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fteqw/engine/client/m_options.c

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//read menu.h
#include "quakedef.h"
#include "winquake.h"
static const char *res4x3[] =
{
"640x480",
"800x600",
"960x720",
"1024x768",
"1152x864",
"1280x960",
"1440x1080",
"1600x1200",
// "1792x1344",
// "1856x1392",
"1920x1440",
"2048x1536",
NULL
};
static const char *res5x4[] =
{
"1280x1024",
"1800x1440",
"2560x2048",
NULL
};
static const char *res16x9[] =
{
"856x480",
"1024x576",
"1280x720",
"1366x768",
"1600x900",
"1920x1080",
"2048x1152",
"2560x1440",
"3840x2160",
"4096x2304",
NULL
};
static const char *res16x10[] =
{
"1024x640",
"1152x720",
"1280x800",
"1440x900",
"1680x1050",
"1920x1200",
"2304x1440",
"2560x1600",
NULL
};
#define ASPECT_RATIOS 4
static const char **resaspects[ASPECT_RATIOS] =
{
res4x3,
res5x4,
res16x9,
res16x10
};
#define ASPECT_LIST "4:3", "5:4", "16:9", "16:10",
enum
{
ASPECT3D_DESKTOP = ASPECT_RATIOS,
ASPECT3D_CUSTOM,
};
enum
{
ASPECT2D_AUTO = ASPECT_RATIOS,
ASPECT2D_HEIGHT,
ASPECT2D_SCALED,
ASPECT2D_CUSTOM,
};
qboolean M_Vid_GetMode(qboolean forfullscreen, int num, int *w, int *h)
{
int i;
for (i = 0; i < 4; i++)
{
const char **v = resaspects[i];
while (*v && num)
{
v++;
num--;
}
if (*v)
{
const char *c = *v;
const char *s = strchr(c, 'x');
if (s)
{
*w = atoi(c);
*h = atoi(s + 1);
return true;
}
return false;
}
}
return false;
}
#ifndef NOBUILTINMENUS
extern qboolean forcesaveprompt;
extern cvar_t pr_debugger;
menu_t *M_Options_Title(int *y, int infosize)
{
struct menu_s *menu;
*y = 32;
Key_Dest_Add(kdm_emenu);
menu = M_CreateMenu(infosize);
switch(M_GameType())
{
case MGT_QUAKE2: //q2...
MC_AddCenterPicture(menu, 4, 24, "pics/m_banner_options");
break;
#ifdef HEXEN2
case MGT_HEXEN2://h2
MC_AddPicture(menu, 16, 0, 35, 176, "gfx/menu/hplaque.lmp");
MC_AddCenterPicture(menu, 0, 60, "gfx/menu/title3.lmp");
*y += 32;
break;
#endif
default: //q1
MC_AddPicture(menu, 16, 4, 32, 144, "gfx/qplaque.lmp");
MC_AddCenterPicture(menu, 4, 24, "gfx/p_option.lmp");
break;
}
return menu;
}
//these are awkward/strange
qboolean M_Options_AlwaysRun (menucheck_t *option, struct menu_s *menu, chk_set_t set)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (M_GameType() == MGT_QUAKE2)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
extern cvar_t cl_run;
//quake2 mods have a nasty tendancy to hack at the various cvars, which breaks everything
if (set != CHK_CHECKED)
Cvar_SetValue(&cl_run, !cl_run.ival);
return cl_run.ival;
}
else
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//for better compat with other quake engines, we just ignore the cl_run cvar, at least for the menu.
if (set == CHK_CHECKED)
return cl_forwardspeed.value > 200;
else if (cl_forwardspeed.value > 200)
{
Cvar_SetValue (&cl_forwardspeed, 200);
if (*cl_backspeed.string)
Cvar_SetValue (&cl_backspeed, 200);
return false;
}
else
{
Cvar_SetValue (&cl_forwardspeed, 400);
if (*cl_backspeed.string)
Cvar_SetValue (&cl_backspeed, 400);
return true;
}
}
}
qboolean M_Options_InvertMouse (menucheck_t *option, struct menu_s *menu, chk_set_t set)
{
if (set == CHK_CHECKED)
return m_pitch.value < 0;
else
{
Cvar_SetValue (&m_pitch, -m_pitch.value);
return m_pitch.value < 0;
}
}
//options menu.
void M_Menu_Options_f (void)
{
extern cvar_t crosshair, r_projection;
int y;
static const char *projections[] = {
"Regular",
"Stereographic",
"Fisheye",
"Panoramic",
"Lambert Azimuthal Equal-Area",
"Equirectangular",
NULL
};
static const char *projectionvalues[] = {
"0",
"1",
"2",
"3",
"4",
"5",
NULL
};
#if !defined(CLIENTONLY) && defined(SAVEDGAMES)
extern cvar_t sv_autosave;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
static const char *autosaveopts[] = {
"Off",
"30 secs",
"60 secs",
"90 secs",
"120 secs",
"5 mins",
NULL
};
static const char *autosavevals[] = {
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
"0",
"0.5",
"1",
"1.5",
"2",
"5",
NULL
};
#endif
#if !defined(CLIENTONLY) && defined(MVD_RECORDING)
extern cvar_t sv_demoAutoRecord;
static const char *autorecordopts[] = {
"Off",
"Singleview",
"Multiview",
NULL
};
static const char *autorecordvals[] = {
"0",
"-1",
"1",
NULL
};
extern cvar_t cl_loopbackprotocol;
static const char *lprotopts[] = {
"Vanilla QW",
"FTE QW (recommended)",
#ifdef NQPROT
"FTE NQ",
"666",
"BJP3",
// "DP6",
// "DP7",
"Automatic (FTE NQ/QW)",
"Vanilla NQ",
#endif
NULL
};
static const char *lprotvals[] = {
"qwid",
"qw",
#ifdef NQPROT
"nq",
"fitz",
"bjp3",
// "dp6",
// "dp7",
"auto",
"nqid",
#endif
NULL
};
#endif
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
extern cvar_t scr_fov_mode;
static const char *fovmodes[] = {
"Major-",
"Minor+",
"Horizontal",
"Vertical",
"4:3 stretched",
NULL
};
static const char *fovmodevalues[] = {
"0",
"1",
"2",
"3",
"4",
NULL
};
extern cvar_t cfg_save_auto;
menubulk_t bulk[] = {
MB_CONSOLECMD("Customize controls", "menu_keys\n", "Modify keyboard and mouse inputs."),
#ifdef PACKAGEMANAGER
MB_CONSOLECMD("Updates and Packages", "menu_download\n", "Configure additional content and plugins."),
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
#endif
MB_CONSOLECMD("Go to console", "toggleconsole\nplay misc/menu2.wav\n", "Open up the engine console."),
MB_CONSOLECMD("Reset to defaults", "cvarreset *\nexec default.cfg\nplay misc/menu2.wav\n", "Reloads the default configuration."),
MB_CONSOLECMD("Save all settings", "cfg_save\n", "Writes changed settings out to a config file."),
MB_CHECKBOXCVARTIP("Auto-save Settings", cfg_save_auto, 1, "If this is disabled, you will need to explicitly save your settings."),
MB_SPACING(4),
MB_COMBOCVAR("View Projection", r_projection, projections, projectionvalues, NULL),
MB_COMBOCVAR("FOV Mode", scr_fov_mode, fovmodes, fovmodevalues, NULL),
MB_SLIDER("Field of View", scr_fov, 70, 360, 5, NULL),
MB_SLIDER("Mouse Speed", sensitivity, 1, 10, 0.2, NULL),
MB_SLIDER("Crosshair", crosshair, 0, 22, 1, NULL), // move this to hud setup?
MB_CHECKBOXFUNC("Always Run", M_Options_AlwaysRun, 0, "Set movement to run at fastest speed by default."),
MB_CHECKBOXFUNC("Invert Mouse", M_Options_InvertMouse, 0, "Invert vertical mouse movement."),
MB_CHECKBOXCVAR("Lookspring", lookspring, 0),
MB_CHECKBOXCVAR("Lookstrafe", lookstrafe, 0),
MB_CHECKBOXCVAR("Windowed Mouse", in_windowed_mouse, 0),
#if !defined(CLIENTONLY) && defined(SAVEDGAMES)
MB_COMBOCVAR("Auto Save", sv_autosave, autosaveopts, autosavevals, NULL),
#endif
#if !defined(CLIENTONLY) && defined(MVD_RECORDING)
MB_COMBOCVAR("Auto Record", sv_demoAutoRecord, autorecordopts, autorecordvals, NULL),
MB_COMBOCVAR("Force Protocol", cl_loopbackprotocol, lprotopts, lprotvals, "Some protocols may impose additional limitations/breakages, and are listed only for potential demo-recording compat."),
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
#endif
MB_SPACING(4),
// removed hud options (cl_sbar, cl_hudswap, old-style chat, old-style msg)
MB_CONSOLECMD("Video Options", "menu_video\n", "Set video resolution, color depth, refresh rate, and anti-aliasing options."),
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
MB_CONSOLECMD("Graphics Presets", "fps_preset\n", "Choose a different graphical preset to use."),
MB_CONSOLECMD("Audio Options", "menu_audio\n", "Set audio quality and speaker setup options."),
MB_SPACING(4),
MB_CONSOLECMD("FPS Options", "menu_fps\n", "Set model filtering and graphical profile options."),
MB_CONSOLECMD("Rendering Options", "menu_render\n", "Set rendering options such as water warp and tinting effects."),
MB_CONSOLECMD("Lighting Options", "menu_lighting\n", "Set options for level lighting and dynamic lights."),
MB_CONSOLECMD("Texture Options", "menu_textures\n", "Set options for texture detail and effects."),
#ifndef MINIMAL
MB_CONSOLECMD("Particle Options", "menu_particles\n", "Set particle effect options."),
#endif
#ifdef TEXTEDITOR
//this option is a bit strange in q2.
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// MB_CHECKBOXCVAR("QC Debugger", pr_debugger, 0),
#endif
// removed downloads (is this still appropriate?)
