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| Name: vkquake | Distribution: SUSE Linux Enterprise 16 |
| Version: 1.34.1 | Vendor: openSUSE |
| Release: bp161.1.1 | Build date: Fri Apr 3 10:44:03 2026 |
| Group: Amusements/Games/3D/Shoot | Build host: reproducible |
| Size: 1990218 | Source RPM: vkquake-1.34.1-bp161.1.1.src.rpm |
| Packager: https://bugs.opensuse.org | |
| Url: https://github.com/Novum/vkQuake | |
| Summary: Quake 1 port using Vulkan instead of OpenGL for rendering | |
vkQuake is a Quake 1 port using Vulkan instead of OpenGL for rendering. It is based on the popular QuakeSpasm port and runs all mods compatible with it like Arcane Dimensions or In The Shadows. Game data must be placed in ~/.vkquake/id1 .
GPL-2.0-or-later
* Fri Apr 03 2026 Martin Hauke <mardnh@gmx.de>
- Update to version 1.34.0
* This is a fix release for a blocking bug where AMD RT-capable
cards were unable to start the game at all.
* Fri Mar 27 2026 Martin Hauke <mardnh@gmx.de>
- Update to version 1.34.0
Improvements:
* Better dynamic shadow quality & dynamic enemy shadows : RT
shadows are now also projected from animated models, not just
level geometry.
* Animated wind cubmap skies (from Ironwail).
* Modern HUD inspired by Ironwail.
* Added Error Reporting enhancements for problems triggering
either assert failures, Host_Error or Sys_Error.
Fixes:
* Enable anisotropic filtering for warp textures.
* Fix crash on launch reading out of bounds when loading some
WAV files (from QS).
* Reset r_skyfog between maps.
* Fixed usage of gl_picmip high values.
* Stricter heuristics for non-map BSP (from Ironwail).
* Fix svc_clientdata weapon byte potentially not being written
(from QS).
* Do not apply priority-based image loading on sky textures.
* COM_FindFile only output warnings with developer > 1.
* Search extension from the end of map name ( from QS).
* Fix savegame corruption in 1.33.1 (or so we hope !).
* Push MAX_MODELS overflow warning to new QS limit = 4096.
* Tue Jan 06 2026 Martin Hauke <mardnh@gmx.de>
- Update to version 1.33.1
Fixes:
* MD3 skinfile did not matched surface names properly.
* MD3/MD5 multiple skins were broken.
* Make View model rendered last (before UI) all the time.
* Some FTE extensions fixes.
* Sun Dec 14 2025 Martin Hauke <mardnh@gmx.de>
- Update to version 1.33.0
Fixes
* Allow centerprint to be larger than 40 chars (from Ironwail).
* Remove usage of spirv-remap.
* Try to load texture from bsp when external Wad load.
Changes / New features :
* MD3 model support. Supported features includes skins,
multi-surfaces, RGBA textures and so on, with the exception of
the Quake 3 Shader system.
* Remove 32bit support
* Many more internal refactorings and cleanups
- Drop patch:
* sprirv-remap.patch (not longer needed)
* Mon Oct 27 2025 Michael Pujos <pujos.michael@gmail.com>
- added sprirv-remap.patch to fix compilation failing since glslang 16.0.0
* Sun Jun 22 2025 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.32.3.1
* Fixes:
- revert sezero/quakespasm#124 causing crashes
- Update to version 1.32.3
* Fixes:
- sezero/quakespasm#124 : Physics/Lerp/Timing Bug Introduced in 0.85.5
- #792 : Detach worker threads
- #794 : Split update_lightmap shaders in two groups. Fixes rendering
issues on RasberryPi
- #795 : Crash in Image_LoadImage attempting to load skyboxes
Fixes the loading crash of Boss Faction
* Improvements:
- Added command line option : -pinnedworkers worker0, worker1, ...
to limit and pin the worker threads on particular cores.
Useful to get a nice a boost on P-Core / E-core architectures, when
limiting to E-cores AND pinning give interesting boost, because
apparently Win11 at least can't help migrating them all the time
everywhere.
