joequake.runecentral.comJoeQuake Project Page

joequake.runecentral.com Profile

joequake.runecentral.com

Maindomain:runecentral.com

Title:JoeQuake Project Page

Description:Saturday, 13th February 2021 by Jozsef Performance improvements As promised, I've been focusing on improving the OpenGL renderer in the past 1.5 months. By adding usage of the OpenGL shader language,

Discover joequake.runecentral.com website stats, rating, details and status online.Use our online tools to find owner and admin contact info. Find out where is server located.Read and write reviews or vote to improve it ranking. Check alliedvsaxis duplicates with related css, domain relations, most used words, social networks references. Go to regular site

joequake.runecentral.com Information

Website / Domain: joequake.runecentral.com
HomePage size:143.506 KB
Page Load Time:0.065211 Seconds
Website IP Address: 206.51.245.84
Isp Server: -

joequake.runecentral.com Ip Information

Ip Country: -
City Name: -
Latitude: 0
Longitude: 0

joequake.runecentral.com Keywords accounting

Keyword Count

joequake.runecentral.com Httpheader

Date: Fri, 04 Jun 2021 19:22:23 GMT
Server: Apache/2.4.6 (CentOS) OpenSSL/1.0.2k-fips mod_fcgid/2.3.9 PHP/5.4.16
Last-Modified: Fri, 19 Feb 2021 09:42:37 GMT
ETag: "60be-5bbad45be2f07"
Accept-Ranges: bytes
Content-Length: 24766
Keep-Alive: timeout=5, max=100
Connection: Keep-Alive
Content-Type: text/html; charset=UTF-8

joequake.runecentral.com Meta Info

content="Jozsef Szalontai" name="Author"/
content="text/html; charset=utf-8" http-equiv="Content-Type"/

206.51.245.84 Domains

Domain WebSite Title

joequake.runecentral.com Similar Website

Domain WebSite Title
joequake.runecentral.comJoeQuake Project Page
rv12.revoltzone.netRVGL Project Page
projectgth.thecomicseries.comProject GTH - Ch 29 Page 23
start.fedoraproject.orgFedora Project - Start Page
ptolemy.eecs.berkeley.eduPtolemy Project Home Page
lite.bu.eduProject LITE - Home Page
relicensing.douglaspud.orgWells Project Relicensing Home Page
project.mvps.orgMicrosoft Project MVP Home Page
ecare.douglaspud.orgWells Project Relicensing Home Page - douglaspudorg
radiojove.gsfc.nasa.govNASA's Radio JOVE Project: Home Page
religioussounds.osu.eduFront Page | American Religious Sounds Project
carroll.mogenweb.orgCarroll County Missouri GenWeb Project Home Page
need.orgNational Energy Education Development Project · The NEED Project
staff.morrisanimalfoundation.orgMorris Animal Foundation Project Briefs – Project
map.projectzomboid.comProject Zomboid Map Project