// removed teamplay
// removed singleplayer cheats (move this to single player menu)
MB_END()
};
menu_t *menu = M_Options_Title(&y, 0);
static menuresel_t resel;
int framey = y;
MC_AddFrameStart(menu, framey);
y = MC_AddBulk(menu, &resel, bulk, 16, 216, y);
#ifdef PLUGINS
if (Cmd_Exists("ezhud_nquake"))
{
extern cvar_t plug_sbar;
static const char *hudplugopts[] = {
"Never",
"Deathmatch",
"Single Player/Coop",
"Always",
NULL
};
static const char *hudplugvalues[] = {
"0",
"1",
"2",
"3",
NULL
};
MC_AddCvarCombo(menu, 16, 216, y, "Use Hud Plugin", &plug_sbar, hudplugopts, hudplugvalues); y += 8;
}
#endif
MC_AddFrameEnd(menu, framey);
}
#ifndef __CYGWIN__
typedef struct {
int cursorpos;
menuoption_t *cursoritem;
menutext_t *speaker[MAXSOUNDCHANNELS];
menutext_t *testsoundsource;
soundcardinfo_t *card;
} audiomenuinfo_t;
qboolean M_Audio_Key (int key, struct menu_s *menu)
{
int i;
audiomenuinfo_t *info = menu->data;
soundcardinfo_t *sc;
for (sc = sndcardinfo; sc; sc = sc->next)
{
if (sc == info->card)
break;
}
if (!sc)
{
M_RemoveMenu(menu);
return true;
}
if (key == K_DOWNARROW || key == K_KP_DOWNARROW || key == K_GP_DPAD_DOWN)
{
info->testsoundsource->common.posy+=10;
}
if (key == K_UPARROW || key == K_KP_UPARROW || key == K_GP_DPAD_UP)
{
info->testsoundsource->common.posy-=10;
}
if (key == K_RIGHTARROW || key == K_KP_RIGHTARROW || key == K_GP_DPAD_RIGHT)
{
info->testsoundsource->common.posx+=10;
}
if (key == K_LEFTARROW || key == K_KP_LEFTARROW || key == K_GP_DPAD_LEFT)
{
info->testsoundsource->common.posx-=10;
}
if (key >= '0' && key <= '5')
{
i = key - '0';
sc->speakerdir[i][0] = (info->testsoundsource->common.posy-200/2)/-50.0;
sc->speakerdir[i][1] = (info->testsoundsource->common.posx-320/2)/-50.0;
sc->speakerdir[i][2] = 0;
sc->dist[i] = VectorLength(sc->speakerdir[i]);
}
menu->selecteditem = NULL;
return false;
}
void M_Audio_StartSound (struct menu_s *menu)
{
int i;
vec3_t org;
audiomenuinfo_t *info = menu->data;
soundcardinfo_t *sc;
vec3_t mat[4];
static float lasttime;
for (sc = sndcardinfo; sc; sc = sc->next)
{
if (sc == info->card)
break;
}
if (!sc)
{
M_RemoveMenu(menu);
return;
}
for (i = 0; i < sc->sn.numchannels; i++)
{
info->speaker[i]->common.posx = 320/2 + sc->speakerdir[i][1] * 50;
info->speaker[i]->common.posy = 200/2 - sc->speakerdir[i][0] * 50;
}
for (; i < 6; i++)
info->speaker[i]->common.posy = -100;
if (lasttime+0.5 < Sys_DoubleTime())
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
S_GetListenerInfo(0, mat[0], mat[1], mat[2], mat[3]);
lasttime = Sys_DoubleTime();
org[0] = mat[0][0] + 2*(mat[2][0]*(info->testsoundsource->common.posx-320/2) - mat[1][0]*(info->testsoundsource->common.posy-200/2));
org[1] = mat[0][1] + 2*(mat[2][1]*(info->testsoundsource->common.posx-320/2) - mat[1][1]*(info->testsoundsource->common.posy-200/2));
org[2] = mat[0][2] + 2*(mat[2][2]*(info->testsoundsource->common.posx-320/2) - mat[1][2]*(info->testsoundsource->common.posy-200/2));
S_StartSound(0, 0, S_PrecacheSound("player/pain3.wav"), org, NULL, 1, 4, 0, 0, 0);
}
}
void M_Menu_Audio_Speakers_f (void)
{
int i;
audiomenuinfo_t *info;
menu_t *menu;
Key_Dest_Add(kdm_emenu);
menu = M_CreateMenu(sizeof(audiomenuinfo_t));
info = menu->data;
menu->key = M_Audio_Key;
menu->predraw = M_Audio_StartSound;
for (i = 0; i < 6; i++)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
info->speaker[i] = MC_AddBufferedText(menu, 0, 0, 0, va("%i", i), false, true);
info->testsoundsource = MC_AddBufferedText(menu, 320/2, 320/2, 200/2, "X", false, true);
info->card = sndcardinfo;
menu->selecteditem = NULL;
}
struct audiomenuinfo
{
char **outdevnames;
char **outdevdescs;
#ifdef VOICECHAT
char **capdevnames;
char **capdevdescs;
#endif
};
void M_Menu_Audio_Remove(menu_t *menu)
{
int i;
struct audiomenuinfo *info = menu->data;
for (i = 0; info->outdevnames[i]; i++)
Z_Free(info->outdevnames[i]);
Z_Free(info->outdevnames);
for (i = 0; info->outdevdescs[i]; i++)
Z_Free(info->outdevdescs[i]);
Z_Free(info->outdevdescs);
#ifdef VOICECHAT
for (i = 0; info->capdevnames[i]; i++)
Z_Free(info->capdevnames[i]);
Z_Free(info->capdevnames);
for (i = 0; info->capdevdescs[i]; i++)
Z_Free(info->capdevdescs[i]);
Z_Free(info->capdevdescs);
#endif
}
struct audiomenuinfo *M_Menu_Audio_Setup(menu_t *menu)
{
#ifdef VOICECHAT
extern cvar_t snd_voip_capturedevice_opts;
#endif
extern cvar_t snd_device_opts;
int pairs, i;
struct audiomenuinfo *info = menu->data;
menu->remove = M_Menu_Audio_Remove;
Cmd_TokenizeString(snd_device_opts.string?snd_device_opts.string:"", false, false);
pairs = Cmd_Argc()/2;
info->outdevnames = BZ_Malloc((pairs+1)*sizeof(char*));
info->outdevdescs = BZ_Malloc((pairs+1)*sizeof(char*));
for (i = 0; i < pairs; i++)
{
info->outdevnames[i] = Z_StrDup(Cmd_Argv(i*2+0));
info->outdevdescs[i] = Z_StrDup(Cmd_Argv(i*2+1));
}
info->outdevnames[i] = NULL;
info->outdevdescs[i] = NULL;
#ifdef VOICECHAT
Cmd_TokenizeString(snd_voip_capturedevice_opts.string?snd_voip_capturedevice_opts.string:"", false, false);
pairs = Cmd_Argc()/2;
info->capdevnames = BZ_Malloc((pairs+1)*sizeof(char*));
info->capdevdescs = BZ_Malloc((pairs+1)*sizeof(char*));
for (i = 0; i < pairs; i++)
{
info->capdevnames[i] = Z_StrDup(Cmd_Argv(i*2+0));
info->capdevdescs[i] = Z_StrDup(Cmd_Argv(i*2+1));
}
info->capdevnames[i] = NULL;
info->capdevdescs[i] = NULL;
#endif
return info;
}
void M_Menu_Audio_f (void)
{
int y;
menu_t *menu = M_Options_Title(&y, sizeof(struct audiomenuinfo));
struct audiomenuinfo *info = M_Menu_Audio_Setup(menu);
extern cvar_t nosound, snd_leftisright, snd_device, snd_khz, snd_speakers, ambient_level, bgmvolume, snd_playersoundvolume, ambient_fade, cl_staticsounds, snd_inactive, _snd_mixahead, snd_doppler;
// extern cvar_t snd_noextraupdate, snd_eax, precache;
#ifdef VOICECHAT
extern cvar_t snd_voip_capturedevice, snd_voip_play, snd_voip_send, snd_voip_test, snd_voip_micamp, snd_voip_vad_threshhold, snd_voip_ducking, snd_voip_noisefilter, snd_voip_codec;
#endif
static const char *soundqualityoptions[] = {
"11025 Hz",
"22050 Hz",
"44100 Hz",
"48000 Hz",
NULL
};
static const char *soundqualityvalues[] = {
"11",
"22",
"44",
"48",
NULL
};
static const char *speakeroptions[] = {
"Mono",
"Stereo",
"Quad",
"5.1",
NULL
};
static const char *speakervalues[] = {
"1",
"2",
"4",
"6",
NULL
};
#ifdef VOICECHAT
static const char *voipcodecoptions[] = {
#ifdef HAVE_OPUS
"Opus",
#endif
#ifdef HAVE_SPEEX
#ifdef HAVE_LEGACY
"Speex (ez-compat)",
#endif
"Speex (Narrow)",
"Speex (Wide)",
// "Speex (UltraWide)",
#endif
// "Raw16 (11025)",
// "PCM A-Law",
// "PCM U-Law",
NULL
};
static const char *voipcodecvalue[] = {
#ifdef HAVE_OPUS
"2", //opus
#endif
#ifdef HAVE_SPEEX
#ifdef HAVE_LEGACY
"0", //speex non-standard (outdated)
#endif
"3", //speex narrow
"4", //speex wide
// "5", //speex UW
#endif
// "1", //pcm16 sucks
// "6", //pcma
// "7", //pcmu
NULL
};
static const char *voipsendoptions[] = {
"Push To Talk",
"Voice Activation",
"Continuous",
NULL
};
static const char *voipsendvalue[] = {
"0",
"1",
"2",
NULL
};
#endif
menubulk_t bulk[] = {
MB_REDTEXT("Sound Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
MB_SPACING(8),
MB_CONSOLECMD("Restart Sound", "snd_restart\n", "Restart audio systems and apply set options."),
MB_SPACING(4),
MB_COMBOCVAR("Output Device", snd_device, (const char**)info->outdevdescs, (const char**)info->outdevnames, "Choose which audio driver and device to use."),
MB_SLIDER("Volume", volume, 0, 1, 0.1, NULL),
MB_COMBOCVAR("Speaker Setup", snd_speakers, speakeroptions, speakervalues, NULL),
MB_COMBOCVAR("Frequency", snd_khz, soundqualityoptions, soundqualityvalues, NULL),
MB_CHECKBOXCVAR("Low Quality (8-bit)", loadas8bit, 0),
MB_CHECKBOXCVAR("Flip Speakers", snd_leftisright, 0),
MB_SLIDER("Mixahead", _snd_mixahead, 0, 1, 0.05, NULL),
MB_CHECKBOXCVAR("Disable All Sounds", nosound, 0),
MB_SPACING(4),
MB_SLIDER("Player Sound Volume", snd_playersoundvolume, 0, 1, 0.1, NULL),
MB_SLIDER("Ambient Volume", ambient_level, 0, 1, 0.1, NULL),
MB_SLIDER("Ambient Fade", ambient_fade, 0, 1000, 1, NULL),
MB_CHECKBOXCVAR("Static Sounds", cl_staticsounds, 0),
MB_SLIDER("Music Volume", bgmvolume, 0, 1, 0.1, NULL),
MB_SLIDER("Doppler Factor", snd_doppler, 0, 10, 0.1, NULL),
// removed music buffer
// removed precache
// removed eax2
// remove no extra update
MB_CHECKBOXCVAR("Sound While Inactive", snd_inactive, 0),
MB_SPACING(4),
#ifdef VOICECHAT
MB_REDTEXT("Voice Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
MB_COMBOCVAR("Microphone Device", snd_voip_capturedevice, (const char**)info->capdevdescs, (const char**)info->capdevnames, NULL),
MB_SLIDER("Voice Volume", snd_voip_play, 0, 2, 0.1, NULL),
MB_CHECKBOXCVAR("Microphone Test", snd_voip_test, 0),
MB_SLIDER("Microphone Volume", snd_voip_micamp, 0, 2, 0.1, NULL),
MB_COMBOCVAR("Activation Mode", snd_voip_send, voipsendoptions, voipsendvalue, NULL),
MB_SLIDER("Act. Threshhold", snd_voip_vad_threshhold, 0, 30, 1, NULL),
MB_CHECKBOXCVAR("Audio Ducking", snd_voip_ducking, 0),
MB_CHECKBOXCVAR("Noise Cancelation", snd_voip_noisefilter, 0),
MB_COMBOCVAR("Codec", snd_voip_codec, voipcodecoptions, voipcodecvalue, NULL),
#endif
//MB_CONSOLECMD("Speaker Test", "menu_speakers\n", "Test speaker setup output."),
MB_END()
};
static menuresel_t resel;
MC_AddFrameStart(menu, y);
MC_AddBulk(menu, &resel, bulk, 16, 216, y);
MC_AddFrameEnd(menu, y);
}
#else
void M_Menu_Audio_f (void)
{
Con_Printf("No sound in cygwin\n");
}
#endif
void M_Menu_Particles_f (void)
{
menu_t *menu;
extern cvar_t r_bouncysparks, r_part_rain, gl_part_flame, r_grenadetrail, r_rockettrail, r_part_rain_quantity, r_particledesc, r_particle_tracelimit, r_part_contentswitch, r_bloodstains;
// extern cvar_t r_part_sparks_trifan, r_part_sparks_textured, r_particlesystem;
/* static const char *psystemopts[] =
{
"Classic",
"Script",
"None",
NULL
};
static const char *psystemvals[] =
{
"classic",
"script",
"null",
NULL
};
*/
static const char *pdescopts[] =
{
"Classic",
"Faithful",
"High FPS",
"Fancy",
"Fancy+LG",
"Snazzy",
"Bare bones",
NULL
};
static const char *pdescvals[] =
{
"classic",
"faithful",
"highfps",
"spikeset",
"spikeset tsshaft",
"spikeset high tsshaft",
"minimal",
NULL
};
static const char *trailopts[] =
{
"Disable",
"Default",
"Swap",
"Alternate",
"Blood",
"Zombie",
"Scrag",
"Knight",
"Vore",
"Rail",
NULL
};
static const char *trailvals[] = { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", NULL };
int y;
menubulk_t bulk[] = {
MB_REDTEXT("Particle Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
// MB_COMBOCVAR("Particle System", r_particlesystem, psystemopts, psystemvals, "Selects particle system to use. Classic is standard Quake particles, script is FTE style scripted particles, and none disables particles entirely."),
MB_COMBOCVAR("Particle Set", r_particledesc, pdescopts, pdescvals, "Selects particle set to use with the scripted particle system."),
MB_SPACING(4),
MB_COMBOCVAR("Rocket Trail", r_rockettrail, trailopts, trailvals, "Chooses effect to replace rocket trails."),
MB_COMBOCVAR("Grenade Trail", r_grenadetrail, trailopts, trailvals, "Chooses effect to replace grenade trails."),
MB_SPACING(4),
// removed texture sparks
// removed trifan sparks
MB_CHECKBOXCVAR("Particle Physics", r_bouncysparks, 0),
MB_CHECKBOXCVAR("Particle Stains", r_bloodstains, 0),
MB_CHECKBOXCVAR("Content Switching", r_part_contentswitch, 0),
MB_CHECKBOXCVAR("Surface Emitting", r_part_rain, 0),
MB_SLIDER("Surface Quantity", r_part_rain_quantity, 0, 10, 1, NULL),
MB_CHECKBOXCVAR("Model Emitting", gl_part_flame, 0),
MB_SLIDER("Trace Limit", r_particle_tracelimit, 0, 2000, 100, NULL),
// removed particle beams
MB_END()
};
static menuresel_t resel;
menu = M_Options_Title(&y, 0);
MC_AddFrameStart(menu, y);
MC_AddBulk(menu, &resel, bulk, 16, 200, y);
MC_AddFrameEnd(menu, y);
}
const char *presetname[] =
{
"286", //everything turned off to make it as fast as possible, even if you're crippled without it
"Fast", //typical deathmatch settings.
"Spasm", //faithful NQ aesthetics (fairly strict, but not all out).
"Vanilla", //vanilla effects enabled, no content replacement.
"Normal", //content replacement enabled
"Nice", //potentially expensive, but not painful
"Realtime", //everything on
NULL
};
#define PRESET_NUM (countof(presetname)-1)
// this is structured like this for a possible future feature
// also don't include cvars that need a restart here
const char *presetexec[] =
{
// 286 options (also the first commands to be execed in the chain)
"seta m_preset_chosen 1;"
"seta gl_texturemode nn;"
"seta gl_texturemode2d n;"
"seta gl_blendsprites 0;"
"seta r_particlesystem null;"
"seta r_particledesc \"\";"
"seta r_part_classic_square 0;"
"seta r_part_classic_expgrav 10;"
"seta r_part_classic_opaque 0;"
"seta cl_expsprite 1;"
"seta r_stains 0;"
"seta r_drawflat 1;"
"seta r_lightmap 0;"
"seta r_nolerp 1;"
"seta r_noframegrouplerp 1;"
"seta r_nolightdir 1;"
"seta r_dynamic 0;"
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
"seta r_bloom 0;"
"seta r_softwarebanding 0;"
"seta d_mipcap 0 1000;"
"seta gl_affinemodels 0;"
"seta gl_polyblend 0;"
"seta gl_flashblend 0;"
"seta gl_specular 0;"
"seta r_deluxemapping 0;"
"seta r_loadlit 0;"
"seta r_fastsky 1;"
"seta r_drawflame 0;"
"seta r_waterstyle 1;"
"seta r_lavastyle 1;" //defer to water
// "seta r_slimestyle \"\";" //defer to water
"seta r_coronas 0;"
"seta r_shadow_realtime_dlight 0;"
"seta r_shadow_realtime_world 0;"
"seta r_glsl_offsetmapping 0;"
"seta vid_hardwaregamma 3;" //people benchmarking against other engines with fte using glsl gamma and the other not is annoying as fuck.
