The full notes for this version are its short notes: that was all that was written then.
quark 1.0. Every map, mode, menu and system has been audited, optimised and polished for release.
What's in 1.0
- 12 modes: free for all, VS, duel (1v1 / 2v2, 30 rulesets), 1v1 (9 rulesets), tourney, bomb, payload, neutral payload, king of the hill, race, hide and seek, and tag.
- 15 maps: four ranked maps, one for each objective mode, all-mode maps, Hamlet for hide and seek / tag, and Viaduct. Viaduct is now a two-loop race that climbs higher each leg.
- Ranked 1v1 on three ladders (Vanilla, Laser Vampire, Instagib). Ranked always uses the default model, HUD, controls and a fixed 10 ms interpolation, so nobody gets an edge.
- Customisation:
- five player models and five sound packs, which everyone sees and hears, with equal loudness;
- HUD widgets with a drag-and-drop editor;
- a verbose info HUD;
- control scripts (SOCD / snap tap, alt-fire toggle);
- per-mode HUD and control rules;
- import / export of layouts and profiles.
- Built-in map editor with network co-editing, and self-updating dedicated servers.
The road to 1.0 (0.33 → 1.0.0)
- Audit: menus, modes, maps, balance, website and code, written up in
docs/AUDIT.md. Thirteen rule bugs were fixed: tourney walkovers and joins, the tag and hide edge cases, bomb drops, empty FFA, payload tiebreaks and vote ballots.
Client frame rate, measured with the in-game benchmark on software GL, so only the relative change counts:
| map | before (avg / 1% low) | 1.0 |
|---|---|---|
| foundry | 35.6 / 21.0 | 41-48 / 25-29 |
| harbor | 44.8 / 31.5 | 50-54 / 38-42 |
| hamlet | 44.8 / 31.4 | 48-53 / 32-37 |
This comes from culling world chunks, a cheaper world shader, culling dynamic objects, an allocation-free F3 overlay and an exact frame cap. Anti-aliasing is optional and off by default: smooth edges (cheap) or MSAA 2x / 4x.
Server CPU at 1000 Hz:
- Harbor (12 bots + 4 clients): 102 → 68 µs per tick, 6.8% of the budget.
- Hamlet (24 bots + 8 clients): 166 µs per tick.
- An empty server sleeps instead of spinning.
Bandwidth: about 62% less per client. Snapshots go out at 500/s, the self state is leaner, projectile velocity is sent only when it changes, and events are resent once per round trip. Interpolation delay is about 9 ms.
Fixes:
- Self-hosted servers no longer drop to 500 / 250 Hz: a miscounted 50% "packet loss" caused it.
- The knife throw no longer fires a rocket lob straight after.
- Depot's stairs face the right way.
- Every ladder on Hamlet is climbable, and a test checks it.
Polish:
- UI text always fits its button.
- Every screen has been checked by screenshot.
- The website has been redone.
Known issues
- A ranked match a player quits before the end isn't rated. That needs server-signed results, planned after 1.0.
- Balance proposals for the rocket and sniper are written up in
docs/AUDIT.mdbut not applied. The numbers are the owner's call.