JOYMENU CHANGES LIST:

Version 2.1 - September-30-2002

  • This version is incompatible with intermission saves from JoyMenu 2.

  • Removed more data from the saves, thus reducing the size of the intermission saves to 2 blocks.

  • Now the progs.dat source is compiled warning free in FrikQCC's level 4.

  • Fixed a bug that sometimes inverted the vertical angle of the thunderbolt.

  • Fixed a bug that let you insert more spaces than allowed in the JoyConsole's "Player Name" editor.

  • Fixed a bug in the Free Weapons Mode. The current weapon was being included in your backpack when you die, even if you didn't have it. It only affected deathmatch games.

  • Added some dummy functions to prevent error messages in CTF maps.

  • Renamed the alias "status" to "score".

  • Now, in the Custom Levels game, the runes won't be kept on level changes if the game is started with the "Keep Status" option off.

  • Now, in deathmatch, the level exit portals teleports you to the start of level in the same angle in which you start the level in single player.

  • Rewrote my hack to display non-client bots in the scoreboard. Now all bots are shown.

  • Fully optimized the precache system for the single weapon deathmatch modes. I forgot to do this before...

  • Several improvements to the precache system. Very complex levels may load faster. If you want to see the difference, run it in a PC with the command line parameter -condebug and set developer to 1, and then compare the precache list of this version with the precache list of the previous version.

  • The sounds of the player shotgun and of the grunts shotgun are identical, so I changed the grunts shotgun to use the sound of the player shotgun. This saves 13 Kb of RAM. Also the sound "plats\plat2.wav" is used instead of the "plats\medplat2.wav" because they are identical, and this can save 7 Kb of RAM in some levels.

  • Now the weapons don't use ammo in the single weapon deathmatch modes, but the thunderbolt will hurt if shot into the water during the Thunderbolt Arena mode.

  • Another rewrite of the flying mode. Now it finally works the way I want, so it won't be changed again. It works exactly like if you're swimming in the air, except that you won't go to the bottom if you stop moving, and now you will be properly affected by water, slime or lava while flying.

  • Replaced the SVC_FINALE by the SVC_CUTSCENE in the finale_1 function of oldone.qc.

  • Added footstep sounds, using different sounds for dry and wet floors.

  • Added particle effects to spawn some green bubbles when the player gets hurt into slime.

  • Now the laser beams makes sparks when they touch the walls, instead of making gray particles.

  • Now the crucified zombies bleed when they are hit. They can't be killed, however, because they are not meant to do it.

  • Added support for custom wateralpha, gravity and WAV music for maps.

  • Created AutoChat support for deathmatch. It works somewhat like the bot chat. For example, when a human player kills another player, the game will aleatory run the "msg_frag" command to display a message predefined by him.

  • Added delayed bot spawn. If you select more bots than supported by the current level, the extra bots will be spawned 3 seconds after the first bots. This reduces the possibility of the first bots getting telefragged by the extra bots.

  • Implemented very noticeable differences on the skill levels of FrikBot. Easy skill is a walk in the park, hard skill is a bit easier than before, and normal skill is in the middle of easy and hard skills. No changes were made to nightmare skill.

  • Added dynamic delay to FrikBot X DC. Dynamic delay reduces the weight of the bots in the processing, thus increasing the game speed. Basically it tries to keep the framerate above 20 fps. It can't eliminate all the lags, but helps a lot.

  • Changed the names and colors of some bots.

  • Updated the waypoints for e1m1, and removed the links to elevators to prevent the bots from getting stuck.

  • Replaced the QC waypoints by .way files, thus reducing the size of the progs.dat in 27 Kb.

  • Now the "Loading waypoints..." message is shown in the center of the screen while loading waypoint files.

  • Now the menu system has the ability to hide menu options.

  • Small estethical changes to some menus.

  • Added an "Auto Restart" option to the CD player. If the engine stops the CD audio to load data from the CD, JoyMenu will restart it automatically. It doesn't work if Slow Motion is active or if the game is paused. Also it may work more than necessary during deathmatch, so it is recommended to disable it during deathmatch.