// "seta gl_detail 0;"
"seta gl_load24bit 0;"
"seta r_replacemodels \"\";"
"seta r_waterwarp 0;"
"seta r_lightstylesmooth 0;"
"seta r_part_density 0.25;"
"seta cl_nolerp 1;"
"seta r_lerpmuzzlehack 0;"
"seta v_gunkick 0;"
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
"seta v_viewmodel_quake 0;"
"seta cl_rollangle 0;"
"seta cl_bob 0;"
"seta cl_sbar 0;"
"cvarreset sv_nqplayerphysics;" //server settings in a preset might be bad.
"seta cl_demoreel 0;"
"seta cl_gibfilter 1;"
"if cl_deadbodyfilter == 0 then seta cl_deadbodyfilter 1;" //as useful as 2 is, some mods use death frames for crouching etc.
"seta gl_simpleitems 1;"
"seta cl_fullpitch 1;seta maxpitch \"\";seta minpitch \"\";" //mimic quakespasm where possible.
"seta r_graphics 1;"
"seta r_renderscale 1;"
, // fast options
"gl_texturemode ln;"
"gl_texturemode2d n;"
#ifdef MINIMAL
"r_particlesystem classic;"
#else
"r_particlesystem script;"
#endif
"r_particledesc classic;"
"r_drawflat 0;"
"r_nolerp 0;"
"gl_flashblend 1;"
"r_loadlit 1;"
"r_fastsky 0;"
"r_waterstyle 1;"
"r_lavastyle 1;"
"r_nolightdir 0;"
"seta gl_simpleitems 0;"
, //quakespasm-esque options.
"r_part_density 1;"
"gl_polyblend 1;"
"r_dynamic 2;"
"gl_flashblend 0;"
"cl_nolerp 0;" //projectiles lerped at least.
"r_noframegrouplerp 1;" //flames won't lerp
"r_waterwarp 1;"
"r_drawflame 1;"
"v_gunkick 1;"
"cl_rollangle 2.0;"
"cl_bob 0.02;"
//these things are perhaps a little extreme
"r_loadlit 0;"
"vid_hardwaregamma 1;" //auto hardware gamma, for fast fullscreen and usable windowed.
"d_mipcap 0 2;" //gl without anisotropic filtering favours too-distant mips too often, so lets just pretend it doesn't exist. should probably mess with lod instead or something
"r_part_classic_expgrav 1;" //vanillaery
"r_part_classic_opaque 1;"
// "r_particlesystem script;" //q2 or hexen2 particle effects need to be loadable
"cl_sbar 2;" //its a style thing
"sv_nqplayerphysics 1;" //gb wanted this, should give nq physics to people who want nq settings. note that this disables prediction.
"cl_demoreel 1;" //yup, arcadey
//"d_mipcap \"0 3\";" //logically correct, but will fuck up on ATI drivers if increased mid-map, because ATI will just ignore any levels that are not currently enabled.
"cl_gibfilter 0;"
"seta cl_deadbodyfilter 0;"
"cl_fullpitch 1;maxpitch 90;seta minpitch -90;" //QS has cheaty viewpitch range. some maps require it.
, //vanilla-esque options.
"cl_fullpitch 0;maxpitch \"\";seta minpitch \"\";" //quakespasm is not vanilla
"gl_texturemode nll;" //yup, we went there.
"gl_texturemode2d n.l;" //yeah, 2d too.
"r_nolerp 1;"
"cl_sbar 1;"
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
"v_viewmodel_quake 1;"
"gl_affinemodels 1;"
"r_softwarebanding 1;" //ugly software banding.
"r_part_classic_square 1;" //blocky baby!
, // normal (faithful) options, but with content replacement thrown in
//#ifdef MINIMAL
// "r_particlesystem classic;"
//#else
// "r_particlesystem script;"
// "r_particledesc classic;"
//#endif
"r_part_classic_square 0;"
"r_part_classic_expgrav 10;" //gives a slightly more dynamic feel to them
"r_part_classic_opaque 0;"
"gl_load24bit 1;"
"r_replacemodels \"md3 md2\";"
"r_coronas 1;"
"r_dynamic 1;"
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
"r_softwarebanding 0;"
"d_mipcap 0 1000;"
"gl_affinemodels 0;"
"r_lerpmuzzlehack 1;"
"gl_texturemode ln;"
"gl_texturemode2d l;"
"cl_sbar 0;"
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
"v_viewmodel_quake 0;" //don't move the gun around weirdly.
"cvarreset sv_nqplayerphysics;"
"cl_demoreel 0;"
"r_loadlit 1;"
"r_nolerp 0;"
"r_noframegrouplerp 0;"
"cl_fullpitch 1;maxpitch 90;seta minpitch -90;"
, // nice options
playdemo accepts https urls now. will start playing before the file has finished downloading, to avoid unnecessary delays. reworked network addresses to separate address family and connection type. this should make banning people more reliable, as well as simplifying a whole load of logic (no need to check for ipv4 AND ipv6). tcpconnect will keep trying to connect even if the connection wasn't instant, instead of giving up instantly. rewrote tcp connections quite a bit. sv_port_tcp now handles qtv+qizmo+http+ws+rtcbroker+tls equivalents. qtv_streamport is now a legacy cvar and now acts equivalently to sv_port_tcp (but still separate). rewrote screenshot and video capture code to use strides. this solves image-is-upside down issues with vulkan. ignore alt key in browser port. oh no! no more red text! oh no! no more alt-being-wrongly-down-and-being-unable-to-type-anything-without-forcing-alt-released! reworked audio decoder interface. now has clearly defined success/unavailable/end-of-file results. this should solve a whole load of issues with audio streaming. fixed various openal audio streaming issues too. openal also got some workarounds for emscripten's poor emulation. fixed ogg decoder to retain sync properly if seeked. updated menu_media a bit. now reads vorbis comments/id3v1 tags to get proper track names. also saves the playlist so you don't have to manually repopulate the list so it might actually be usable now (after how many years?) r_stains now defaults to 0, and is no longer enabled by presets. use decals if you want that sort of thing. added fs_noreexec cvar, so configs will not be reexeced on gamedir change. this also means defaults won't be reapplied, etc. added 'nvvk' renderer on windows, using nvidia's vulkan-inside-opengl gl extension. mostly just to see how much slower it is. fixed up the ftp server quite a lot. more complete, more compliant, and should do ipv6 properly to-boot. file transfers also threaded. fixed potential crash inside runclientphys. experimental sv_antilag=3 setting. totally untested. the aim is to avoid missing due to lagged knockbacks. may be expensive for the server. browser port's websockets support fixed. experimental support for webrtc ('works for me', requires a broker server). updated avplug(renamed to ffmpeg so people know what it is) to use ffmpeg 3.2.4 properly, with its new encoder api. should be much more robust... also added experimental audio decoder for game music etc (currently doesn't resample, so playback rates are screwed, disabled by cvar). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5097 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-05-10 02:08:58 +00:00
// "r_stains 0.75;"
"gl_texturemode lll;"
#ifndef MINIMAL
// "r_particlesystem script;"
"r_particledesc \"high tsshaft\";"
#endif
"gl_specular 1;"
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
// "r_loadlit 2;"
"r_waterstyle 2;"
"gl_blendsprites 1;"
// "r_fastsky -1;"
"r_dynamic 0;"
"r_shadow_realtime_dlight 1;"
// "gl_detail 1;"
"r_lightstylesmooth 1;"
"r_deluxemapping 2;"
"gl_texture_anisotropic_filtering 4;"
, // realtime options
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
"r_bloom 1;"
"r_deluxemapping 0;" //won't be seen anyway
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
"r_particledesc \"high tsshaft\";"
// "r_waterstyle 3;" //too expensive.
"r_glsl_offsetmapping 1;"
"r_shadow_realtime_world 1;"
"gl_texture_anisotropic_filtering 16;"
"vid_hardwaregamma 6;" //scene gamma
};
typedef struct fpsmenuinfo_s
{
menucombo_t *preset;
} fpsmenuinfo_t;
static void ApplyPreset (int presetnum)
{
int i;
//this function is written backwards, to ensure things work properly in configs etc.
// TODO: work backwards and only set cvars once
Cbuf_InsertText("\nfs_restart\nvid_reload\n", RESTRICT_LOCAL, true);
for (i = presetnum; i >= 0; i--)
{
Cbuf_InsertText(presetexec[i], RESTRICT_LOCAL, true);
}
forcesaveprompt = true;
}
void M_Menu_Preset_f (void)
{
extern cvar_t cfg_save_auto;
menu_t *menu;
int y;
menubulk_t bulk[] =
{
MB_REDTEXT("Please Choose Preset", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
MB_CONSOLECMD("simple (untextured)", "fps_preset 286;menupop\n", "Lacks textures, particles, pretty much everything."),
MB_CONSOLECMD("fast (deathmatch)", "fps_preset fast;menupop\n", "Fullscreen effects off to give consistant framerates"),
MB_CONSOLECMD("spasm (nq compat)", "fps_preset spasm;menupop\n", "Aims for visual compatibility with common NQ engines. Also affects mods slightly."),
MB_CONSOLECMD("vanilla (softwarey)", "fps_preset vanilla;menupop\n", "This is for purists! Party like its 1995! No sanity spared!"),
MB_CONSOLECMD("normal (qw faithful)", "fps_preset normal;menupop\n", "An updated but still faithful appearance, using content replacements where applicable"),
MB_CONSOLECMD("nice (dynamic)", "fps_preset nice;menupop\n", "For people who like nice things, but still want to actually play"),
#ifdef RTLIGHTS
MB_CONSOLECMD("realtime (all on)", "fps_preset realtime;menupop\n", "For people who value pretty over fast/smooth. Not viable for deathmatch."),
#endif
MB_SPACING(16),
MB_CHECKBOXCVARTIP("Auto-save Settings", cfg_save_auto, 1, "If this is disabled, you will need to explicitly save your settings."),
MB_END()
};
static menuresel_t resel;
int item, bias = 0;
extern cvar_t r_drawflat;
menu = M_Options_Title(&y, 0);
MC_AddBulk(menu, &resel, bulk, 16, 216, y);
menu->selecteditem = menu->options;
//bottoms up!
#ifdef RTLIGHTS
if (r_shadow_realtime_world.ival)
item = 1; //realtime
else
#else
bias = 1;
#endif
if (r_deluxemapping_cvar.ival)
item = 2; //nice
else if (gl_load24bit.ival)
item = 3; //normal
else if (r_softwarebanding_cvar.ival)
item = 4; //vanilla
else if (cl_sbar.ival == 2)
item = 5; //spasm
else if (!r_drawflat.ival)
item = 6; //fast
else
item = 7; //simple
item -= bias;
while (item --> 0)
menu->selecteditem = menu->selecteditem->common.next;
menu->cursoritem->common.posy = menu->selecteditem->common.posy;
}
void FPS_Preset_f (void)
{
char *presetfname;
char *arg = Cmd_Argv(1);
int i;
if (!*arg)
{
M_Menu_Preset_f();
return;
}
presetfname = va("configs/preset_%s.cfg", arg);
if (COM_FCheckExists(presetfname))
{
char buffer[MAX_OSPATH];
COM_QuotedString(presetfname, buffer, sizeof(buffer), false);
Cbuf_InsertText(va("\nexec %s\nfs_restart\n", buffer), RESTRICT_LOCAL, false);
return;
}
if (!stricmp("hdr", arg))
{
Cbuf_InsertText(
"set vid_srgb 2\n"
"set r_hdr_irisadaptation 1\n"
, RESTRICT_LOCAL, false);
return;
}
if (!stricmp("dp", arg))
{
#ifdef HAVE_SERVER
if (sv.state)
Cbuf_InsertText("echo Be sure to restart your server\n", RESTRICT_LOCAL, false);
#endif
Cbuf_InsertText(
//these are for smc+derived mods
"sv_listen_dp 1\n" //awkward, but forces the server to load the effectinfo.txt in advance.
"sv_bigcoords 1\n" //for viewmodel lep precision (would be better to use csqc)
"r_particledesc \"effectinfo high\"\n" //blurgh.
"dpcompat_noretouchground 1\n" //don't call touch functions on entities that already appear onground. this also changes the order that the onground flag is set relative to touch functions.
"cl_nopred 1\n" //DP doesn't predict by default, and DP mods have a nasty habit of clearing .solid values during prethinks, which screws up prediction. so play safe.
"r_dynamic 0\nr_shadow_realtime_dlight 1\n" //fte has separate cvars for everything. which kinda surprises people and makes stuff twice as bright as it should be.
"r_coronas_intensity 0.25\n"
"con_logcenterprint 0\n" //kinda annoying....
"scr_fov_mode 4\n" //for fairer framerate comparisons
//general compat stuff
"dpcompat_console 1\n" //
"dpcompat_findradiusarealinks 1\n" //faster findradiuses (but that require things are setorigined properly)
"dpcompat_makeshitup 2\n" //flatten shaders to a single pass, then add new specular etc passes.
//"dpcompat_nopremulpics 1\n" //don't use premultiplied alpha (solving issues with compressed image formats)
"dpcompat_psa_ungroup 1\n" //don't use framegroups with psk models at all.
