New version of vkQuake released

with a lot of improvements and fixes. Grab it here:

vkQuake 1.31.1 released

A worthwhile update over the last version, especially for the fixes.

As usual contributions came from either Quakespasm or Ironwail in addition to with our own.

Improvements:

  • Windows binaries : added the version number in the executable Properties
  • Removed option Game > Load last save = fast, replaced by the addition of Game > Fast loading = on/off applicable to all loading actions:
    With Fast loading = on, loading the same level over and over become almost instantaneous, even for monster levels, like The Immortal Lock.
  • Library updates
  • Code cleanups

Fixes:

  • Various Linux build fixes (makefile)
  • MiNGW/MSYS2 missing icon
  • Moving Elevators hurting player and monsters, with fixes by @andrei-drexler (sv_gamefix_elevators CVAR) and others
  • Remove Sky_ClipPoly: MAX_CLIP_VERTS hardcoded limit
  • Sound resample compute can overflow with very big sounds
  • Erroneous Vulkan usage crashing MacOS (MoltenVK)
  • Host_error: ed_alloc: no free edicts due to edicts "leak", showing up on big levels in particular.

vkQuake 1.31.2 released

This update fix a potentially game-breaking bug, and add some more goodies from either Quakespasm or Ironwail as usual.

Improvements:

  • Added proper nomonsters 1 option : Don't spawn monsters when starting a map
  • Add ability to bind function keys (F1-F12) in Key Bindings menu
  • Key Bindings now able to remap the usual Quake shortcuts bounded to function keys before
  • Allow any supported music type to play
  • Library updates
  • Code cleanups

Fixes:

  • #734: Fix a potentially game-breaking bug, manifesting itself as frozen entities, or even game events not triggered at all.
  • Vulkan fixes by @Novum
  • Remove "CDAudio disabled at compile time" message.
  • Some smaller fixes here and there.

https://github.com/Novum/vkQuake/releases/tag/1.31.2

vkQuake 1.31.3 released

This is very likely the ultimate update of the 1.31 line, bringing some fixes from either Quakespasm or Ironwail.

Improvements:

  • Library updates : vkQuake is now using mpg123 by default instead of mad for mp3 support.

Fixes:

  • #740: Fix broken saves in Mjolnir
  • #718: Fix MD5 models to support multi-meshes. Quake Remaster models were fine because mono-mesh, but other addons exist bringing multi-mesh MD5 models.
  • Some smaller fixes here and there.
1 Like

vkQuake by Novum ver. 1.32.0 released

This is BIG update bringing not only important Vulkan bugfixes, but also very cool improvements.
As usual, there are also some other cherry-picks from Quakespasm and Ironwail.

Details and
download links

vkQuake 1.32.1
released.

vkQuake 1.33.0 released

Main changes:

  • MD3 model support
  • no more 32 bit version

Details and files here:

1 Like

vkQuake 1.33.1 released

with further md3/md5 improvements.

Improvements:

  • Better dynamic shadow quality & dynamic enemy shadows : RT shadows are now also projected from animated models, not just level geometry
  • Modern HUD inspired by Ironwail

and more.

1 Like

vkQuake 1.35 released by Novum and vso

Improvements:

  • Order independent transparency: overlapping transparent surfaces
  • SDL3 is now the default on all platforms
  • Steam integration
  • Support for the 2021 rerelease dynamiclight entities including spotlight cones

full list of improvements and fixes here:

vkQuake 1.36.0 released

  • Dawn of the Machine (mg3) and the 2026 rerelease support

And a lot of improvements and fixes:

It was disappointing to learn that the author used AI to create the program, which can be equated to stealing someone else's intellectual property. Something similar happened earlier in the Doom community with gzdoom => uzdoom, and this incident should have been a lesson for everyone, but unfortunately, it didn't happen. Details here:

What do you mean? Everyone is supposed to be following development in the Doom community? What happens in Doom community is dogma that applies to all other communities automatically?