1.1.0harmattan69-lindaiyu (2025-10-01)
- Fix BSE effects on Quake 4.
- Optimize PBR shaders with original specular texture on DOOM 3/Quake 4/Prey(2006).
- Add settings by ImGui on DOOM 3/Quake 4/Prey(2006), command is
idTech4AmmSettings, default binding to F10. - Add mp3 sound file support on DOOM 3/Quake 4/Prey(2006).
- Fix GUI, credits after end of game, map static mesh vertex color on Quake 4.
- Fix low frequency on HeXen-Edge of Chaos(DOOM 3 mod).
- Add
Urban Terror(ver 4.3.4) support, game standalone directory namedurt, game data directory namedq3ut4. More view in Urban Terror. - Update Quake 2(yquake2) version to 8.51, update Vulkan renderer.
- Update GZDOOM version to 4.14.2.
- Rename Xash3D game standalone folder to
xash. - Rename Source Engine game standalone folder to
srceng.
[2025-09-27]: 1.1.0harmattan69-2-lindaiyu
- Add fixed ratio resolution support on launcher
Graphicstab.
[2025-09-28]: 1.1.0harmattan69-3-lindaiyu
- Fix left red beam line effect in level
game/network2on Quake 4.
[2025-10-18]:
Happy for Quake4 20th Anniversary
Quake 4 BSE effects
New optimized PBR lighting model
ImGui settings
Real 640x480
About story of Quake 4 porting
3 years ago, around July 2022, I discovered a project on GitHub: Quake4Doom, an open-source Quake 4 project based on the combination of Quake 4SDK and Doom 3 GPL source code In August 2022, I started porting Quake4Doom to the DIII4A project, and the main issue at this time was:
- Audio playback: noise issue
- Menu GUI
- Particle effects: BSE of Quake4Doom and Quake4BSE neither can work, and even cannot correctly parse FX files
- Collision detection: Triggers not working, such as doors not opening
- Font: Use Quake 4 font file converted to Doom 3 format
idTech4A++ main changelogs:
- On October 1, 2022 in the new version of
DIII4A++(version 12) be released, and the program was renamedidTech4A++. At this time, Quake 4 had a large number of bugs, such as game script errors, and collision detection forced the use of theuseSimpleTriggerCliplogic, which resulted in erroneous collisions (such as the circular elevator in the 'game/process1' level squeezing and killing the player), without any particle effects. - On October 15, 2022 (version 13), most game script errors (due to incomplete 64-bit system porting) were resolved, fix GUI trace for md5 animation models.
- On October 29, 2022 (version 16), collision detection was fixed. The reason is that the TraceModel used for collision detection in Doom 3 is shared. On Quake 4, I attempted to create separate TraceModels for each idClipModel, which enabled collision detection to function properly. Although I don't know if Quake 4 used this method, I know it has been working normally now.
- On October 29, 2022 (version 17), it supports Quake 4 original font files and no longer uses Doom 3 format font files, but there is still a bug of incorrect offset.
- On November 16, 2022 (version 19), the issue of disabling interactive GUI triggers in the game was fixed (these interactive GUI should not be shared).
- On November 18, 2022 (version 20), ShowSurface and HideSurface were implemented, which can hide model surfaces that do not require rendering (such as two-stage Makron's leg model).
- On March 25, 2023 (version 26), the particle effects system from Doom 3 will be ported to Quake 4. Although the rendering effect is bad, but it is working.
- On October 1, 2023 (version 33), jmarshall23's FakeClient bot system was removed from the multiplayer game, and uses SABot-a9 instead (as the SABot of Quake 4 source code is missing, so the latest SABot-a7 of Doom 3 is used), reducing many program crashes caused by exceptions.
- On December 31, 2023 (version 36), the EAX reverberation sound effect was fixed.
- On April 30, 2024 (version 50), support custom GLSL new stage shader materials.
- And some little fixes or updates.
Until July 11, 2025, jmarshall23 released Quake4Decompiled project. He decompiled the debugging program for Quake 4 using Hex Rays, which took him over two years time to do this. jmarshall23 makes Quake4Decompiled's BSE source code has been integrated into Quake4BSE once again.
In late August 2025, I port Quake4BSE's BSE source code into idTech4A++, and making it possible to compile properly. I found that it can correctly parse FX files now, so I think BSE should work. After 2-3 weeks, through the integration of Quake4Decompiled renderer source code and a series of fixes related to particle effects, now the BSE particle effects system of Quake 4 can finally work properly. Although there are still many bugs, the visual effects are well.
I also fixed some bugs by Quake4Decompiled source code.
After 3 years, the Open-Quake4 project is considered basically completed.



