There is now "noexit 2". This WILL allow any player to exit the Start level, but no one can exit any other level. You must have "fraglimit" and/or "timelimit" set to use "noexit 2" also. Essentially this allows the players to choose an episode, but once the first level of that episode starts, they can't exit levels until the "fraglimit" or "timelimit" is reached.
Fixed a lockup when multiplayer was selected, but there were no communications available.
When spawning (or respawning) it will now search and find any open start spot, not just blindly go to the next one.
You will only telefrag somebody if every single spot is occupied, in which case the last person in gets whacked. This keeps you from getting right back into the rolling telefrags at the start of a level and gives the first players in a chance to get off of the spots.
Increased the number of edges, so walls don't vanish in E1M8 when viewing the walls from certain angles in high resolutions.
Locking the NULL pointer protection page should no longer prevent Quake from running under CWSDPMI r3 and 386MAX.
Video mode corruption was reported and Quake would exit if "_vid_default_mode" in config.cfg was not a valid video mode. Quake now defaults to 320x200 if an invalid default video mode is listed. (This was usually the result of switching from UniVBE 5.2 to 5.3, which supports fewer modes than 5.2).
"Working_size" was not being pre-adjusted up by 64K in the memory allocation loop. This may provide 64K more memory on some systems.
Player-names with spaces were listed as "unconnected" on the server.
"Mod_NumForName: <something> not found" when connecting to a server.
The server was getting stuck on the Start Level when the "noexit 1" was set. The following changes/additions have been made:
Now, "timelimit" and/or "fraglimit" must be set, when "noexit" is set to 1, or there is no way to exit the level. The server will run through all four episodes (shareware will only play episode 1). The End Level is not included, since it's not a very good Deathmatch level.
End Level in Deathmatch will now advance to Start Level, once the "timelimit" or "fraglimit" is reached.
If a player is dead during a level change, they no longer keep their weapons/ammo, when the next level is started, they start with nothing.
The crosshair variable is now saved in config.cfg.
Having a percent sign in a chat message will no longer page fault the server you are connected to.
Player's cell ammo is not carried over to the Start Level.
You no longer can kill Shub-Niggurath the wrong way, which would cause Quake to crash.
It is no longer possible to "kill" secret doors. Previously this would cause the server to crash with a "host_error".
If you already have cell ammo of 100, you can't pick up more cell ammo.
If you discharged the thunderbolt in the water your cells are no longer dropped with your backpack. (Reason: By discharging in the water, your cells should be fully depleted.) Only wussies do this as a paniced, last ditch effort anyway, unless they have the Pentagram of Protection, so this really shouldn't affect you anyway :)
Added IPX support to Winded (Win32 Dedicated Server).
Ranking screen is centered in high resolution modes now.
Added support for input devices (i.e. Spaceball and Assassin).
Crosshair is drawn at the correct location if you are underwater in high resolution video modes.
Doing "restart" or "edict" when a server isn't running does not crash.
Game drops to Console, instead of crashing, when a net game fails to load. These failures are generally due to trying to connect to a server running a level you do not have.
Added teamplay 2. It differs from teamplay 1 in two ways. You can hurt teammates (and yourself) and you lose 1 frag for killing a teammate.
Spaces were being added to key bindings when reading in the config.cfg, and were then written back out to the config.cfg. This caused the bindings to keep growing until it eventually caused a crash.
Binding to ";" is now written to config.cfg properly.
Unbound keys are no longer written to config.cfg.
Fixed a hole where a fake client was able to change cvars and execute Quake Console Commands on remote servers.
"Showscores" works in total full screen now (no menu bar at all).
Fixed the axe's aiming. It wasn't always correct causing false hits and misses.
Added cycle weapon backwards (impulse 12).
Picking up a weapon in a backpack uses the same rules as picking up a weapon any other time.
Save games have been broken, meaning it is impossible to save in this version.
Version 1.01 (Original Retail Version) - 7/12/96Edit
Added unsupported crosshair option ("crosshair 1" from Console)
Colored chat messages with notify sound
Fixed "connect during intermission" bug
Changelevel while demos running no longer crashes
Fixed changelevel with no map left up loading screen
Fixed long names entered from the Console causing crash
Stopped demos changing while in the menus
Fixed modem initialization from menu
Fixed serial reliable stream getting stalled
Serial/modem code fixes
16550a lost transmit buffer empty interrupts
fixed sometimes processing interrupts from com1 when using com2
added com3/com4 support from menus
fixed first character of modem init not getting sent
saved serial/modem settings in config.cfg
Fixed name and colors not always sent to server at startup
Fixed "stopdemo" crashing the system when there wasn't a demo playing
Added server's TCP/IP and IPX addresses (if available) to status command
In 0.92, an additional check for a usable VESA video mode was added; the numpages field was verified to be greater than 0, and no mode was supported that had numpages set to 0 (which indicates that there's not enough video memory for that mode). ATI's VESA driver, m64vbe, reports 0 for numpages, so VESA video modes that were available in 0.91 were no longer available in 0.92. This extra numpages check has been removed.
Your joystick must be plugged in when Quake is launched.
If you have a joystick plugged in, but don't want to use it in Quake (it slows the game down a few percent), or you have weird hardware that doesn't like being tested as a joystick add "-nojoy" to your Quake command line.
You can turn off joystick reading during the game by typing "joystick 0" at the Quake command Console.
You MUST configure your buttons from the configure keys menu before they will work. There is no default configuration.
If your joystick or interface card improperly sets the third or fourth joystick buttons, type "joybuttons 2" at the quake Console or in your .CFG file.\
The "mlook" button command now lets the joystick as well as the mouse control pitch angles.
The "sidestep" buttom command works on joysticks as with mice and keyboard movement.
The "invert mouse up/down" menu option also inverts the joystick pitch direction.