Change history
Q2PRO-X 1.5 → 1.6 Final. Features and fixes by topic.
Simplified level appearance
- A new mode restyles map architecture with flat colours, a checker pattern and other patterns. Colours, effect strength and lighting are adjustable. Players, weapons, armour and other items retain their own appearance settings.
- The controls are available in both online-play and renderer settings. The mode is off by default; AVFX effects remain separately configurable.
Higher server update rates and connections
- The client can adapt to higher server update rates, including 60 Hz. The rate is negotiated with the server: enabling the option does not turn a 10 Hz server into a 60 Hz server. The console shows the actual connection rate.
- Prediction, LAGHAX, Network God, command sending and demos use the updated timing. Remote-player interpolation has been corrected for frequent server updates. Adaptation is a separate option and is off by default.
- Server address lookup and voice-chat connection no longer block the interface. Waiting for an unavailable address does not freeze the console or music.
- The protocol_info command shows the current connection details. Server history, reconnection and a local server-list cache with an adjustable timeout are available. Cached servers are queried again for their current status.
Colour themes and interface appearance
- Menu opacity can cover the whole screen or only the panel. Main and child menus follow the same setting.
- Named colour controls update menu text, sections, selection and backgrounds immediately. Separate controls cover the logo, glow and lightning, version label, intro and music buttons, and single-colour music visualisations. Each group can return to its factory appearance.
- The version label offers glow, a moving glint and a rainbow wave while keeping the build date visible. Menu row highlighting no longer overlaps the adjacent section heading.
- Menu title, section, ordinary-item and selected-item sizes are independently adjustable. Text shadows and curved selection ends are available.
- Presets → Colour appearance presets offers 20 shared game themes and six user slots with save, rename and overwrite confirmation. A theme combines menu, logo, version, music-background and console-button appearance.
- The shared palette of 44 named colours is also available for model highlights and world simplification. Existing custom shades are retained.
- Dialogs and preset windows, including AVFX, follow the selected appearance. Background, text, button and input colours have separate controls, as do title, text and button sizes. A preview is available; these settings are included in factory and user colour themes.
AVFX contact effects and particles
- Added blood on models and surfaces, pools, wounds, impact and blast marks, debris and vaporisation. Weapons have separate controls; blood and vaporisation can be used together.
- Effect sources have separate switches for the local player, other players, monsters and demo playback. The master switch is off by default. Contact presets are independent of ordinary AVFX presets and their generator.
- Blood pools have reflection and quality settings. Vertical blood marks do not reflect the scene. Surface attachment, reflection flicker and associated rendering stalls have been corrected.
- Standard particle families have individual enable switches and RGB controls. AVFX particles use independent settings, including separate colours for falling meteors, flying meteors and comets. Presets and the AVFX generator's Full Chaos mode include these controls.
Lighting, models and item animation
- Lighting and visibility have independent presets, with factory choices and user slots. Model-part highlights and Bloom have additional controls.
- Lighting modulation can be adjusted separately for living models, corpses, weapons, armour and other groups. Corpses can be darkened without changing the brightness of living players.
- Eight personal presets can assign a model, skin and colour to players by nickname. Each preset accepts multiple names and matches them without case sensitivity.
- Item groups can use optional animation with small hops, squash and stretch. Rotation is preserved; shadows, highlights, Bloom and reflections follow the model. Players and held weapons are unaffected.
- AVFX surface materials and objects have been expanded with metal, relief brickwork, grass, ivy, ferns, rocks, soil and leaves. Lighting, shadows, reflections and tessellation capability checks have been corrected.
OpenTDM-X bot games
- The download includes an OpenTDM-X package for Windows. Choose a supported map, opponents, skill and behaviour from the client, configure the game and allow automatic item timers.
- Factory presets include Regular, Hardcore, Training, Training Hardcore, Maximum Aggression, Maximum Defence and Maximum Chaos. Custom settings can be saved as user presets.
- The mod, menus, maps and settings catalogue are updated as a separate package without rebuilding the client. Manual checks, automatic updates and schedules are supported. Files in use are not replaced during a game.
- The local server exits with the client that started it. Item timers reset when warmup ends and the match begins.
Console, translation and settings search
- Console categories separate all output, chat, player events, system messages and entered commands. Tabs can sit across the top or down the left; the original combined view remains the default.
- A new window translates visible player messages with automatic or manual source-language selection. Nicknames are preserved, unchanged messages are not submitted again, and greetings such as gg and gl hf are skipped. Translations can be selected and copied.
- The translation window can be moved and maximised, with font-size and opacity settings. Its shortcut is assigned by the user. With console categories enabled, translation is available in the chat tab.
- The Cvar Browser's All tab includes both commands and variables. Search recognises English names typed with a Russian keyboard layout. Russian and English descriptions, values and hints have been updated.
- TAB adds a space after an unambiguous command completion and turns a server address in the input line into a connect command. Interface language choices are explicit: Auto, English or Russian.
Demos and statistics
- The browser finds demos in mods, subfolders and archives, updates its index in the background and shows recording details. The demo command accepts an absolute Windows path, including paths with quotes copied from Far.
- MVD2 POV selection, next-frag navigation and unwanted console diagnostics have been corrected. Network God is disabled during demo playback; recording settings and the separate visual profile remain available.
- Local match statistics, map and opponent details, hints and recording search have been improved.
Sound and music
- Added configurable hit feedback sounds and music for player health and protection states.
- Online music can drive a spectrum and other visualisations behind menus. Opacity and smooth appearance and fade-out are supported. Intro music can be disabled separately.
- Fixed unwanted online music during play, transitions between menus, maps and demos, audio behaviour on focus loss and weapon-sound prediction.
Controls and fixes
- Global settings can block individual system keys and shortcuts while the game window is active. All blocks are off by default.
- Mouse input modes and acceleration controls have been clarified. Cursor confinement has been corrected, including cases where the taskbar appeared over the game.
- Fixed Alt+Enter, mod selection on connection and preservation of per-mod settings when reconnecting or returning from another mod.
- Weapon prediction respects countdowns and pauses in OpenTDM/OpenTDM-X. Item timers account for pauses and the remaining duration of dropped power-ups.
- Personal kill/death messages, nickname colours, console text and HUD/button placement have been improved. Crashes, EGL/WGL issues and unwanted diagnostic output have been fixed.