"dpcompat_set 1\n" //handle 3-arg sets differently
"dpcompat_stats 1\n" //truncate float stats
"dpcompat_strcat_limit 16383\n" //xonotic compat. maximum length of strcat strings.
// "sv_listen_dp 1\nsv_listen_nq 0\nsv_listen_qw 0\ncl_loopbackprotocol dpp7\ndpcompat_nopreparse 1\n"
, RESTRICT_LOCAL, false);
return;
}
if (!stricmp("tenebrae", arg))
{ //for the luls. combine with the tenebrae mod for maximum effect.
Cbuf_InsertText(
"set r_shadow_realtime_world 1\n"
"set r_shadow_realtime_dlight 1\n"
"set r_shadow_bumpscale_basetexture 4\n"
"set r_shadow_shadowmapping 0\n"
"set gl_specular 1\n"
"set gl_specular_power 16\n"
"set gl_specular_fallback 1\n"
"set mod_litsprites_force 1\n"
"set r_nolerp 1\n" //well, that matches tenebrae. for the luls, right?
, RESTRICT_LOCAL, false);
return;
}
if (!stricmp("timedemo", arg))
{
//some extra things to pwn timedemos.
Cbuf_InsertText(
"fps_preset fast\n"
"set r_renderscale 1\n"
"set contrast 1\n"
"set gamma 1\n"
"set brightness 0\n"
"set scr_autoid 0\n"
"set scr_autoid_team 0\n"
"set r_dynamic 0\n"
"set sbar_teamstatus 2\n"
"set gl_polyblend 0\n"
#if 1
//these are cheaty settings.
"set gl_flashblend 0\n"
"set cl_predict_players 0\n" //very cheaty. you won't realise its off, but noone would disable it for actual play.
#else
//to make things fair
"set gl_flashblend 1\n"
"set r_part_density 1\n"
#endif
, RESTRICT_LOCAL, false);
return;
}
for (i = 0; i < PRESET_NUM; i++)
{
if (!stricmp(presetname[i], arg))
{
ApplyPreset(i);
return;
}
}
Con_Printf("Preset %s not recognised\n", arg);
Con_Printf("Valid presests:\n");
for (i = 0; i < PRESET_NUM; i++)
Con_Printf("%s\n", presetname[i]);
}
qboolean M_PresetApply (union menuoption_s *op, struct menu_s *menu, int key)
{
fpsmenuinfo_t *info = (fpsmenuinfo_t*)menu->data;
if (key != K_ENTER && key != K_KP_ENTER && key != K_GP_START && key != K_MOUSE1)
return false;
Cbuf_AddText("fps_preset ", RESTRICT_LOCAL);
Cbuf_AddText(info->preset->options[info->preset->selectedoption], RESTRICT_LOCAL);
Cbuf_AddText("\n", RESTRICT_LOCAL);
return true;
}
void M_Menu_FPS_f (void)
{
static const char *fpsopts[] =
{
"Disabled",
"Average FPS",
"Worst FPS",
"Best FPS",
"Immediate FPS",
"Average MSEC",
"Worst MSEC",
"Best MSEC",
"Immediate MSEC",
NULL
};
static const char *fpsvalues[] = {"0", "1", "2", "3", "4", "-1", "-2", "-3", "-4", NULL};
static const char *entlerpopts[] =
{
"Enabled (always)",
"Disabled",
"Enabled (SP only)",
NULL
};
static const char *playerlerpopts[] =
{
"Disabled",
"Enabled",
NULL
};
static const char *bodyopts[] =
{
"Disabled",
"Ground",
"All",
NULL
};
static const char *values_0_1_2[] = {"0", "1", "2", NULL};
static const char *values_0_1[] = {"0", "1", NULL};
menu_t *menu;
fpsmenuinfo_t *info;
extern cvar_t v_contentblend, show_fps, cl_r2g, cl_gibfilter, cl_expsprite, cl_deadbodyfilter, cl_lerp_players, cl_nolerp, cl_maxfps, cl_yieldcpu;
static menuresel_t resel;
int y;
menu = M_Options_Title(&y, sizeof(fpsmenuinfo_t));
info = (fpsmenuinfo_t *)menu->data;
/*lerping is here because I'm not sure where else to put it. if they care about framerate that much then they'll want to disable interpolation to get as up-to-date stuff as possible*/
{
menubulk_t bulk[] =
{
MB_REDTEXT("FPS Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
MB_COMBORETURN("Preset", presetname, 2, info->preset, "Select a builtin configuration of graphical settings."),
MB_CMD("Apply", M_PresetApply, "Applies selected preset."),
MB_SPACING(4),
MB_COMBOCVAR("Show FPS", show_fps, fpsopts, fpsvalues, "Display FPS or frame millisecond values on screen. Settings except immediate are for values across 1 second."),
MB_EDITCVARSLIM("Framerate Limiter", cl_maxfps.name, "Limits the maximum framerate. Set to 0 for none."),
MB_CHECKBOXCVARTIP("Yield CPU", cl_yieldcpu, 1, "Reduce CPU usage between frames.\nShould probably be off when using vsync."),
MB_COMBOCVAR("Player lerping", cl_lerp_players, playerlerpopts, values_0_1, "Smooth movement of other players, but will increase effective latency. Does not affect all network protocols."),
MB_COMBOCVAR("Entity lerping", cl_nolerp, entlerpopts, values_0_1_2, "Smooth movement of entities, but will increase effective latency."),
MB_CHECKBOXCVAR("Content Blend", v_contentblend, 0),
MB_CHECKBOXCVAR("Gib Filter", cl_gibfilter, 0),
MB_COMBOCVAR("Dead Body Filter", cl_deadbodyfilter, bodyopts, values_0_1_2, "Selects which dead player frames to filter out in rendering. Ground frames are those of the player lying on the ground, and all frames include all used in the player dying animation."),
MB_CHECKBOXCVAR("Explosion Sprite", cl_expsprite, 0),
MB_CHECKBOXCVAR("Rockets to Grenades", cl_r2g, 0),
MB_EDITCVAR("Skybox", "r_skybox"),
MB_END()
};
MC_AddFrameStart(menu, y);
MC_AddBulk(menu, &resel, bulk, 16, 216, y);
MC_AddFrameEnd(menu, y);
}
}
void M_Menu_Render_f (void)
{
static const char *warpopts[] =
{
"Disabled",
"FOV Warp",
"Shader",
NULL
};
static const char *warpvalues[] =
{
"0",
"-1",
"1",
NULL
};
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
static const char *logcenteropts[] = {"Off", "Singleplayer", "Always", NULL};
static const char *logcentervalues[] = {"0", "1", "2", NULL};
static const char *cshiftopts[] = {"Off", "Fullscreen", "Edges", NULL};
static const char *cshiftvalues[] = {"0", "1", "2", NULL};
menu_t *menu;
extern cvar_t r_novis, cl_item_bobbing, r_waterwarp, r_nolerp, r_noframegrouplerp, r_fastsky, gl_nocolors, gl_lerpimages, r_wateralpha, r_drawviewmodel, gl_cshiftenabled, r_hdr_irisadaptation, scr_logcenterprint, r_fxaa, r_graphics;
#ifdef GLQUAKE
extern cvar_t r_bloom;
#endif
static menuresel_t resel;
int y;
menubulk_t bulk[] =
{
MB_REDTEXT("Rendering Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
MB_CHECKBOXCVAR("Graphics", r_graphics, 0), //graphics on / off. Its a general dig at modern games not having any real options.
MB_CHECKBOXCVAR("Disable VIS", r_novis, 0),
MB_CHECKBOXCVAR("Fast Sky", r_fastsky, 0),
MB_CHECKBOXCVAR("Disable Model Lerp", r_nolerp, 0),
MB_CHECKBOXCVAR("Disable Framegroup Lerp", r_noframegrouplerp, 0),
MB_CHECKBOXCVAR("Lerp Images", gl_lerpimages, 0),
MB_COMBOCVAR("Water Warp", r_waterwarp, warpopts, warpvalues, NULL),
MB_SLIDER("Water Alpha", r_wateralpha, 0, 1, 0.1, NULL),
MB_SLIDER("Viewmodel Alpha", r_drawviewmodel, 0, 1, 0.1, NULL),
MB_COMBOCVAR("Screen Tints", gl_cshiftenabled, cshiftopts, cshiftvalues, "Changes how screen flashes should be displayed (otherwise known as polyblends)."),
#ifdef QWSKINS
MB_CHECKBOXCVAR("Disable Colormap", gl_nocolors, 0),
#endif
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
MB_COMBOCVAR("Log Centerprints", scr_logcenterprint, logcenteropts, logcentervalues, "Display centerprints in the console also."),
MB_CHECKBOXCVAR("FXAA", r_fxaa, 0),
#ifdef GLQUAKE
MB_CHECKBOXCVAR("Bloom", r_bloom, 0),
#endif
MB_CHECKBOXCVAR("HDR", r_hdr_irisadaptation, 0),
MB_CHECKBOXCVAR("Model Bobbing", cl_item_bobbing, 0),
MB_END()
};
menu = M_Options_Title(&y, 0);
MC_AddFrameStart(menu, y);
MC_AddBulk(menu, &resel, bulk, 16, 216, y);
MC_AddFrameEnd(menu, y);
}
void M_Menu_Textures_f (void)
{
static const char *texturefilternames[] =
{
"Nearest",
"Bilinear",
"Trilinear",
NULL
};
static const char *texturefiltervalues[] =
{
"GL_NEAREST_MIPMAP_NEAREST",
"GL_LINEAR_MIPMAP_NEAREST",
"GL_LINEAR_MIPMAP_LINEAR",
NULL
};
static const char *texture2dfilternames[] =
{
"Nearest",
"Linear",
NULL
};
static const char *texture2dfiltervalues[] =
{
"GL_NEAREST",
"GL_LINEAR",
NULL
};
static const char *anisotropylevels[] =
{
"Off",
"2x",
"4x",
"8x",
"16x",
NULL
};
static const char *anisotropyvalues[] =
{
"1",
"2",
"4",
"8",
"16",
NULL
};
static const char *texturesizeoptions[] =
{
"128",
// "192",
"256",
// "384",
"512",
// "768",
"1024",
"2048",
"4096",
"8192",
NULL
};
extern cvar_t gl_load24bit, gl_specular, gl_compress, gl_picmip, gl_picmip2d, gl_max_size, r_drawflat, r_glsl_offsetmapping;
extern cvar_t gl_texture_anisotropic_filtering, gl_texturemode, gl_texturemode2d, gl_mipcap;
int y;
menubulk_t bulk[] =
{
MB_REDTEXT("Texture Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
MB_CHECKBOXCVAR("Load Replacements", gl_load24bit, 0),
MB_CHECKBOXCVAR("Simple Texturing", r_drawflat, 0),
MB_COMBOCVAR("3D Filter Mode", gl_texturemode, texturefilternames, texturefiltervalues, "Chooses the texture filtering method used for 3D objects."),
MB_COMBOCVAR("2D Filter Mode", gl_texturemode2d, texture2dfilternames, texture2dfiltervalues, "Chooses the texture filtering method used for HUD, menus, and other 2D assets."),
MB_COMBOCVAR("Anisotropy", gl_texture_anisotropic_filtering, anisotropylevels, anisotropyvalues, NULL),
MB_SPACING(4),
#ifdef GLQUAKE
MB_CHECKBOXCVAR("Software-style Rendering", r_softwarebanding_cvar, 0),
#endif
MB_CHECKBOXCVAR("Specular Highlights", gl_specular, 0),
// MB_CHECKBOXCVAR("Detail Textures", gl_detail, 0),
MB_CHECKBOXCVAR("offsetmapping", r_glsl_offsetmapping, 0),
MB_SPACING(4),
MB_CHECKBOXCVAR("Texture Compression", gl_compress, 0), // merge the save compressed tex options into here?