Examples :
- -pinnedworkers 2,8,10,4,11 instantiates 5 workers, pinned on cores
2,8,10,4,11 respectively.
- On a i5-13500 made of 6x2 P-Cores (core 0-11) + 8 E-cores (cores 12-20)
the best perf in Windows 11 is indeed
- pinnedworkers 0,1,2,3,4,5,6,7,8,9,10 (leaving 1 free P-Core)
- General performance improvements for many-cores, probably only visible
on the few behemoth levels we all know of
- Other many-core performance improvements oriented to ARM targets
(Apple Sillicon, RasberryPi)
- Code cleanups
- Library updates, thanks to @sezero as usual
* Thu May 01 2025 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.32.2
* Fixes:
- #767 : Deactivate transparent surface optimization (r_drawwater_fast 0)
in order to fix non-water (lava, slime...etc.) transparency issues
on particular levels. This has no apparent performance impact so
r_drawwater_fast 0 is the default until a better solution arises
- #785: Dot crosshair enables player footstep sounds in Scourge of Armagon
- #787 : Added sv_fte_recursivehullckeck (default 1) to allow deactivation
of FTE physics optimizations, for some levels with bad item placement
(stuck in walls, falling through surfaces...etc)
* Improvements:
- #777 : MDL external skins support. (from QSS)
- This change brings vkQuake roughly at the level of QSS w.r.t external
textures support for BSP levels, BSP models, MDL & MD5 models
Other minor external textures support adjustments
- #784 : added DP_SV_NODRAWTOCLIENT and DP_SV_DRAWONLYTOCLIENT extensions. (from QSS)
- Added more Crosshair choices
- Added labels to Sliders (from QS). Added a Max FPS slider in particular
with a more natural scale
- Code cleanups
- Library updates
* Wed Mar 05 2025 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.32.1
* Fixes:
- #772: Performance regression when host_maxfps > 72 visible on
especially large levels (you know what they are)
- #764: Align modern hud closer to the remaster and render keys for
hipnotic as well
- #779: Erroneous assertion triggered
* Improvements:
- Boost fps on especially large levels by enabling sv_fastpushmove 1
by default. Can be disabled (0) at any time if something goes wrong
- #765: Standalone MD5 support. Mods can now use MD5 in QuakeC explicitly
as *.md5mesh the same way *.mdl was used before. The 2 types of models
can be mixed in the same progs.dat of course
- Code cleanups
- Library updates
* Sun Jan 12 2025 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.32.0
* Fixes:
- #755: A VERY important, long-standing bug in the GPU Memory
allocator fixed by @Novum, that could create all kinds of
graphics corruption and even random crashes
- #747: Fix Vulkan crashes when taking screenshots
- #752, #761: MD5 models now manage 32bit textures correctly
for both skins and fullbrights
* Improvements:
- #753: Add external WAD, WAD3, and Half-life format support.
This great addition was brought by @Toodles2You, many thanks.
This feature was also added to Quakespasm !
- Removed most of the size limits for models, the one remaining
is a 32K limit on model vertices. (from Ironwail)
- Code cleanups
- Library updates
* Fri Nov 08 2024 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.31.3
* 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.
* Wed Oct 02 2024 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.31.2
* 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
* Fri Aug 02 2024 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.31.1.1
* Improvements
- 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)
- 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
- Host_error: ed_alloc: no free edicts due to edicts "leak", showing up on big levels in particular
* Sat Jun 22 2024 Michael Pujos <pujos.michael@gmail.com>
- updated build to use meson rather than plain Makefiles
- removed fix_maybe-uninitialized_error.patch not needed anymore
- Update to version 1.31.0
* Improvements
- Support r_skyalpha
- Added Support for JPEG and PNG texture format
- Support demos larger than 2 GiB
- Many performance optimizations by @andrei-drexler from Ironwail
- Increased internal limits on the number of models, triangles,
sounds...etc. for the most demanding mods
- We can now play Slayers Testaments.
