_screen_exclusive on Windows
  • vk_mem now also prints descriptor set usage statistics
  • updated Vulkan Memory Allocator to 3.0.0-development
  • updated Miniaudio to 0.10.5