MB_SLIDER("3D Picmip", gl_picmip, 0, 16, 1, NULL),
MB_SLIDER("2D Picmip", gl_picmip2d, 0, 16, 1, NULL),
MB_SLIDER("World Mipcap", gl_mipcap, 0, 3, 1, NULL),
MB_COMBOCVAR("Max Texture Size", gl_max_size, texturesizeoptions, texturesizeoptions, NULL),
MB_END()
};
menu_t *menu = M_Options_Title(&y, 0);
static menuresel_t resel;
MC_AddFrameStart(menu, y);
MC_AddBulk(menu, &resel, bulk, 16, 216, y);
MC_AddFrameEnd(menu, y);
}
typedef struct {
menucombo_t *lightcombo;
menucombo_t *dlightcombo;
} lightingmenuinfo_t;
qboolean M_VideoApplyShadowLighting (union menuoption_s *op,struct menu_s *menu,int key)
{
lightingmenuinfo_t *info = (lightingmenuinfo_t*)menu->data;
if (key != K_ENTER && key != K_KP_ENTER && key != K_GP_START && key != K_MOUSE1)
return false;
#ifdef RTLIGHTS
{
char *cvarsrw = "0";
char *cvarsrws = "0";
char *cvarv = "0";
switch (info->lightcombo->selectedoption)
{
case 1:
cvarsrw = "1";
break;
case 2:
cvarsrw = "1";
cvarsrws = "1";
break;
case 3:
cvarv = "1";
break;
}
#ifdef MINIMAL
(void)cvarv;
Cbuf_AddText(va("r_shadow_realtime_world %s;r_shadow_realtime_world_shadows %s\n", cvarsrw, cvarsrws), RESTRICT_LOCAL);
#else
Cbuf_AddText(va("r_vertexlight %s;r_shadow_realtime_world %s;r_shadow_realtime_world_shadows %s\n", cvarv, cvarsrw, cvarsrws), RESTRICT_LOCAL);
#endif
}
#endif
{
char *cvard = "0";
char *cvarvd = "0";
char *cvarsrd = "0";
char *cvarsrds = "0";
switch (info->dlightcombo->selectedoption)
{
case 1:
cvard = "1";
break;
case 2:
cvarsrd = "1";
break;
case 3:
cvarsrd = "1";
cvarsrds = "1";
break;
case 4:
cvard = "-1";
break;
case 5:
cvard = "1";
cvarvd = "1";
break;
}
#ifdef RTLIGHTS
#ifdef MINIMAL
Cbuf_AddText(va("r_shadow_realtime_dlight %s;r_shadow_realtime_dlight_shadows %s;r_dynamic %s\n", cvarsrd, cvarsrds, cvard), RESTRICT_LOCAL);
#else
Cbuf_AddText(va("r_shadow_realtime_dlight %s;r_shadow_realtime_dlight_shadows %s;r_dynamic %s;r_vertexdlight %s\n", cvarsrd, cvarsrds, cvard, cvarvd), RESTRICT_LOCAL);
#endif
#else
#ifdef MINIMAL
Cbuf_AddText(va("r_dynamic %s\n", cvard), RESTRICT_LOCAL);
#else
Cbuf_AddText(va("r_dynamic %s;r_vertexdlight %s\n", cvard, cvarvd), RESTRICT_LOCAL);
#endif
#endif
(void)cvarsrd, (void)cvarsrds, (void)cvard, (void)cvarvd;
}
Cbuf_AddText("vid_restart\n", RESTRICT_LOCAL);
M_RemoveMenu(menu);
Cbuf_AddText("menu_lighting\n", RESTRICT_LOCAL);
return true;
}
void M_Menu_Lighting_f (void)
{
#ifndef MINIMAL
extern cvar_t r_vertexlight;
#endif
extern cvar_t r_stains, r_shadows, r_loadlits, r_lightmap_format;
extern cvar_t r_lightstylesmooth, r_nolightdir;
#ifdef RTLIGHTS
extern cvar_t r_dynamic, r_shadow_realtime_world, r_shadow_realtime_dlight, r_shadow_realtime_dlight_shadows;
#ifndef MINIMAL
extern cvar_t r_vertexdlights;
#endif
#endif
extern cvar_t r_fb_models, r_rocketlight, r_powerupglow;
extern cvar_t v_powerupshell, r_explosionlight;
//extern cvar_t r_fb_bmodels, r_shadow_realtime_world_lightmaps, r_lightstylespeed;
static const char *lightingopts[] =
{
"Standard",
#ifdef RTLIGHTS
"Realtime",
"RT+Shadows",
#ifndef MINIMAL
"Vertex",
#endif
#endif
NULL
};
static const char *dlightopts[] =
{
"None",
"Standard",
#ifdef RTLIGHTS
"Realtime",
"RT+Shadows",
"Threaded Lightmaps",
#ifndef MINIMAL
"Vertex",
#endif
#endif
NULL
};
static const char *loadlitopts[] =
{
"Disabled",
"Enabled",
"Generate",
NULL
};
static const char *loadlitvalues[] =
{
"0",
"1",
"2",
NULL
};
static const char *fbopts[] =
{
"Disabled",
"Enabled",
"Traced",
NULL
};
static const char *fbvalues[] =
{
"0",
"1",
"2",
NULL
};
static const char *powerupopts[] =
{
"Disabled",
"Enabled",
"Non-Self",
NULL
};
static const char *powerupvalues[] =
{
"0",
"1",
"2",
NULL
};
static const char *fb_models_opts[] =
{
"Disabled",
"Entire model",
"If textured",
NULL
};
static const char *fb_models_values[] =
{
"0",
"1",
"2",
NULL
};
static const char *lightmapformatopts[] =
{
"Automatic",
"8bit (Greyscale)",
"8bit (Misaligned)",
"8bit (Aligned)",
"10bit",
"9bit (HDR)",
"Half-Float (HDR)",
"Float (HDR)",
NULL
};
static const char *lightmapformatvalues[] =
{
"",
"l8",
"rgb8",
"bgrx8",
"rgb10",
"rgb9e5",
"rgba16f",
"rgba32f",
// "rgb4",
// "rgb565",
// "rgba5551",
NULL
};
int y;
menu_t *menu = M_Options_Title(&y, sizeof(lightingmenuinfo_t));
int lightselect, dlightselect;
#ifdef RTLIGHTS
if (r_shadow_realtime_world.ival)
{
if (r_shadow_realtime_world_shadows.ival)
lightselect = 2;
else
lightselect = 1;
}
else
#endif
#ifndef MINIMAL
if (r_vertexlight.ival)
lightselect = 3;
else
#endif
lightselect = 0;
#ifdef RTLIGHTS
if (r_shadow_realtime_dlight.ival)
{
if (r_shadow_realtime_dlight_shadows.ival)
dlightselect = 3;
else
dlightselect = 2;
}
else if (r_dynamic.ival < 0)
dlightselect = 4;
#ifndef MINIMAL
else if (r_vertexdlights.ival)
dlightselect = 5;
#endif
else
#endif
if (r_dynamic.ival > 0)
dlightselect = 1;
else
dlightselect = 0;
{
lightingmenuinfo_t *info = menu->data;
menubulk_t bulk[] =
{
MB_REDTEXT("Lighting Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
MB_COMBORETURN("Lighting Mode", lightingopts, lightselect, info->lightcombo, "Selects method used for world lighting. Realtime lighting requires appropriate realtime lighting files for maps."),
MB_COMBORETURN("Dynamic Lighting Mode", dlightopts, dlightselect, info->dlightcombo, "Selects method used for dynamic lighting such as explosion lights and muzzle flashes."),
#ifdef RTLIGHTS
MB_CHECKBOXCVARTIP("Soft Shadows", r_shadow_shadowmapping, 0, "Enables softer shadows instead of course-edged pixelated shadows."),
MB_CMD("Apply Lighting", M_VideoApplyShadowLighting, "Applies set lighting modes and restarts video."),
MB_SPACING(4),
#endif
MB_COMBOCVAR("Lightmap Format", r_lightmap_format, lightmapformatopts, lightmapformatvalues, "Selects which format to use for lightmaps."),
MB_COMBOCVAR("LIT Loading", r_loadlits, loadlitopts, loadlitvalues, "Determines if the engine should use external colored lighting for maps. The generated setting will cause the engine to generate colored lighting for maps that don't have the associated data."),
MB_COMBOCVAR("Deluxemapping", r_deluxemapping_cvar, loadlitopts, loadlitvalues, "Controls whether static lighting should respond to lighting directions."),
MB_CHECKBOXCVAR("Lightstyle Lerp", r_lightstylesmooth, 0),
MB_SPACING(4),
MB_COMBOCVAR("Flash Blend", r_flashblend, fbopts, fbvalues, "Disables or enables the spherical light effect for dynamic lights. Traced means the sphere effect will be line of sight checked before displaying the effect."),
MB_SLIDER("Explosion Light", r_explosionlight, 0, 1, 0.1, NULL),
MB_SLIDER("Rocket Light", r_rocketlight, 0, 1, 0.1, NULL),
MB_COMBOCVAR("Powerup Glow", r_powerupglow, powerupopts, powerupvalues, "Disables or enables the dynamic light effect for powerups. Non-self will disable the light only for the current player."),
MB_CHECKBOXCVAR("Powerup Shell", v_powerupshell, 0),
MB_SPACING(4),
MB_SLIDER("Blob Shadows", r_shadows, 0, 1, 0.05, "Small blobs underneath monsters and players, to add depth to the scene without excessive rendering."),
MB_SLIDER("Stains", r_stains, 0, 1, 0.05, "Allows discolouration of world surfaces, commonly used for blood trails."),
MB_CHECKBOXCVARTIP("No Light Direction", r_nolightdir, 0, "Disables shading calculations for uniform light levels on models from all directions."),
MB_COMBOCVAR("Model Fullbrights", r_fb_models, fb_models_opts, fb_models_values, "Affects loading of fullbrights on models/polymeshes."),
MB_END()
};
static menuresel_t resel;
MC_AddFrameStart(menu, y);
MC_AddBulk(menu, &resel, bulk, 16, 216, y);
MC_AddFrameEnd(menu, y);
}
}
typedef struct {
menucombo_t *skillcombo;
menucombo_t *mapcombo;
} singleplayerinfo_t;
#ifndef CLIENTONLY
static const char *maplist_q1[] =
{
"start",
"e1m1",
"e1m2",
"e1m3",
"e1m4",
"e1m5",
"e1m6",
"e1m7",
"e1m8",
"e2m1",
"e2m2",
"e2m3",
"e2m4",
"e2m5",
"e2m6",
"e2m7",
"e3m1",
"e3m2",
"e3m3",
"e3m4",
"e3m5",
"e3m6",
"e3m7",
"e4m1",
"e4m2",
"e4m3",
"e4m4",
"e4m5",
"e4m6",
"e4m7",
"e4m8",
"end"
};
static const char *mapoptions_q1[] =
{
"Start (Introduction)",
"E1M1 (The Slipgate Complex)",
"E1M2 (Castle Of The Damned)",
"E1M3 (The Necropolis)",
"E1M4 (The Grisly Grotto)",
"E1M5 (Gloom Keep)",
"E1M6 (The Door To Chthon)",
"E1M7 (The House Of Chthon)",
"E1M8 (Ziggarat Vertigo)",
"E2M1 (The Installation)",
"E2M2 (The Ogre Citadel)",
"E2M3 (The Crypt Of Decay)",
"E2M4 (The Ebon Fortress)",
"E2M5 (The Wizard's Manse)",
"E2M6 (The Dismal Oubliette",
"E2M7 (The Underearth)",
"E3M1 (Termination Central)",
"E3M2 (The Vaults Of Zin)",
"E3M3 (The Tomb Of Terror)",
"E3M4 (Satan's Dark Delight)",
"E3M5 (The Wind Tunnels)",
"E3M6 (Chambers Of Torment)",
"E3M7 (Tha Haunted Halls)",
"E4M1 (The Sewage System)",
"E4M2 (The Tower Of Despair)",
"E4M3 (The Elder God Shrine)",
"E4M4 (The Palace Of Hate)",
"E4M5 (Hell's Atrium)",
"E4M6 (The Pain Maze)",
"E4M7 (Azure Agony)",
"E4M8 (The Nameless City)",
"End (Shub-Niggurath's Pit)",
NULL
};
#ifdef Q2CLIENT
static const char *maplist_q2[] =
{
"base1",
"base2",
"base3",
"train",
"bunk1",
"ware1",
"ware2",
"jail1",
"jail2",
"jail3",
"jail4",
"jail5",
"security",
"mintro",
"mine1",
"mine2",
"mine3",
"mine4",
"fact1",
"fact3",
"fact2",
"power1",
"power2",
"cool1",
"waste1",
"waste2",
"waste3",
"biggun",
"hangar1",
"space",
"lab",
"hangar2",
"command",
"strike",
"city1",
"city2",
"city3",
"boss1",
"boss2",
NULL
};
static const char *mapoptions_q2[] =
{
"base1 (Unit 1 Base Unit: Outer Base)",
"base2 (Unit 1 Base Unit: Installation)",
"base3 (Unit 1 Base Unit: Comm Center)",
"train (Unit 1 Base Unit: Lost Station)",
"bunk1 (Unit 2 Warehouse Unit: Ammo Depot)",
"ware1 (Unit 2 Warehouse Unit: Supply Station)",
"ware2 (Unit 2 Warehouse Unit: Warehouse)",
"jail1 (Unit 3 Jail Unit: Main Gate)",
"jail2 (Unit 3 Jail Unit: Destination Center)",
"jail3 (Unit 3 Jail Unit: Security Compex)",
"jail4 (Unit 3 Jail Unit: Torture Chambers)",
"jail5 (Unit 3 Jail Unit: Guard House)",
"security (Unit 3 Jail Unit: Grid Control)",
"mintro (Unit 4 Mine Unit: Mine Entrance)",
"mine1 (Unit 4 Mine Unit: Upper Mines)",
"mine2 (Unit 4 Mine Unit: Borehole)",
"mine3 (Unit 4 Mine Unit: Drilling Area)",
"mine4 (Unit 4 Mine Unit: Lower Mines)",
"fact1 (Unit 5 Factory Unit: Receiving Center)",
"fact3 (Unit 5 Factory Unit: Sudden Death)",
"fact2 (Unit 5 Factory Unit: Processing Plant)",
"power1 (Unit 6 Power Unit/Big Gun: Power Plant)",
"power2 (Unit 6 Power Unit/Big Gun: The Reactor)",
"cool1 (Unit 6 Power Unit/Big Gun: Cooling Facility)",
"waste1 (Unit 6 Power Unit/Big Gun: Toxic Waste Dump)",
"waste2 (Unit 6 Power Unit/Big Gun: Pumping Station 1)",
"waste3 (Unit 6 Power Unit/Big Gun: Pumping Station 2)",
"biggun (Unit 6 Power Unit/Big Gun: Big Gun)",
"hangar1 (Unit 7 Hangar Unit: Outer Hangar)",
"space (Unit 7 Hangar Unit: Comm Satelite)",
"lab (Unit 7 Hangar Unit: Research Lab)",
"hangar2 (Unit 7 Hangar Unit: Inner Hangar)",
"command (Unit 7 Hangar Unit: Launch Command)",
"strike (Unit 7 Hangar Unit: Outlands)",
"city1 (Unit 8 City Unit: Outer Courts)",
"city2 (Unit 8 City Unit: Lower Palace)",
"city3 (Unit 8 City Unit: Upper Palace)",
"boss1 (Unit 9 Boss Levels: Inner Chamber)",
"boss2 (Unit 9 Boss Levels: Final Showdown)",
NULL
};
#endif
#endif
qboolean M_Apply_SP_Cheats (union menuoption_s *op,struct menu_s *menu,int key)
{
singleplayerinfo_t *info = menu->data;
if (key != K_ENTER && key != K_KP_ENTER && key != K_GP_START && key != K_MOUSE1)
return false;
switch(info->skillcombo->selectedoption)
{
case 0:
Cbuf_AddText("skill 0\n", RESTRICT_LOCAL);
break;
case 1:
Cbuf_AddText("skill 1\n", RESTRICT_LOCAL);
