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{{Infobox Engine
 
|name=ProQuake 4
 
|based-on=[[GLQuake]]
 
|author=[[Baker]]<br>[[J.P. Grossman]] thru 3.50
 
|first-release=[http://www.quakeone.com/proquake 2001]
 
|newest-release=[http://www.quakeone.com/proquake August 12 2209]
 
|website=[http://www.quakeone.com/proquake here]
 
}}
 
 
 
ProQuake 4 is the official extension of JP Grossman's original ProQuake engine, which Grossman handed off in December 2007 and is maintained by Baker.
 
ProQuake 4 is the official extension of JP Grossman's original ProQuake engine, which Grossman handed off in December 2007 and is maintained by Baker.
 
Site: http://quakeone.com/proquake/
 
  
 
ProQuake is considered the baseline standard in the NetQuake multiplayer community.
 
ProQuake is considered the baseline standard in the NetQuake multiplayer community.
 
ProQuake is compatible with original Quake, ProQuake clients can connect to original Quake servers, original Quake clients can connect to ProQuake servers and ProQuake demos and save games can be played in original Quake clients.
 
  
 
The original ProQuake had the following extended features:
 
The original ProQuake had the following extended features:
  
# High precision aim.
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1. High precision aim.
# Ping in scoreboard.
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2. Ping in scoreboard.
# NAT Fix.
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3. NAT Fix.
# "Smoothcam" features.
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4. "Smoothcam" features.
# Client version detection.
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5. Client version detection.
# IP address logging capability.
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6. IP address logging capability.
# Support for CRMOD "team scores feature", which is supported by Clan Arena X and Rune Quake.
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7. Support for CRMOD "team scores feature", which is supported by Clan Arena X and Rune Quake.
# RCON support (remote server console)
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8. RCON support (remote server console)
# Clock display always visible to increase awareness of time limits.
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9. Clock display always visible to increase awareness of time limits.
# Ability to stay connected to a ProQuake server without maps and models.
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10. Ability to stay connected to a ProQuake server without maps and models.
# Best-weapon support
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11. Best-weapon support
# Record a demo at any time capability
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12. Record a demo at any time capability
# Crosshair positioning
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13. Crosshair positioning
# Returns the distance at which sounds can be heard to their original DosQuake levels
 
  
 
'''Cheat-Free Mode'''
 
'''Cheat-Free Mode'''
  
Cheat-Free mode was a security dll verified way to authenticate the client to the server.  On Windows, this was a reasonably ensured on Windows that a client was unmodified and not using an aim assist patched or wallhacking client.  And while this proved a strong deterrent to hacked clients, did not protect against cheat-oriented drivers, like "cheater" opengl32.dll files which could have wallhack or aim assist capabilities.  An additional downside was that this cheat-free mode was only supported in ProQuake and caused users of other engines such as DarkPlaces or Qrack to be unable to participate on such servers.
+
Cheat-Free mode was a security dll verified way to authenticate the client to the server.  On Windows, this was a reasonably ensured on Windows that a client was unmodified and not using an assist patched or wallhacking client.  And while this proved a strong deterrent to hacked clients, did not protect against cheat-oriented drivers, like "cheater" opengl32.dll files which could have wallhack or aim assist capabilities.  An additional downside was that this cheat-free mode was only supported in ProQuake and caused users of other engines such as DarkPlaces or Qrack to be unable to participate on such servers.
  
 
In December 2007, the "Anti-Wallhack" feature in FTEQW was ported to ProQuake 3.91 and within a couple of weeks ended up installed on virtually every deathmatch oriented NetQuake server.  This proved to be a more effective assurance against at least wall hacking and due to the client-neutral nature of the server, was quickly and widely adopted.
 
In December 2007, the "Anti-Wallhack" feature in FTEQW was ported to ProQuake 3.91 and within a couple of weeks ended up installed on virtually every deathmatch oriented NetQuake server.  This proved to be a more effective assurance against at least wall hacking and due to the client-neutral nature of the server, was quickly and widely adopted.
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ProQuake 4 is a continuation of the original ProQuake meant to resolve many severe problems that have cropped up over the years.
 
ProQuake 4 is a continuation of the original ProQuake meant to resolve many severe problems that have cropped up over the years.
  
# FOV rendering issues
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1. FOV rendering issues
# Widescreen support
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2. Widescreen support
# CPU clock fix on Windows
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3. CPU clock fix on Windows
# Multiplatform support
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4. Multiplatform support
# Lack of a texture cache mismatch fix.
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5. Lack of a texture cache mismatch fix.
# Countless other small and troublesome issues.
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6. Countless other small and troublesome issues.
  
 
'''Goals'''
 
'''Goals'''

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