  • Renamed the "Change Track" option in the CD Player to "Track Number", and now the current track number is displayed in it instead of in the "Restart Track" option.

  • Renamed the "Bot Chat" option to "AutoChat".

  • Changed the names of the body colors "greeny orange" to "orange" and "white marble" to "cream".

  • Limited the maximum value of the Joystick X Axis and of the Joystick Y Axis to 200%. And reduced the interval of these options from 20% to 10%.

  • Joined the key cheats (None/Silver/Gold/Both) and fragmented the runes cheat (Rune of Earth Magic, etc.).

  • The "Calm Enemies" (notarget) cheat works with Chthon now.

  • The "give rune" cheat (impulse 11) was removed.

  • Implemented height compensation in the Body View.

  • Now you can set the maximum distance of the Body View by setting the "m_forward" variable, and you can set the maximum height of the Body View by setting the "m_yaw" variable.

  • Added a "Statistics So Far" menu to the Informations menu. It displays info about the current game progress, like the total time elapsed, total monsters killed and total secrets found.

  • Added the config4.cfg and config5.cfg options to the Load Configuration menu.

  • Added an "Auto Load File" option to the Load Configuration menu. It makes JoyMenu to load a config#.cfg file when you load a savegame. And the settings stored in the intermission saves won't be overwritten by the settings of the config#.cfg files.

  • Made some changes to the config files. Now the quake.rc is a lot easier to edit.

  • Now all the config#.cfg files have only commands to configure the keyboard and controller.

  • Now the "temp1" variable holds the number of CD audio tracks, and the "savedgamecfg" variable is used to set the amount of maps in the Custom Levels game.

  • Now the "Frames Per Second" display is set by the console variable "showturtle", and it isn't saved in the intermission saves.

  • Some more internal optimizations.

Version 2 - June-20-2002

  • Added some fixes by the Quake Info Pool to original Quake bugs. Only the fixes that doesn't affects the gameplay: Fish count fix; Classname trigger_hurt entity fix (modified); Dead bodies glow and palette shift fix; Suicide during intermission fix (with no coop/deathmatch check); Shub kill count fix; Door unlock sound fix.

  • Fixed all bugs that happened if Slow Motion, Body View or any menu is active when you save or load a game.

  • Fixed the bug were you couldn't go to the next map in deathmatch.

  • Fixed the bug that prevented the congratulation messages from being shown.

  • A few changes to the Body View. There's no more delay when chasing the player, and I've done a little correction to the distance measurement.

  • Increased the bounding box of the dead shamblers. I hope that it will prevent dead shamblers from disappearing when they are in the corner of the screen.

  • The special Quake levels (e1m7.bsp, e2m6.bsp, e3m6.bsp, e4m7.bsp, start.bsp and end.bsp) will behave as normal levels during the Custom Levels game.

  • New joypad configuration system. Now the "alias" command is used to configure the d-pad buttons. I.E. when you enter "alias dc_dright zoom", the DC d-pad right will run the "zoom" command when no menu is active.

  • New Intermission Save System. Pressing the jump button during intermission will send you directly to the next map, but pressing the attack button will open the Save menu. Intermission savegames uses 4 VMU blocks. Also it works in the Custom Levels game. And the game stills fully compatible with saves done during gameplay.

  • The following options are restored when you load an intermission save: Status Bar; Brightness; CD Music Volume; Sound Volume; Always Run; Invert Look; Lookspring; all Gameplay Options except Zoom and Light Amplification Visor; the Keep Status option at the Start Custom Levels menu; all options in the Video Options menu; and the Frames Per Second option at the System Informations menu

  • The game will automatically go to the next level when you exits the Save menu.

  • In the normal game, the names of the intermission saves will be the same names of the levels, but in the Custom Levels game their names will be "Custom Levels".

  • You won't be able to save during intermission when you've finished the last level in the Custom Levels game. In this case, you will just be sent back to the first level in the list.

  • Entirely replaced the JoyConsole and the Edit Name menus by the new JoyConsole plug-in mod.

