unezQuake is a fork of the ezQuake client that aims to bring more permissive standards and fun features to Quakeworld to help the game evolve in a positive way.
unezQuake has all of the latest ezQuake features, plus:
cl_predict_buffer- how many frames are buffered before prediction is used."0"is the fastest but will result in more errors like phantom rocketscl_predict_jump- controls if your jump sound is predictedcl_predict_projectiles- controls if projectiles are predictedcl_predict_smoothview- values between 0.1 and 2 will attempt to smooth fast position changes from packet loss or knockbackcl_predict_weaponsound- controls prediction of weapon sounds
cl_predict_lerp- interpolate errors in player predictioncl_predict_show_errors- Prints prediction errors for other playerscl_predict_scale- reduces player jitter while strafing when enabled (1 = on, 0 = off)cl_predict_scale_threshold- sets the speed threshold (default 320) below which velocity scaling reduces prediction
cl_autohop- queue jumps automatically when holding +jumpcl_autoshownick- triggers shownick automatically when looking towards a teammatecl_easyaircontrol- experimental input handling for controller/joystick (only works in prewar)cl_model_height- ability to set custom height of models/simpleitemscl_safestrafe- use SOCD without violating rules or triggering detectioncl_safeswitch- switches to a non-LG weapon when entering water (does not prevent discharge)cl_safeswitch_order "7 5 2 1"- set a custom weapon order (default is"")
cl_smartspawn- uses jump to spawn even when pressing +attackr_teammateskincolors_enable- enable custom skin colors for teammatesr_teammateskincolor[1-6] "R G B substring1 substring2 ..."- any teammate matching the substrings will be colored accordingly
cl_delay_input- Simulate input lag - Delay mouse input in millisecondsm_accel_type- Native Raw Accel integration. Use your favorite accel curve and settingsm_accel_smooth- EMA-based input smoothing applied before accel curvesm_accel_smooth_halflife- Alternative time-based smoothing using exponential decaym_accel_cap_type- Specify if sens caps should apply to input or output (default)m_accel_distance_mode- Distance calculation methodm_accel_legacy- Use legacy accel calculations or Raw Accel's "Gain" method
r_explosion_color- Set color of blob explosions (r_explosionType 6)r_explosion_scale- Set size of blob explosionsr_explosion_sparks- Show or hide explosion sparks of blob explosions
hud_[element]_border x- sets a border of "x" thickness around any hud elementhud_[element]_border_color "R G B A"- set color of borderhud_[element]_border_radius- give your hud elements rounded corners
nick <alias> "name[, name2, name3]- nickname overrides for scoreboard, tracker, teaminfonicklistnickeditnick_clearnick_clearallscr_scoreboard_nick_names- show /nick overrides in scoreboardscr_scoreboard_nick_color- text color used for /nick overrides
r_tracker_iconoverlay- powerup icons are drawn on top of the weapon icon in the trackerscr_autoid_ingame- see autoID for teammates while playingscr_autoid_ingame_namelengthscr_autoid_ingame_weaponscr_autoid_ingame_armor_health
scr_scoreboard_scale- size the scoreboard. Convenient when using high console resolutionsscr_scoreboard_showtracking- see who spectators are following in the scoreboard (experimental)scr_scoreboard_showtracking_formatscr_scoreboard_showtracking_namewidthscr_scoreboard_showtracking_scalescr_scoreboard_showtracking_xscr_scoreboard_showtracking_y
scr_teaminfo_mega_color- change color of health in teamoverlay value if > 100 hpscr_teaminlay- KTX independent teamoverlay with experimental MM2 enhancementsvid_postprocess_text- Control whether text is postprocessed by gamma/contrast
auto_retrack- spectator tracking persists across map changes- Model outlines aren't drawn if POV is inside of a model (such as a spawn marker)
- No more rulesets - client directly reports controversial features and "clear" if none are used
Need help with using unezQuake? Contact Dusty in #dev-corner on discord
On Linux, ./build-linux.sh produces an ezQuake binary in the top directory.
For a more in-depth description of how to build on all platforms, have a look at BUILD.md.