joequake.runecentral.com Traffic Sources Chart

joequake.runecentral.com Alexa Rank History Chart

joequake.runecentral.com aleax

joequake.runecentral.com Html To Plain Text

Saturday, 13th February 2021 by Jozsef Performance improvements As promised, I've been focusing on improving the OpenGL renderer in the past 1.5 months. By adding usage of the OpenGL shader language, I could gain a max of ~50% speed improvement on larger maps. Other additions worth mentioning: - New gamma correction technique (GLSL). This replaces the old, sometimes buggy 'hardware gamma' solution. Note: you may need to readjust your gamma settings! - Resolution scale - Dynamic gl_externaltextures_gfx switch - Fixed sky texture when waterfog is used Hopefully speedrunning on larger maps will be a lot more enjoyable with this new build . Thursday, 24th December 2020 by Jozsef Quakemas time After several BETA versions I can say that the newly introduced BSP2 maps and FitzQuake protocol support seems stable. So I decided to remove the BETA status, and release the new JoeQuake 0.17.0 . Unfortunately I had less time than planned focusing on performance improvements, but the loading times on the huge maps improved majorly. FPS improvements are expected in a future version. In terms of the suggested protocol version, the players don't have to do anything, protocol identification is fully automatic. It will only switch to 666 if a map needs it, otherwise it always use the vanilla (15) protocol. Forcing with the -protocol command line switch is still available though. Wishing everyone a happy Quakemas! Saturday, 14th November 2020 by Jozsef AD support is here Since many of you runners have requested this for a long time, I decided to dig myself into the QuakeSpasm code and merge the required parts so that the well known AD mod (and many others too) becomes available for speedrunning. The changes include: - BSP2/2PSB (large bsp) maps support - FitzQuake and RMQ protocols support - skyboxes, water/lava/slime alphas, fog are all read and applied from progs.dat - mp3/ogg background music playback Note that this is only a BETA release. I'd like to see what bugs occur with these major changes. The performance on some huge maps is very bad, as a workaround please switch dynamic lights off (r_dynamic 0). I'm going to focus on improving the OpenGL renderer for the final release. For speedrunning and demo recording the recommended version is still the 0.16.3. Thursday, 22nd October 2020 by Jozsef Small update Changes worth mentioning: - Mods menu (for immediate switch) - Borderless windowed mode from NeaQuake - Texture filtering adjustable on sky and hud - intermission camera screwed angle fix - e2m2 gate bug fix on easy skill For the next update I'm hoping to add the protocol 666 support (FitzQuake). That would open speedrunning for ALOT of new maps. Sunday, 3rd May 2020 by Jozsef Give them packets I've raised a few constants to overcome the well hated 'packet overflow' messages. This means maps like dmc3m8 are properly playable on nightmare skill level also. I would also like to introduce my newest helping hand in development of JoeQuake: Welcome to the team Sphere! He already added several handful fixes to the project (which are included in this version): - Add splitting of AVI files at certain size - Fix long restart times in coop play - Allow setting sleeptime when window not in focus Happy running! Saturday, 21st December 2019 by Jozsef Hotfix time I'm releasing a new version of 0.16.2 including plenty of fixes, like - choppy fps and model animations with independent physics - slowmo/speedup working wrong with independent physics - splitting marathon demos resulting faulty dem files - and many more There aren't any major new features for now. I'm planning (hoping) that this release will be a stable one. Happy holidays and happy speedrunning for everyone! Sunday, 1st December 2019 by Jozsef Winter's here - new JoeQuake's here Small things, few things, but at least something: - fixed many bugs in independent physics code, which is properly usable and is set by default from now. It is strongly recommended to use a multiple of 72 as the value of cl_maxfps for the best experience. - raw mouse input from NeaQuake - automatic demo recording - bugfixes as usual Please, do read the included whatsnew.txt for a full and detailed list of changes. Also note that JoeQuake moved to GitHub, you can find it here if you are interested about browsing the source code. Tuesday, 22nd October 2019 by Jozsef early hotfix Unfortunately it turned out pretty soon that the independent physics code has plenty of bugs :( One of them was so severe that it would resulted invalid demo files, so I decided to change the independent physics code to - be available only optionally - deny demo recording entirely if it's switched on You can switch it on by starting JoeQuake with the command line option "+set cl_independentphysics 1". Monday, 21st October 2019 by Jozsef still alive and kicking After 13 years of sleeping, I'm back with a fresh new build. You can find it on the downloads page. New features in v0.16.1: - framerate independent physics : yes, you read that right. from now you are free to set cl_maxfps to any value you want. the server still operates on a max of 72 fps, so it is guaranteed that physics remain the very same. - dynamic video mode change : you don't need to start the game with -width/-height or -mode anymore. by default Quake sets your desktop resolution. you can customize it in the already dynamic video modes menu, and Quake will save it for you. - continuous playback of multi-level (marathon) demos - bugfixes What's not included in this version, but planned in the future: - raw mouse input - cursor in the menu - change between windowed/fullscreen modes dynamically - borderless video mode Sunday, 7th May 2006 by Jozsef build 1329 bugfix plus linux builds Fixed two bugs which were pointed out by Stubby and Mandel (black player in software version, say command doesn't work in beginning of coop demos). Well, the say issue is not a bug itself, but it's a ProQuake feature to prevent players from chatting quickly after a color/name change, but unfortunately affects coop gameplay either, since the server sends a "color" and "name" message every time it spawns... So I simply removed that piece of ProQuake code. Other news is that there are linux builds again. They are numbered as build 1331 because I compiled them a few days later than the windows binaries, but they are the same. Tuesday, 11th April 2006 by Jozsef build 1329 released Only a couple of changes since the last release, but I fixed the ping overlay issue for which ppl are crying for a while, so here you go. Note I have a new mail address: joequake@gmail.com (got rid of hotmail). Pls use this one in the future. Saturday, 3rd December 2005 by Jozsef build 1189 released Seems like I'll be damn busy in the next few weeks, so I post the actual stuff to let you play with your favorite game during the holidays ;) Also SDA reported a bug which denied coop demos recorded with JoeQuake, so I _had_ to fix the bug ASAP. Friday, 21st October 2005 by Jozsef build 1146 released After getting a few bug reports on the forums, I immediately started to patch... Also there're linux builds available again (finally). Saturday, 15th October 2005 by Jozsef version 0.15 build 1140 released Huh, finally got my lazy ass to post an update. I apologize for the long wait, this release should've done at the end of Summer, if I hadn't been that lazy back then... *sigh*. After that, I hardly had any time to continue the work on the engine and even to write a friggin' update... until this weekend. So now I finally post the newest build. This is a BIG release. I've added more features compared to the previous releases. Just to mention the most important ones: - md3 support - luma support on mdl and md3 files - jpg support - parts of q3 particle system - server browser - ip logging - renewed options menu - and more... You can find detailed documentation about the new features in whatsnew.txt . For feedback, comments or questions, come to the JoeQuake forum ...

joequake.runecentral.com Whois

"domain_name": "RUNECENTRAL.COM", "registrar": "GoDaddy.com, LLC", "whois_server": "whois.godaddy.com", "referral_url": null, "updated_date": [ "2021-01-15 17:49:56", "2021-01-15 10:49:56" ], "creation_date": [ "2000-04-11 20:41:46", "2000-04-11 15:41:46" ], "expiration_date": [ "2022-02-01 04:59:59", "2022-01-31 23:59:59" ], "name_servers": [ "NS51.DOMAINCONTROL.COM", "NS52.DOMAINCONTROL.COM" ], "status": [ "clientDeleteProhibited https://icann.org/epp#clientDeleteProhibited", "clientRenewProhibited https://icann.org/epp#clientRenewProhibited", "clientTransferProhibited https://icann.org/epp#clientTransferProhibited", "clientUpdateProhibited https://icann.org/epp#clientUpdateProhibited", "clientTransferProhibited http://www.icann.org/epp#clientTransferProhibited", "clientUpdateProhibited http://www.icann.org/epp#clientUpdateProhibited", "clientRenewProhibited http://www.icann.org/epp#clientRenewProhibited", "clientDeleteProhibited http://www.icann.org/epp#clientDeleteProhibited" ], "emails": "abuse@godaddy.com", "dnssec": "unsigned", "name": null, "org": null, "address": null, "city": null, "state": "New Jersey", "zipcode": null, "country": "US"