  • Complete rewrite of the menu display. The status of all options is displayed on the menus instead of using console messages, and different kinds of options have their status displayed in different ways. Also all menus have the same width, except for the Restart menu.

  • The screen will be a bit darker than in the previous version when a menu is active.

  • Now the menu cursor blinks, and the gold square brackets aren't displayed with the menu cursor anymore.

  • Options displayed with a slider bar won't change their values from the maximum to the minimum or from the minimum to the maximum.

  • You can use the attack button to quickly go to the main menu when you're in a submenu.

  • Impulse commands can't be used while the jump button is being pressed to clear the screen.

  • The next/previous weapon impulses will work normally if a menu is active.

  • The start.cfg file isn't executed anymore when you start the game.

  • Added an "Aim Assistance" option to the Gameplay Options menu.

  • Added a "Light Animations" option to the Video Options menu.

  • Added a "Screen Sway" option to the Video Options menu.

  • Added a "Sky Quality" option to the Video Options menu.

  • Added a "Level Exit" option to the Deathmatch Setup menu.

  • Added a "Next Level" option to the Deathmatch Setup menu and to the Deathmatch Options menu.

  • Added a "Keep Status" option to the Start Custom Levels menu.

  • Added a "Frames Per Second" option to the System Informations menu. It only works when Slow Motion is disabled.

  • Replaced the "Play Next Track" and the "Play Previous Track" options on the CD Player with a "Change Track" option.

  • Removed the "Host Speeds" option from the System Informations menu.

  • Removed the "Low Speed Turtle Icon" option from the System Informations menu.

  • Removed the "Low RAM Alert Icon" option from the System Informations menu.

  • Removed the "Show Quake Version" from the System Informations menu.

  • Removed the "About FrikBot X" menu from the System Informations menu.

  • Removed the "Smooth Modeling" option from the Video Options menu.

  • Removed the "Cancel" option from the Deathmatch Setup menu.

  • Now you can select "none" in the "Bot Players" option at the Deathmatch Setup menu.

  • Removed the "run" alias.

  • Removed the "JoyMenuEnter" command.

  • Renamed the "info" console command to "status".

  • Renamed the "track" console command to "cd_restart".

  • Renamed the "next" console command to "cd_next".

  • Renamed the "prev" console command to "cd_previous".

  • The CD audio track 1 can't be played in the CD player anymore.

  • The developer message "loading filename.ext" will be shown for all the files loaded when the level is loaded. The "developer" variable must be set to 1 for it. Higher values won't display this message.

  • New intermission screen.

  • The palette on the intermission won't be affected by active powerups anymore.

  • The "noexit" cvar gained 2 more settings: "noexit -1" will turn the level exit portals off, and "noexit -2" will make them teleport the player to the start of the level.

  • The number of the next level won't be changed if samelevel is on during deathmatch.

  • Now the first 7 bots are displayed at the rankings screen during intermission in deathmatch. I've tried to get more, with no success. I hope FrikaC can create a better way to do this, since I don't know much about his bot...

  • The bots don't chat during intermission anymore.

  • The number of bots will be automatically set to the maximum amount supported by the map.

  • The maximum number of bots supported by the map is shown in brown color.

  • The gravity won't be changed when you go to the next level during deathmatch.

  • Included a waypoint file for e1m1 (The Slipgate Complex).

  • Added weapon arena game modes for deathmatch. In any weapon arena mode there are no ammo or weapons to pick up and no backpacks.

  • The Game Mode option in the Start Deathmatch menu will be automatically set to the current mode when you start a level in deathmatch.

  • When a player (or a bot) has 1 frag left to win, the message "1 frag left for [playername]" will be shown at the center of the screen of all players.

  • Now the "following [botname]" message will be shown at the bottom of the screen when the Bot Camera is active, and the "[your name] returned to the game" message will be shown at the center of the screen when the Bot Camera is turned off. The "Now tracking [botname]" and the "No one left to track!" console messages were removed.

  • Added horizontal aim assistance. It only works against bots, and can be adjusted along with the vertical aim assistance by using the "sv_aim" command or the Aim Assistance option at the Gameplay Options menu.