break;
case 2:
Cbuf_AddText("skill 2\n", RESTRICT_LOCAL);
break;
case 3:
Cbuf_AddText("skill 3\n", RESTRICT_LOCAL);
break;
}
#ifndef CLIENTONLY
if ((unsigned int)info->mapcombo->selectedoption < countof(maplist_q1)-1)
Cbuf_AddText(va("map %s\n", maplist_q1[info->mapcombo->selectedoption]), RESTRICT_LOCAL);
#endif
M_RemoveMenu(menu);
Cbuf_AddText("menu_spcheats\n", RESTRICT_LOCAL);
return true;
}
void M_Menu_Singleplayer_Cheats_Quake (void)
{
#ifndef CLIENTONLY
static const char *skilloptions[] =
{
"Easy",
"Normal",
"Hard",
"Nightmare",
"None Set",
NULL
};
int currentskill;
int currentmap;
extern cvar_t sv_gravity, sv_cheats, sv_maxspeed, skill;
extern cvar_t host_mapname;
#endif
singleplayerinfo_t *info;
int cursorpositionY;
int y;
menu_t *menu = M_Options_Title(&y, sizeof(*info));
info = menu->data;
cursorpositionY = (y + 24);
#ifndef CLIENTONLY
if ( !*skill.string )
currentskill = 4; // no skill selected
else
currentskill = skill.value;
for (currentmap = countof(maplist_q1); currentmap --> 0; )
if (!strcmp(host_mapname.string, maplist_q1[currentmap]))
break;
/*anything that doesn't match will end up with 0*/
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddRedText(menu, 16, 170, y, " Quake Singleplayer Cheats", false); y+=8;
MC_AddWhiteText(menu, 16, 170, y, " ^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082 ", false); y+=8;
y+=8;
#ifndef CLIENTONLY
info->skillcombo = MC_AddCombo(menu,16,170, y, "Difficulty", skilloptions, currentskill); y+=8;
info->mapcombo = MC_AddCombo(menu,16,170, y, "Map", mapoptions_q1, currentmap); y+=8;
MC_AddCheckBox(menu, 16, 170, y, "Cheats", &sv_cheats,0); y+=8;
#endif
#ifdef TEXTEDITOR
MC_AddCheckBox(menu, 16, 170, y, "Debugger", &pr_debugger, 0); y+=8;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddConsoleCommand(menu, 16, 170, y, " Toggle Godmode", "god\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, " Toggle Flymode", "fly\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, " Toggle Noclip", "noclip\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, " Quad Damage", "impulse 255\n"); y+=8;
#ifndef CLIENTONLY
MC_AddSlider(menu, 16, 170, y, "Gravity", &sv_gravity,0,800,25); y+=8;
#endif
MC_AddSlider(menu, 16, 170, y, "Forward Speed", &cl_forwardspeed,0,1000,50); y+=8;
MC_AddSlider(menu, 16, 170, y, "Side Speed", &cl_sidespeed,0,1000,50); y+=8;
MC_AddSlider(menu, 16, 170, y, "Back Speed", &cl_backspeed,0,1000,50); y+=8;
#ifndef CLIENTONLY
MC_AddSlider(menu, 16, 170, y, "Max Movement Speed", &sv_maxspeed,0,1000,50); y+=8;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddConsoleCommand(menu, 16, 170, y, " Silver & Gold Keys", "impulse 13\nimpulse 14\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "All Weapons & Items", "impulse 9\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "No Enemy Targetting", "notarget\n"); y+=8;
#ifndef CLIENTONLY
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddConsoleCommand(menu, 16, 170, y, "Restart Map", "restart\n"); y+=8;
#else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddConsoleCommand(menu, 16, 170, y, "Suicide", "kill\n"); y+=8;
#endif
y+=8;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddCommand(menu, 16, 170, y, "Apply Changes", M_Apply_SP_Cheats); y+=8;
menu->selecteditem = (union menuoption_s *)info->skillcombo;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
menu->cursoritem = (menuoption_t*)MC_AddWhiteText(menu, 170, 0, cursorpositionY, NULL, false);
}
#ifdef Q2SERVER
// Quake 2
typedef struct {
menucombo_t *skillcombo;
menucombo_t *mapcombo;
} singleplayerq2info_t;
qboolean M_Apply_SP_Cheats_Q2 (union menuoption_s *op,struct menu_s *menu,int key)
{
singleplayerq2info_t *info = menu->data;
if (key != K_ENTER && key != K_KP_ENTER && key != K_GP_START && key != K_MOUSE1)
return false;
switch(info->skillcombo->selectedoption)
{
case 0:
Cbuf_AddText("skill 0\n", RESTRICT_LOCAL);
break;
case 1:
Cbuf_AddText("skill 1\n", RESTRICT_LOCAL);
break;
case 2:
Cbuf_AddText("skill 2\n", RESTRICT_LOCAL);
break;
}
if ((unsigned int)info->mapcombo->selectedoption < countof(maplist_q2)-1)
Cbuf_AddText(va("map %s\n", maplist_q2[info->mapcombo->selectedoption]), RESTRICT_LOCAL);
M_RemoveMenu(menu);
Cbuf_AddText("menu_spcheats\n", RESTRICT_LOCAL);
return true;
}
void M_Menu_Singleplayer_Cheats_Quake2 (void)
{
static const char *skilloptions[] =
{
"Easy",
"Normal",
"Hard",
"None Set",
NULL
};
singleplayerq2info_t *info;
int cursorpositionY;
#ifndef CLIENTONLY
int currentskill;
int currentmap;
extern cvar_t sv_gravity, sv_cheats, sv_maxspeed, skill;
extern cvar_t host_mapname;
#endif
int y;
menu_t *menu = M_Options_Title(&y, sizeof(*info));
info = menu->data;
cursorpositionY = (y + 24);
#ifndef CLIENTONLY
if ( !*skill.string )
currentskill = 3; // no skill selected
else
currentskill = skill.value;
for (currentmap = countof(maplist_q2); currentmap --> 0; )
if (!strcmp(host_mapname.string, maplist_q2[currentmap]))
break;
/*anything that doesn't match will end up with 0*/
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddRedText(menu, 16, 170, y, "Quake2 Singleplayer Cheats", false); y+=8;
MC_AddWhiteText(menu, 16, 170, y, "^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", false); y+=8;
y+=8;
#ifndef CLIENTONLY
info->skillcombo = MC_AddCombo(menu,16,170, y, "Difficulty", skilloptions, currentskill); y+=8;
info->mapcombo = MC_AddCombo(menu,16,170, y, "Map", mapoptions_q2, currentmap); y+=8;
MC_AddCheckBox(menu, 16, 170, y, "Cheats", &sv_cheats,0); y+=8;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddConsoleCommand(menu, 16, 170, y, "Toggle Godmode", "god\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Toggle Noclip", "noclip\n"); y+=8;
#ifndef CLIENTONLY
MC_AddSlider(menu, 16, 170, y, "Gravity", &sv_gravity,0,850,25); y+=8;
#endif
MC_AddSlider(menu, 16, 170, y, "Forward Speed", &cl_forwardspeed,0,1000,50); y+=8;
MC_AddSlider(menu, 16, 170, y, "Side Speed", &cl_sidespeed,0,1000,50); y+=8;
MC_AddSlider(menu, 16, 170, y, "Back Speed", &cl_backspeed,0,1000,50); y+=8;
#ifndef CLIENTONLY
MC_AddSlider(menu, 16, 170, y, "Max Movement Speed", &sv_maxspeed,0,1000,50); y+=8;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddConsoleCommand(menu, 16, 170, y, "Unlimited Ammo", "dmflags 8192\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Quad Damage", "give quad damage\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Blue & Red Key", "give blue key\ngive red key\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Pyramid Key", "give pyramid key\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "All Weapons & Items", "give all\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Data Spinner", "give data spinner\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Power Cube", "give power cube\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Data CD", "give data cd\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Ammo Pack", "give ammo pack\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Bandolier", "give bandolier\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Adrenaline", "give adrenaline\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Ancient Head", "give ancient head\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Environment Suit", "give environment suit\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Rebreather", "give rebreather\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Invulnerability", "give invulnerability\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Silencer", "give silencer\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Power Shield", "give power shield\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Commander's Head", "give commander's head\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Security Pass", "give security pass\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Airstrike Marker", "give airstrike marker\n"); y+=8;
#ifndef CLIENTONLY
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddConsoleCommand(menu, 16, 170, y, "Restart Map", va("restart\n")); y+=8;
#endif
y+=8;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
MC_AddCommand(menu, 16, 170, y, "Apply Changes", M_Apply_SP_Cheats_Q2); y+=8;
menu->selecteditem = (union menuoption_s *)info->skillcombo;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
menu->cursoritem = (menuoption_t*)MC_AddWhiteText(menu, 170, 0, cursorpositionY, NULL, false);
}
#endif // Quake 2
#ifdef HEXEN2 // Hexen 2
typedef struct {
menucombo_t *skillcombo;
menucombo_t *mapcombo;
} singleplayerh2info_t;
qboolean M_Apply_SP_Cheats_H2 (union menuoption_s *op,struct menu_s *menu,int key)
{
singleplayerh2info_t *info = menu->data;
if (key != K_ENTER && key != K_KP_ENTER && key != K_GP_START && key != K_MOUSE1)
return false;
switch(info->skillcombo->selectedoption)
{
case 0:
Cbuf_AddText("skill 0\n", RESTRICT_LOCAL);
break;
case 1:
Cbuf_AddText("skill 1\n", RESTRICT_LOCAL);
break;
case 2:
Cbuf_AddText("skill 2\n", RESTRICT_LOCAL);
break;
case 3:
Cbuf_AddText("skill 3\n", RESTRICT_LOCAL);
break;
}
switch(info->mapcombo->selectedoption)
{
case 0:
Cbuf_AddText("map demo1\n", RESTRICT_LOCAL);
break;
case 1:
Cbuf_AddText("map demo2\n", RESTRICT_LOCAL);
break;
case 2:
Cbuf_AddText("map demo3\n", RESTRICT_LOCAL);
break;
case 3:
Cbuf_AddText("map village1\n", RESTRICT_LOCAL);
break;
case 4:
Cbuf_AddText("map village2\n", RESTRICT_LOCAL);
break;
case 5:
Cbuf_AddText("map village3\n", RESTRICT_LOCAL);
break;
case 6:
Cbuf_AddText("map village4\n", RESTRICT_LOCAL);
break;
case 7:
Cbuf_AddText("map village5\n", RESTRICT_LOCAL);
break;
case 8:
Cbuf_AddText("map rider1a\n", RESTRICT_LOCAL);
break;
case 9:
Cbuf_AddText("map meso1\n", RESTRICT_LOCAL);
break;
case 10:
Cbuf_AddText("map meso2\n", RESTRICT_LOCAL);
break;
case 11:
Cbuf_AddText("map meso3\n", RESTRICT_LOCAL);
break;
case 12:
Cbuf_AddText("map meso4\n", RESTRICT_LOCAL);
break;
case 13:
Cbuf_AddText("map meso5\n", RESTRICT_LOCAL);
break;
case 14:
Cbuf_AddText("map meso6\n", RESTRICT_LOCAL);
break;
case 15:
Cbuf_AddText("map meso8\n", RESTRICT_LOCAL);
break;
case 16:
Cbuf_AddText("map meso9\n", RESTRICT_LOCAL);
break;
case 17:
Cbuf_AddText("map egypt1\n", RESTRICT_LOCAL);
break;
case 18:
Cbuf_AddText("map egypt2\n", RESTRICT_LOCAL);
break;
case 19:
Cbuf_AddText("map egypt3\n", RESTRICT_LOCAL);
break;
case 20:
Cbuf_AddText("map egypt4\n", RESTRICT_LOCAL);
break;
case 21:
Cbuf_AddText("map egypt5\n", RESTRICT_LOCAL);
break;
case 22:
Cbuf_AddText("map egypt6\n", RESTRICT_LOCAL);
break;
case 23:
Cbuf_AddText("map egypt7\n", RESTRICT_LOCAL);
break;
case 24:
Cbuf_AddText("map rider2c\n", RESTRICT_LOCAL);
break;
case 25:
Cbuf_AddText("map romeric1\n", RESTRICT_LOCAL);
break;
case 26:
Cbuf_AddText("map romeric2\n", RESTRICT_LOCAL);
break;
case 27:
Cbuf_AddText("map romeric3\n", RESTRICT_LOCAL);
break;
case 28:
Cbuf_AddText("map romeric4\n", RESTRICT_LOCAL);
break;
case 29:
Cbuf_AddText("map romeric5\n", RESTRICT_LOCAL);
break;
case 30:
Cbuf_AddText("map romeric6\n", RESTRICT_LOCAL);
break;
case 31:
Cbuf_AddText("map romeric7\n", RESTRICT_LOCAL);
break;
case 32:
Cbuf_AddText("map castle4\n", RESTRICT_LOCAL);
break;
case 33:
Cbuf_AddText("map castle5\n", RESTRICT_LOCAL);
break;
case 34:
Cbuf_AddText("map cath\n", RESTRICT_LOCAL);
break;
case 35:
Cbuf_AddText("map tower\n", RESTRICT_LOCAL);
break;
case 36:
Cbuf_AddText("map eidolon\n", RESTRICT_LOCAL);
break;
}
M_RemoveMenu(menu);
Cbuf_AddText("menu_spcheats\n", RESTRICT_LOCAL);
return true;
}