- Increase chase cam target trace distance for large open maps
- Add set and seta commands
- Add 2+3 arg forms of the toggle command
- Backport angled sprites code from FTEQW
- Tweak scr_viewsize 130 (hide pause, momentarily show notices)
- Multithreading performance improvements by @Novum and @temx
- Library updates
- Code cleanups
* Fixes
- Clear button status on map load to prevent stray fires/jumps
- Fix Dutch angle VP_PARALLEL_UPRIGHT sprites
- Fix potential buffer overflow in COM_Parse
- Fix potential buffer overflow in Mod_LoadAliasFrame
- Fix potential infinite loop in S_PaintChannels
- Work around some collision issues by @Macil
- Give the cvars generated from float+vector autocvars prettier
default/initial values
- Fix viewmodel interpolation with >10Hz animations
- Remove annoying '... is unbound, hit F4 to set' message
- Fix 'S_FindName: out of sfx_t' errors when switching Mods / maps
* Sun May 19 2024 Carsten Ziepke <kieltux@gmail.com>
- Fix building for openSUSE Leap, use gcc11
* Fri May 05 2023 Jaime Marquínez Ferrándiz <jaime.marquinez.ferrandiz@fastmail.net>
- Add fix_maybe-uninitialized_error.patch
* Sat Mar 18 2023 Martin Hauke <mardnh@gmx.de>
- Update to version 1.30.1
* Add a workaround for AMD driver bug causing corrupted sky and
a minor Vulkan correctness fix.
* Tue Mar 14 2023 Michael Pujos <pujos.michael@gmail.com>
- removed patch fix-aarch64-build.patch, not needed anymore
- requires vulkan-devel >= 1.2.162
- Update to version 1.30.0
* Support for remastered models (Needs data from remastered Quake)
* Support for dynamic lightmap shadows (requires an RT capable GPU)
* Reworked all option menus
* Support for modern HUD style
* Transparency sorting (thanks @temx)
* Dynamic lights are now computed in world instead of texel space for more consistent light sizes
* New GPU memory allocator
* Improved level load times
* Mon Dec 12 2022 Michael Pujos <pujos.michael@gmail.com>
- added patch fix-aarch64-build.patch
- Update to version 1.22.3
* Mouse support in menus
* Support for binding weapons in controls menu
- Update to version 1.22.1
* Fix potential crashes on vid_restart
* Fix validation error complaining that VK_FORMAT_R32_UINT doesn't
support linear sampling
- Update to version 1.22.0
* GPU driven rendering (r_indirect) - much better performance in
certain scenes (thanks @temx)
* Windows installer, detects existing Quake installations
* vkquake.pak is embedded into the executable, external file no longer
used
* Configuration is now saved to vkQuake.cfg instead of config.cfg
* Demo seek support (arrow keys seek 10s, shift+arrows seek 30s,
seek command bindable to function keys: bind F1 "seek -3")
* Demo recording is no longer interrupted when loading savegames
* fastload command loads savegame without reloading level
(bind F6 "save quick"; bind F9 "fastload quick")
* Underwater sound filter (snd_waterfx 0 to disable)
* viewsize 130 for clean screenshots (+/- keys to quickly select)
* Built-in zooming support (togglezoom, +zoom/-zoom, zoom_fov, zoom_speed)
* Model .scale support for mods/maps
* Lightstyles no longer saturate at 2x brightness
* CPU/GPU optimizations for maps with very large geometry/lightmap
footprints
* Fixed pitch-black entities in some Arcane Dimension levels
* r_speeds works again, r_showbboxes shows edict numbers
* Various other bug fixes
* Sat Aug 13 2022 Michael Pujos <pujos.michael@gmail.com>
- Update to version 1.20.3
* Fixed multiple parallelism bugs
* 8-bit mode now has dithering
- Update to version 1.20.2
* Fixed a crash on startup with re-release Quake data
* Fixed crash with small stack sized on Unix (e.g. musl libc)
- Update to version 1.20.1
* Fix a bug that could cause random lockups with 1.20.0
* Fix screenshot crash
* Fix corruption if new vkquake.pak is missing or old one is still in place
- Update to version 1.20.0
* Parallelized renderer for significantly higher performance
* Parallelized texture mip generation for faster load times
* SIMD code optimizations
* "8-bit" color mode emulation
* Scaling is now less blurry
* Mods menu
* Completely replaced memory management (no more -heapsize)
* Mon May 16 2022 Martin Hauke <mardnh@gmx.de>
- Update to version 1.13.1:
* GUI scale is now relative to screen height (scr_relativescale 0
to disable).