  • Rewrite of the Flying Mode. Hold the jump button to fly, look up to fly up and look down to fly down while walking. Release the jump button to walk normally. You're light when you're in Flying Mode, so you will fall softly and won't receive falling damage. Also you won't receive damage if you enter in slime or lava while you're flying.

  • New air rings effect for the Slow Motion, with a new ring model. Now it features a lot of rings, and the rings have different sizes.

  • The messages displayed at the center of the screen won't stay on the screen for a long time if Slow Motion is active.

  • The Slow Motion is set to the DC d-pad right by default now.

  • Improved the thunderbolt's accuracy. It is only a visual improvement and doesn't affect the gameplay in any way.

  • New models for the thunderbolt's bolt (bolt2.mdl) and the Chthon's bolt (bolt3.mdl). The only difference is that the file size of each of the new models is about 1Kb.

  • Now the spikes and all the keys use the same model for both colors. This reduces the number of files loaded from the CD.

  • Reduced the size of the lavaball's skin.

  • More gore.

  • LOTS of optimizations, small changes and minor bug fixes to everything. Almost all the code was redone.

Version 1.3 - March-30-2002

  • Removed the KasCam license, as KasCam isn't included in JoyMenu.

  • Fixed bug in loading saves. That bug was created by a bug in the compiler.

  • Fixed the bug in the FrikBot X DC hack that made the waypoint files being loaded during single player games.

  • Fixed FrikBot X bug that prevents the attack and jump buttons from being used to go to the next level if the level ends when you're using the Bot Camera.

  • Fixed FrikBot X bug that allows you to use impulse commands during intermission if the level ends when you're using the Bot Camera.

  • Removed unreferenced local variable "scandist" from FrikBot's bot_fight.qc.

  • Removed unreferenced local vector "org" from FrikBot's bot_ai.qc.

  • Added a workaround to fix the engine bugs in dead player bodies with no skin and in player heads with body skin.

  • Added a workaround to fix the engine bug that displays wrong colors in dead player bodies. Now all dead player bodies will use the default colors.

  • The level exit can't be activated during deathmatch games anymore.

  • You will receive a "[your name] fragged [target's name]" message on the center of your screen when you telefrag someone in deathmatch.

  • Removed the Black Screen option.

  • Added Name option to the Gameplay Options menu. It works in the same way of JoyConsole.

  • Now you can hold +jump and +attack to scroll through JoyConsole characters.

  • More particles when the shotgun bullets hit walls in Slow Motion.

  • The hanged zombies appear in deathmatch now. :)

  • The current level name is displayed in the Deathmatch Setup menu.

  • The "Slow Motion ON/OFF" messages will only be shown if you toggle Slow Motion when you're in a menu.

  • Now the screen will be darkened when you enter in a menu.

  • Pressing +jump when in a menu clears the screen without deactivating the menu.

  • Added a custom single player game with map list support.

Version 1.2 - March-06-2002

  • Distribution license included.

  • Fixed command r_shadows in config1.cfg (QuakeDC stardard settings).

  • Removed v_idlescale from the default configuration.

  • Included a config3.cfg file.

  • Replaced one of the fov commands in both zoom_in and zoom_out aliases. These fov commands had null effect on the way it was. These replacements doesn't affects the gameplay.

  • Removed the bind commands from the zoom_in and zoom_out aliases. This should make the game more customizable, since now you can just bind the "zoom" command to any button or key.

  • The JoyMenuEnter will run the "run" alias when you're not in a menu.

  • JoyMenu now execs start.cfg instead of directly binding JoyMenu keys when you start a game for the first time.

  • The game will pause when JoyMenu is active.

  • Replaced the "Exit This Menu" option in submenus with a "Main Menu..." option.

  • Now if the Black Screen is on when you exit JoyMenu it will be turned off, then will be turned on automatically the next time you use JoyMenu.

  • Light Amplification Visor and Weapon Handling don't work in Deathmatch, so I've added a warning message when in deathmatch.

  • Added "Analog H-Axis Sensitivity" and "Analog V-Axis Sensitivity" options to Gameplay Menu.