void M_Menu_Singleplayer_Cheats_Hexen2 (void)
{
static const char *skilloptions[] =
{
"Easy",
"Normal",
"Hard",
"Nightmare",
"None Set",
NULL
};
static const char *mapoptions[] =
{
"demo1 (Blackmarsh: Hub 1 Blackmarsh)",
"demo2 (Barbican: Hub 1 Blackmarsh)",
"demo3 (The Mill: Hub 1 Blackmarsh)",
"village1 (King's Court: Hub 1 Blackmarsh)",
"village3 (Stables: Hub 1 Blackmarsh)",
"village2 (Inner Courtyard: Hub 1 Blackmarsh)",
"village4 (Palance Entrance: Hub 1 Blackmarsh)",
"village5 (The Forgotten Chapel: Hub 1 Blackmarsh)",
"rider1a (Famine's Domain: Hub 1 Blackmarsh)",
"meso1 (Palance of Columns: Hub 2 Mazaera)",
"meso2 (Plaza of the Sun: Hub 2 Mazaera)",
"meso3 (Square of the Stream: Hub 2 Mazaera)",
"meso4 (Tomb of the High Priest: Hub 2 Mazaera)",
"meso5 (Obelisk of the Moon: Hub 2 Mazaera)",
"meso6 (Court of 1000 Warriors: Hub 2 Mazaera)",
"meso8 (Bridge of Stars: Hub 2 Mazaera)",
"meso9 (Well of Souls: Hub 2 Mazaera)",
"egypt1 (Temple of Horus: Hub 3 Thysis)",
"egypt2 (Ancient Tempor of Nefertum: Hub 3 Thysis)",
"egypt3 (Tempor of Nefertum: Hub 3 Thysis)",
"egypt4 (Palace of the Pharaoh: Hub 3 Thysis",
"egypt5 (Pyramid of Anubus: Hub 3 Thysis)",
"egypt6 (Temple of Light: Hub 3 Thysis)",
"egypt7 (Shrine of Naos: Hub 3 Thysis)",
"rider2c (Pestilence's Lair: Hub 3 Thysis)",
"romeric1 (The Hall of Heroes: Hub 4 Septimus)",
"romeric2 (Gardens of Athena: Hub 4 Septimus)",
"romeric3 (Forum of Zeus: Hub 4 Septimus)",
"romeric4 (Baths of Demetrius: Hub 4 Septimus)",
"romeric5 (Temple of Mars: Hub 4 Septimus)",
"romeric6 (Coliseum of War: Hub 4 Septimus)",
"romeric7 (Reflecting Pool: Hub 4 Septimus)",
"castle4 (The Underhalls: Hub 5 Return to Blackmarsh)",
"castle5 (Eidolon's Ordeal: Hub 5 Return to Blackmarsh)",
"cath (Cathedral: Hub 5 Return to Blackmarsh)",
"tower (Tower of the Dark Mage: Hub 5 Return to Blackmarsh)",
"eidolon (Eidolon's Lair: Hub 5 Return to Blackmarsh)",
NULL
};
singleplayerh2info_t *info;
int cursorpositionY;
int currentmap;
#ifndef CLIENTONLY
int currentskill;
extern cvar_t sv_gravity, sv_cheats, sv_maxspeed, skill;
#endif
extern cvar_t host_mapname;
int y;
menu_t *menu = M_Options_Title(&y, sizeof(*info));
info = menu->data;
cursorpositionY = (y + 24);
#ifndef CLIENTONLY
if ( !*skill.string )
currentskill = 4; // no skill selected
else
currentskill = skill.value;
#endif
if ( strcmp ( host_mapname.string, "" ) == 0)
currentmap = 0;
else if ( stricmp ( host_mapname.string, "demo1" ) == 0 )
currentmap = 0;
else if ( stricmp ( host_mapname.string, "demo2" ) == 0 )
currentmap = 1;
else if ( stricmp ( host_mapname.string, "demo3" ) == 0 )
currentmap = 2;
else if ( stricmp ( host_mapname.string, "village1" ) == 0 )
currentmap = 3;
else if ( stricmp ( host_mapname.string, "village2" ) == 0 )
currentmap = 4;
else if ( stricmp ( host_mapname.string, "village3" ) == 0 )
currentmap = 5;
else if ( stricmp ( host_mapname.string, "village4" ) == 0 )
currentmap = 6;
else if ( stricmp ( host_mapname.string, "village5" ) == 0 )
currentmap = 7;
else if ( stricmp ( host_mapname.string, "rider1a" ) == 0 )
currentmap = 8;
else if ( stricmp ( host_mapname.string, "meso1" ) == 0 )
currentmap = 9;
else if ( stricmp ( host_mapname.string, "meso2" ) == 0 )
currentmap = 10;
else if ( stricmp ( host_mapname.string, "meso3" ) == 0 )
currentmap = 11;
else if ( stricmp ( host_mapname.string, "meso4" ) == 0 )
currentmap = 12;
else if ( stricmp ( host_mapname.string, "meso5" ) == 0 )
currentmap = 13;
else if ( stricmp ( host_mapname.string, "meso6" ) == 0 )
currentmap = 14;
else if ( stricmp ( host_mapname.string, "meso8" ) == 0 )
currentmap = 15;
else if ( stricmp ( host_mapname.string, "meso9" ) == 0 )
currentmap = 16;
else if ( stricmp ( host_mapname.string, "egypt1" ) == 0 )
currentmap = 17;
else if ( stricmp ( host_mapname.string, "egypt2" ) == 0 )
currentmap = 18;
else if ( stricmp ( host_mapname.string, "egypt3" ) == 0 )
currentmap = 19;
else if ( stricmp ( host_mapname.string, "egypt4" ) == 0 )
currentmap = 20;
else if ( stricmp ( host_mapname.string, "egypt5" ) == 0 )
currentmap = 21;
else if ( stricmp ( host_mapname.string, "egypt6" ) == 0 )
currentmap = 22;
else if ( stricmp ( host_mapname.string, "egypt7" ) == 0 )
currentmap = 23;
else if ( stricmp ( host_mapname.string, "rider2c" ) == 0 )
currentmap = 24;
else if ( stricmp ( host_mapname.string, "romeric1" ) == 0 )
currentmap = 25;
else if ( stricmp ( host_mapname.string, "romeric2" ) == 0 )
currentmap = 26;
else if ( stricmp ( host_mapname.string, "romeric3" ) == 0 )
currentmap = 27;
else if ( stricmp ( host_mapname.string, "romeric4" ) == 0 )
currentmap = 28;
else if ( stricmp ( host_mapname.string, "romeric5" ) == 0 )
currentmap = 29;
else if ( stricmp ( host_mapname.string, "romeric6" ) == 0 )
currentmap = 30;
else if ( stricmp ( host_mapname.string, "romeric7" ) == 0 )
currentmap = 31;
else if ( stricmp ( host_mapname.string, "castle4" ) == 0 )
currentmap = 32;
else if ( stricmp ( host_mapname.string, "castle5" ) == 0 )
currentmap = 33;
else if ( stricmp ( host_mapname.string, "cath" ) == 0 )
currentmap = 34;
else if ( stricmp ( host_mapname.string, "tower" ) == 0 )
currentmap = 35;
else if ( stricmp ( host_mapname.string, "eidolon" ) == 0 )
currentmap = 36;
else
currentmap = 0;
playdemo accepts https urls now. will start playing before the file has finished downloading, to avoid unnecessary delays. reworked network addresses to separate address family and connection type. this should make banning people more reliable, as well as simplifying a whole load of logic (no need to check for ipv4 AND ipv6). tcpconnect will keep trying to connect even if the connection wasn't instant, instead of giving up instantly. rewrote tcp connections quite a bit. sv_port_tcp now handles qtv+qizmo+http+ws+rtcbroker+tls equivalents. qtv_streamport is now a legacy cvar and now acts equivalently to sv_port_tcp (but still separate). rewrote screenshot and video capture code to use strides. this solves image-is-upside down issues with vulkan. ignore alt key in browser port. oh no! no more red text! oh no! no more alt-being-wrongly-down-and-being-unable-to-type-anything-without-forcing-alt-released! reworked audio decoder interface. now has clearly defined success/unavailable/end-of-file results. this should solve a whole load of issues with audio streaming. fixed various openal audio streaming issues too. openal also got some workarounds for emscripten's poor emulation. fixed ogg decoder to retain sync properly if seeked. updated menu_media a bit. now reads vorbis comments/id3v1 tags to get proper track names. also saves the playlist so you don't have to manually repopulate the list so it might actually be usable now (after how many years?) r_stains now defaults to 0, and is no longer enabled by presets. use decals if you want that sort of thing. added fs_noreexec cvar, so configs will not be reexeced on gamedir change. this also means defaults won't be reapplied, etc. added 'nvvk' renderer on windows, using nvidia's vulkan-inside-opengl gl extension. mostly just to see how much slower it is. fixed up the ftp server quite a lot. more complete, more compliant, and should do ipv6 properly to-boot. file transfers also threaded. fixed potential crash inside runclientphys. experimental sv_antilag=3 setting. totally untested. the aim is to avoid missing due to lagged knockbacks. may be expensive for the server. browser port's websockets support fixed. experimental support for webrtc ('works for me', requires a broker server). updated avplug(renamed to ffmpeg so people know what it is) to use ffmpeg 3.2.4 properly, with its new encoder api. should be much more robust... also added experimental audio decoder for game music etc (currently doesn't resample, so playback rates are screwed, disabled by cvar). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5097 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-05-10 02:08:58 +00:00
MC_AddRedText(menu, 16, 170, y, "Hexen2 Singleplayer Cheats", false); y+=8;
MC_AddWhiteText(menu, 16, 170, y, "^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082 ", false); y+=8;
y+=8;
#ifndef CLIENTONLY
info->skillcombo = MC_AddCombo(menu,16,170, y, "Difficulty", skilloptions, currentskill); y+=8;
#endif
info->mapcombo = MC_AddCombo(menu,16,170, y, "Map", mapoptions, currentmap); y+=8;
#ifndef CLIENTONLY
MC_AddCheckBox(menu, 16, 170, y, "Cheats", &sv_cheats,0); y+=8;
#endif
MC_AddConsoleCommand(menu, 16, 170, y, "Toggle Godmode", "god\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Toggle Flymode", "fly\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Toggle Noclip", "noclip\n"); y+=8;
#ifndef CLIENTONLY
MC_AddSlider(menu, 16, 170, y, "Gravity", &sv_gravity,0,800,25); y+=8;
#endif
MC_AddSlider(menu, 16, 170, y, "Forward Speed", &cl_forwardspeed,0,1000,50); y+=8;
MC_AddSlider(menu, 16, 170, y, "Side Speed", &cl_sidespeed,0,1000,50); y+=8;
MC_AddSlider(menu, 16, 170, y, "Back Speed", &cl_backspeed,0,1000,50); y+=8;
#ifndef CLIENTONLY
MC_AddSlider(menu, 16, 170, y, "Max Movement Speed", &sv_maxspeed,0,1000,50); y+=8;
#endif
MC_AddConsoleCommand(menu, 16, 170, y, "Sheep Transformation", "impulse 14\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Change To Paladin (lvl3+)", "impulse 171\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Change To Crusader (lvl3+)", "impulse 172\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Change to Necromancer (lvl3+)", "impulse 173\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Change to Assassin (lvl3+)", "impulse 174\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Remove Monsters", "impulse 35\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Freeze Monsters", "impulse 36\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Unfreeze Monsters", "impulse 37\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Increase Level By 1", "impulse 40\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Increase Experience", "impulse 41\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Display Co-ordinates", "impulse 42\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "All Weapons & Mana", "impulse 9\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "All Weapons & Mana & Items", "impulse 43\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "No Enemy Targetting", "notarget\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Enable Crosshair", "crosshair 1\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "20 Of Each Artifact", "impulse 299\n"); y+=8;
MC_AddConsoleCommand(menu, 16, 170, y, "Restart Map", "impulse 99\n"); y+=8;
y+=8;
MC_AddCommand(menu, 16, 170, y, "Apply Changes", M_Apply_SP_Cheats_H2); y+=8;
menu->selecteditem = (union menuoption_s *)info->skillcombo;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
menu->cursoritem = (menuoption_t*)MC_AddWhiteText(menu, 250, 0, cursorpositionY, NULL, false);
}
#endif
void M_Menu_Singleplayer_Cheats_f (void)
{
switch(M_GameType())
{
case MGT_QUAKE1:
M_Menu_Singleplayer_Cheats_Quake();
break;
#ifdef Q2SERVER
case MGT_QUAKE2:
M_Menu_Singleplayer_Cheats_Quake2();
break;
#endif
#ifdef HEXEN2
case MGT_HEXEN2:
M_Menu_Singleplayer_Cheats_Hexen2();
break;
#endif
}
}
// video mode options
#if defined(D3DQUAKE) && defined(GLQUAKE)
#define MULTIRENDERER // allow options for selecting renderer
#endif
typedef struct {
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
menucombo_t *dispmode;
menucombo_t *resmode;
menuedit_t *width;
menuedit_t *height;
menuedit_t *bpp;
menuedit_t *hz;