* Crosshair is selectable from menu and added option for dot
instead of cross.
* Improved compatibility with latest Quake Steam re-release
version.
* Various smaller bug fixes
- Update to version 1.13.0:
* GPU lightmap update and smooth dynamic light interpolation
* Various bug fixes
* Improved compatibility with 2021 Quake re-release
Known issues:
* Some entities don't animate smoothly with FTE protocol
extensions. cl_nopext 1 is a workaround right now.
Same bug exists in QSS.
* Fri Feb 18 2022 Matthias Mailänder <mailaender@opensuse.org>
- Fix screenshot URL
* Mon Jan 24 2022 Dirk Müller <dmueller@suse.com>
- update to 1.12.2:
* Improved compatibility with the 2021 Quake re-release
* Various bug fixes
* Small performance improvements
* Improved support for non power of two textures
* Updated SDL to 2.0.18
- remove 0001-Fix-format-overflow-warning-with-32-bit-gcc.patch: upstream
* Mon Dec 06 2021 Martin Hauke <mardnh@gmx.de>
- Add patch:
* 0001-Fix-format-overflow-warning-with-32-bit-gcc.patch
* Fri Nov 26 2021 Martin Hauke <mardnh@gmx.de>
- Fix source url
* Fri Nov 26 2021 Martin Hauke <mardnh@gmx.de>
- Update to version 1.12.1
* Bugfix release
* Thu Nov 25 2021 Martin Hauke <mardnh@gmx.de>
- Update to version 1.12.0
* Support for scriptable particles ported from QuakeSpasm-Spiked
(e.g. for Arcane Dimensions). If vanilla behavior is wanted
they can be diabled with r_fteparticles 0
* Mon Oct 25 2021 Martin Hauke <mardnh@gmx.de>
- Update to version 1.11.1
* Improved compatibility with 2021 Quake re-release
Known issues:
* Some entities don't animate smoothly with FTE protocol
extensions. cl_nopext 1 is a workaround right now. Same bug
exists in QSS.
* Sat Sep 04 2021 Martin Hauke <mardnh@gmx.de>
- Update to version 1.11.0
* Initial support for Quake 2021 re-release
* External vis file support
- Update to version 1.10.0
* Merged protocol extensions from QuakeSpasm-Spiked. This fixes
non smooth movement on elevators in certain cases.
* Custom HUD client side QuakeC support for Arcane Dimensions
(disable with cl_nocsqc 1).
* SIMD CPU optimizations from Andrei Drexler - especially helpful
in complex levels like ad_tears.
* Stencil buffer optimizations for sky rendering reducing
overdraw.
* Resolution scaling to 1/2 1/4 or 1/8th resolution.
* Added support for r_fullbright & r_lightmap.
* Implemented full r_showtris support.
* Option in menu to set max frame rate.
* Higher precision game time and precise frame rate throttling.
* Fix exclusive full screen alt+tab issues.
* Bumped default heap size to 384MB.
Changes from beta1:
* Fixed potential issue with Intel GPUs and render scale.
* Renamed "filter" to "textures" in menu to make it more clear
what the option does.
* Fixed missing gun icons in HUD.
Changes from beta2:
* Fixes ambient sounds.
* Multiple memory corruption fixes.
* Fix compatibility with some mods.
- Update to version 1.05.3
* Fixed dynamic lights not updating properly.
* Added menu options for particles (GL or software style).
* Added "exclusive" menu option to fullscreen setting to control
VK_EXT_full_screen_exclusive.
* Removed a bunch of rendering cvars that do nothing in vkQuake.
* Fixed edge case with out of range fog values.