  • Added CD Player menu. You can play any audio track, including tracks 1, 2 and 3.

  • DM2 (Claustrophobopolis) doesn't have a default audio track, so I've "fixed" it by forcing the game to play track 10 when you enter this level.

  • The default amount of tracks used by the CD player is set by the "savedgamecfg" variable.

  • Added FrikBot X.

  • As FrikBot X is very independent of my code, I've added an About FrikBot menu.

  • Added Deathmatch map sequence system. A single player map sequence system will be added in the future.

  • You won't do a lost shot if you use the attack button to respawn in deathmatch.

  • After some research, I've figured out that it's impossible to do ideal compensation for the time in Slow Motion. In Slow Motion, the time vary depending on how complex is the scene you're viewing, so I could only do an approximation.

  • Now all death messages are displayed on the center of the screen too.

  • When you frag an opponent during Deathmatch, a "[your name] fragged [target's name]" message will display on the center of your screen. If frag limit is on, it will also show how many frags you have left to win.

  • Complete rewritten of Body View. This new one is very smooth, very rarely sees through walls or the player, and you can only notice a little screen shaking if your back gets close to a wall in Slow Motion. Plus it changes the view angle up/down when you're moving on stairs and ramps, like when you're in first person view (you'll have to turn lookspring on for this), and it remains active not only from one level to another, but also from one game to another. Also it doesn't have any of the old Body View bugs, including: intermission camera being not set when Body View is enabled, bent angles if you set Body View on/off while side stepping, and view angle being changed when turning Body View on/off.

  • Now the shotgun bullet's angles in Slow Motion are not relative to the player, so the bullets will always be illuminated from above.

  • New missile model.

  • Added "zoom" command to toggle zoom and bound it to F11.

  • Added "light" command to toggle Light Amplification Visor.

  • Added "body" command to toggle Body View and bound it to F7.

  • Added "slow" command to toggle Slow-Motion and bound it to the shift key.

  • Added "track" command to restart the current CD track.

  • Added "next" command to play next track and bound it to the "]" key.

  • Added "prev" command to play previous track and bound it to the "[" key.

  • Added "info" command to toggle Show Level Status.

  • Many other minor changes.

Version 1.1 - January-01-2002

  • Fixed backpack bug in Free Weapons Mode.

  • Body view stills active on the next level.

  • Less screen shaking in body view.

  • Water/mirror opacity is now displayed as percent.

  • Wait time in intermission will be normal if Slow-Motion is active when the player exits a level.

  • The blinking text cursor in JoyConsole command line is not affected by Slow-Motion anymore.

  • Changed characters sorting in JoyConsole's "Other Characters" set.

  • Done a few changes to the help screen 2.

  • Changed "Configuration #" options in Load Configuration menu to "config#.cfg".

  • Added files config1.cfg (standard QuakeDC settings) and config2.cfg (Fragger preferences).

  • Doubled blood amount (in comparison to JoyMenu 1.0).

Version 1.0 - December-28-2001

  • JoyMenu 1.0 is finally released!

  • I discovered how to concatenate strings, and I used it to create the JoyConsole command line, but you can only type a maximum of 15 characters in JoyConsole. I've tried working during some WEEKS on a workaround for this, but seems to be impossible.

  • The source will only be released after I tutorial it (no idea of how long it will take, I've done a lot of work), and then it will probably have FrikBot included. I'm not sure if it is easy to include the FrikBot, since it replaces the message functions.

  • To make the slow-motion, I used only the rings function and the speed values of the Akuma's SlowMo, the rest is my code, because the rest of Akuma's code had some things I didn't want (packet overflows when the Death Knight shots, altered nailguns, weak shotguns, etc.). I have an idea to replace the rings system by another thing in the future.

  • The gameplay isn't altered in any way when Slow-Motion mode is off.

  • There is no config#.cfg files included in this release. Next releases will have.

Copyright © 2001
The author of this site is not connected or affiliated in any way with Sega Enterprises, id Software, Titanium Studios or any other company mentioned.