- Strip binary
* Fri May 07 2021 Ferdinand Thiessen <rpm@fthiessen.de>
- Update to version 1.05.2
* Only use VK_EXT_full_screen_exclusive with NVIDIA drivers as
people reported problems with other configurations
* Fall back to non exclusive full screen if swap chain can't be created
* Fix descriptor set leak
* Fix rare crash in vertex buffer memory management
* Fix world dynamic light update lagging one frame behind brushes
* Sat Dec 26 2020 Jacob Tice <jacob.a.tice@gmail.com>
- Update to version 1.05.1
- Drop 0001-Remove-use-of-VK_DYNAMIC_STATE_RANGE_SIZE.patch
* Sun Sep 13 2020 Christophe Giboudeaux <christophe@krop.fr>
- Add upstream patch to fix the factory build:
* 0001-Remove-use-of-VK_DYNAMIC_STATE_RANGE_SIZE.patch
* Fri Mar 27 2020 Christophe Giboudeaux <christophe@krop.fr>
- Update to 1.04.1. Changes since 1.02.0:
* Lots of Vulkan fixes
* Frame rates over 72 Hz don't break physics anymore
* Default maximum frame rate raised to 200 Hz.
* Fix crashes with some Intel drivers and anti aliasing
* Fix crash "out of dynamic vertex buffer space"
in some very large custom maps
* Fix gun position being different than in QuakeSpasm
when status bar alpha is 0
* Fixed alpha tested alias models
* Fixed too large dynamic buffer allocations
* Lightmaps are now dynamically allocated (from QuakeSpasm)
* Particles are now rendered as quads instead of triangles
by default (r_quadparticles) like in QuakeSpasm.
* Fix alpha tested geo not testing depth
* Fix issue where wrong push constants were being
set if render size is smaller than window
* Fixed certain UI elementes being rendered with alpha
blending instead of alpha testing like in QS
* Fix issue with Intel GPUs crashing when leaving full screen
* Updated to latest QuakeSpasm code
* Fix particle alpha being affected by fog
* Mon Jun 17 2019 Martin Hauke <mardnh@gmx.de>
- Update to version 1.02.0
+ Frame rates over 72 Hz don't break physics anymore (from
QuakeSpasm spiked)
+ Default maximum frame rate raised to 200 Hz.
+ Fix crashes with some Intel drivers and anti aliasing
+ Fix crash "out of dynamic vertex buffer space" in some very
large custom maps
+ Fix gun position being different than in QuakeSpasm when status
bar alpha is 0
+ Other minor Vulkan fixes
- Update to version 1.01.0
+ Extremely large textures should now work
+ Fixed alpha blending issue in some maps
(e.g. xmasjam2018_bloodshot)
+ Partial support for r_showTris (world and particles)
+ Update to latest QuakeSpasm code
* Sun Oct 14 2018 sean@suspend.net
- Update to 1.00.0
+ Peformance optimizations (use function pointer instead of loader)
+ Compute shader water texture update
+ Update to latest QuakeSpasm code
* Tue Jun 27 2017 luke.nukem.jones@gmail.com
- Update to 0.96.2
+ Fix for AMD hang
- Changes from 0.96.1
+ Bump limits for Arcane Dimensions 1.60 (ad_sepulcher)
+ Fix for broken dynamic lights since version 0.92
+ Add fence between command buffer completion and present
(required by Vulkan spec)
+ Potential optimization for some drivers: Mark command buffers as
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
* Thu Jun 15 2017 boris@steki.net
- update Source url to work as intended
* Tue Jun 13 2017 luke.nukem.jones@gmail.com
- Initial packaging
/usr/bin/vkquake /usr/share/appdata/vkquake.appdata.xml /usr/share/applications/vkquake.desktop /usr/share/doc/packages/vkquake /usr/share/doc/packages/vkquake/fitzquake080.txt /usr/share/doc/packages/vkquake/fitzquake080sdl.txt /usr/share/doc/packages/vkquake/fitzquake085.txt /usr/share/doc/packages/vkquake/readme.md /usr/share/licenses/vkquake /usr/share/licenses/vkquake/LICENSE.txt /usr/share/pixmaps/vkquake.png
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