menucombo_t *bppfixed;
menucombo_t *hzfixed;
menucombo_t *res2dmode;
menucombo_t *scale;
menuedit_t *width2d;
menuedit_t *height2d;
menucombo_t *ressize[ASPECT_RATIOS];
menucombo_t *res2dsize[ASPECT_RATIOS];
} videomenuinfo_t;
void CheckCustomMode(struct menu_s *menu)
{
int i, sel;
videomenuinfo_t *info = (videomenuinfo_t*)menu->data;
// hide all display controls
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
info->resmode->common.ishidden = true;
info->width->common.ishidden = true;
info->height->common.ishidden = true;
info->bpp->common.ishidden = true;
info->hz->common.ishidden = true;
info->bppfixed->common.ishidden = true;
info->hzfixed->common.ishidden = true;
for (i = 0; i < ASPECT_RATIOS; i++)
info->ressize[i]->common.ishidden = true;
if (!info->dispmode || info->dispmode->selectedoption != 2)
{
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
info->resmode->common.ishidden = false;
sel = info->resmode->selectedoption;
if (sel == ASPECT3D_CUSTOM)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{ // unhide custom entries for custom option
info->width->common.ishidden = false;
info->height->common.ishidden = false;
info->bpp->common.ishidden = false;
info->hz->common.ishidden = false;
}
else if (sel != ASPECT3D_DESKTOP)
{
// unhide appropriate aspect ratio combo and restricted bpp/hz combos
info->bppfixed->common.ishidden = false;
info->hzfixed->common.ishidden = false;
info->ressize[sel]->common.ishidden = false;
}
}
// hide all 2d display controls
info->width2d->common.ishidden = true;
info->height2d->common.ishidden = true;
info->scale->common.ishidden = true;
for (i = 0; i < ASPECT_RATIOS; i++)
info->res2dsize[i]->common.ishidden = true;
sel = info->res2dmode->selectedoption;
if (sel == ASPECT2D_SCALED) // unhide scale option
info->scale->common.ishidden = false;
else if (sel == ASPECT2D_HEIGHT) // unhide custom entries for height-only option
info->height2d->common.ishidden = false;
else if (sel == ASPECT2D_CUSTOM) // unhide custom entries for custom option
{
info->width2d->common.ishidden = false;
info->height2d->common.ishidden = false;
}
else if (sel != ASPECT2D_AUTO) // unhide appropriate aspect ratio combo
info->res2dsize[sel]->common.ishidden = false;
}
int M_MatchModes(int width, int height, int *outres)
{
int i;
int ratio = -1;
// find closest resolution for each ratio
for (i = 0; i < ASPECT_RATIOS; i++)
{
const char **v = resaspects[i];
outres[i] = 0;
// search through each string in ratio array
while (*v)
{
const char *c = *v;
int w = atoi(c);
if (width <= w)
{
if (width == w)
{
// if we match height as well we have a direct resolution match
// so record ratio index
const char *s = strchr(c, 'x');
if (s)
{
int h = atoi(s + 1);
if (height == h)
ratio = i;
}
}
break;
}
outres[i]++;
v++;
}
}
return ratio;
}
qboolean M_VideoApply (union menuoption_s *op, struct menu_s *menu, int key)
{
extern cvar_t vid_desktopsettings;
videomenuinfo_t *info = (videomenuinfo_t*)menu->data;
if (key != K_ENTER && key != K_KP_ENTER && key != K_GP_START && key != K_MOUSE1)
return false;
// force update display options
{
int w = 0, h = 0;
const char *wc = NULL;
const char *hc = NULL;
const char *bc = "32";
const char *fc = "0";
const char *dc = "0";
switch (info->resmode->selectedoption)
{
case ASPECT3D_DESKTOP: // Desktop
dc = "1";
break;
case ASPECT3D_CUSTOM: // Custom
wc = info->width->text;
hc = info->height->text;
bc = info->bpp->text;
fc = info->hz->text;
break;
default: // Aspects
{
menucombo_t *c = info->ressize[info->resmode->selectedoption];
const char *res = c->options[c->selectedoption];
const char *x = strchr(res, 'x');
w = atoi(res);
h = atoi(x + 1);
bc = info->bppfixed->values[info->bppfixed->selectedoption];
fc = info->hzfixed->values[info->hzfixed->selectedoption];
}
}
if (!wc)
Cvar_SetValue(info->width->cvar, w);
else
Cvar_Set(info->width->cvar, wc);
if (!hc)
Cvar_SetValue(info->height->cvar, h);
else
Cvar_Set(info->height->cvar, hc);
Cvar_Set(info->bpp->cvar, bc);
Cvar_Set(info->hz->cvar, fc);
Cvar_Set(&vid_desktopsettings, dc);
}
// force update 2d options
{
int w = 0, h = 0;
const char *wc = NULL;
const char *hc = NULL;
const char *sc = "0";
switch (info->res2dmode->selectedoption)
{
case ASPECT_RATIOS: // Default
break;
case ASPECT2D_SCALED: // Scale
sc = info->scale->values[info->scale->selectedoption];
break;
case ASPECT2D_HEIGHT:
wc = "0";
hc = info->height2d->text;
break;
case ASPECT2D_CUSTOM: // Custom
wc = info->width2d->text;
hc = info->height2d->text;
break;
default: // Aspects
{
menucombo_t *c = info->res2dsize[info->res2dmode->selectedoption];
const char *res = c->options[c->selectedoption];
const char *x = strchr(res, 'x');
w = atoi(res);
h = atoi(x + 1);
}
}
if (!wc)
Cvar_SetValue(info->width2d->cvar, w);
else
Cvar_Set(info->width2d->cvar, wc);
if (!hc)
Cvar_SetValue(info->height2d->cvar, h);
else
Cvar_Set(info->height2d->cvar, hc);
Cvar_Set(info->scale->cvar, sc);
}
// restart video to apply latched cvars
M_RemoveMenu(menu);
Cbuf_AddText("vid_restart\nmenu_video\n", RESTRICT_LOCAL);
return true;
}
void M_Menu_Video_f (void)
{
extern cvar_t v_contrast, vid_conwidth, vid_conheight;
// extern cvar_t vid_width, vid_height, vid_preservegamma, vid_hardwaregamma, vid_desktopgamma;
extern cvar_t vid_desktopsettings, vid_conautoscale;
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
extern cvar_t vid_bpp, vid_refreshrate, vid_multisample, vid_srgb;
static const char *gammamodeopts[] = {
"Off",
"Auto",
"GLSL",
"Hardware",
"Scene-Only",
NULL
};
static const char *gammamodevalues[] = {
"0",
"1",
"2",
"3",
"4",
NULL
};
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
static const char *srgbopts[] = {
"Non-Linear",
"sRGB-Aware (PBR)",
"Linear (HDR)",
"Linearised", //-1
NULL
};
static const char *srgbvalues[] = { "0", "1", "2", "-1", NULL};
#ifdef ANDROID
extern cvar_t sys_orientation;
static const char *orientationopts[] = {
"Auto",
"Landscape",
"Portrait",
"Reverse Landscape",
"Reverse Portrait",
NULL
};
static const char *orientationvalues[] = {
"",
"landscape",
"portrait",
"reverselandscape",
"reverseportrait",
NULL
};
#else
extern cvar_t vid_renderer;
static const char *rendererops[] =
{
#ifdef GLQUAKE
"OpenGL",
#endif
#ifdef VKQUAKE
"Vulkan (Experimental)",
#endif
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
#ifdef D3D8QUAKE
"Direct3D 8 (limited)",
#endif
#ifdef D3D9QUAKE
"Direct3D 9 (limited)",
#endif
#ifdef D3D11QUAKE
"Direct3D 11 Hardware (Experimental)",
"Direct3D 11 Software (Experimental)",
#endif
#ifdef SWQUAKE
"Software Rendering (unusable)",
#endif
#if defined(_WIN32) && !defined(CLIENTONLY) //win32 because other systems probably won't display a console if started via some shortcut
"Dedicated Server",
#endif
#if 0
"Headless",
#endif
NULL
};
static const char *renderervalues[] =
{
#ifdef GLQUAKE
"gl",
#endif
#ifdef VKQUAKE
"vk",
#endif
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
#ifdef D3D8QUAKE
"d3d8",
#endif
#ifdef D3D9QUAKE
"d3d9",
#endif
#ifdef D3D11QUAKE
"d3d11",
"d3d11 warp",
#endif
#ifdef SWQUAKE
"sw",
#endif
#if defined(_WIN32) && !defined(CLIENTONLY)
"sv",
#endif
#if 0
"headless",
#endif
NULL
};
extern cvar_t vid_fullscreen;
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
static const char *fullscreenopts[] = {
"Windowed",
"Fullscreen",
"Borderless Windowed",
NULL
};
static const char *fullscreenvalues[] = {"0", "1", "2", NULL};
#endif
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
static const char *aaopts[] = {
"1x",
"2x",
"4x",
"6x",
"8x",
NULL
};
static const char *aavalues[] = {"0", "2", "4", "6", "8", NULL};
static const char *resmodeopts[] = {
ASPECT_LIST
"Desktop",
"Custom",
NULL
};
static const char *bppopts[] =
{
"16-bit",
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
"24-bit",
NULL
};
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
static const char *bppvalues[] = {"16", "24", NULL};
#ifdef _WIN32
extern int qwinvermaj, qwinvermin;
//on win8+, hide the 16bpp option - windows would just reject it.
int bppbias = ((qwinvermaj == 6 && qwinvermin >= 2) || qwinvermaj>6)?1:0;
#else
const int bppbias = 0;
#endif
static const char *refreshopts[] =
{
"Default",
"59Hz",
"60Hz",
"70Hz",
"72Hz",
"75Hz",
"85Hz",
"100Hz",
"120Hz",
"144Hz",
NULL
};
static const char *refreshvalues[] = {"", "59", "60", "70", "72", "75", "85", "100", "120", "144", NULL};
static const char *res2dmodeopts[] = {
ASPECT_LIST
"Default",
"Square (by height)",
"Scale",
"Custom",
NULL
};
static const char *scaleopts[] = {
"1x",
"1.5x",
"2x",
"2.5x",
"3x",
"4x",
"5x",
"6x",
NULL
};
static const char *scalevalues[] = { "1", "1.5", "2", "2.5", "3", "4", "5", "6", NULL};
static const char *vsyncopts[] =
{
"Off",
"Strict",
"Lax",
"Alternate Frames",
NULL
};
static const char *vsyncvalues[] = { "0", "1", "-1", "2", NULL};
extern cvar_t vid_vsync;
extern cvar_t cl_maxfps;
extern cvar_t cl_yieldcpu;
/*
static const char *vsyncoptions[] =
{
"Off",
"Wait for Vertical Sync",
"Wait for Display Enable",
NULL
};
extern cvar_t vid_vsync;
*/
videomenuinfo_t *info;
static char current3dres[32]; // enough to fit 1920x1200
static menuresel_t resel;
int y;
int resmodechoice, res2dmodechoice;
int reschoices[ASPECT_RATIOS], res2dchoices[ASPECT_RATIOS];
menu_t *menu;
//not calling M_Options_Title because of quake2's different banner.
y = 32;
Key_Dest_Add(kdm_emenu);
menu = M_CreateMenu(sizeof(videomenuinfo_t));
switch(M_GameType())
{
case MGT_QUAKE2: //q2...
MC_AddCenterPicture(menu, 4, 24, "pics/m_banner_video");
break;
#ifdef HEXEN2
case MGT_HEXEN2://h2
MC_AddPicture(menu, 16, 0, 35, 176, "gfx/menu/hplaque.lmp");
MC_AddCenterPicture(menu, 0, 60, "gfx/menu/title3.lmp");
y += 32;
break;
#endif
default: //q1
MC_AddPicture(menu, 16, 4, 32, 144, "gfx/qplaque.lmp");
MC_AddCenterPicture(menu, 4, 24, "gfx/p_option.lmp");
break;
}
info = (videomenuinfo_t*)menu->data;
snprintf(current3dres, sizeof(current3dres), "Current: %ix%i", vid.pixelwidth, vid.pixelheight);
resmodechoice = M_MatchModes(vid.pixelwidth, vid.pixelheight, reschoices);
if (vid_desktopsettings.ival)
resmodechoice = ASPECT3D_DESKTOP;
else if (resmodechoice < 0)
resmodechoice = ASPECT3D_CUSTOM;
res2dmodechoice = M_MatchModes(vid.pixelwidth, vid.pixelheight, res2dchoices);
if (vid_conautoscale.value > 0)
res2dmodechoice = ASPECT2D_SCALED;
else if (!vid_conwidth.ival && !vid_conheight.ival)
res2dmodechoice = ASPECT2D_AUTO;
else if (!vid_conwidth.ival)
res2dmodechoice = ASPECT2D_HEIGHT;
else if (res2dmodechoice < 0)
res2dmodechoice = ASPECT2D_CUSTOM;
{
menubulk_t bulk[] =
{
MB_REDTEXT("Video Options", true),
MB_TEXT("^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082", true),
#ifdef ANDROID
MB_COMBOCVAR("Orientation", sys_orientation, orientationopts, orientationvalues, NULL),
#else
MB_COMBOCVAR("Renderer", vid_renderer, rendererops, renderervalues, NULL),
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
MB_COMBOCVARRETURN("Display Mode", vid_fullscreen, fullscreenopts, fullscreenvalues, info->dispmode, vid_fullscreen.description),
#endif
MB_COMBOCVAR("Anti-aliasing", vid_multisample, aaopts, aavalues, NULL),
MB_REDTEXT(current3dres, true),
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
MB_COMBORETURN("Aspect", resmodeopts, resmodechoice, info->resmode, "Select method for determining or configuring display options. The desktop option will attempt to use the width, height, color depth, and refresh from your operating system's desktop environment."),
// aspect entries
MB_COMBORETURN("Size", resaspects[0], reschoices[0], info->ressize[0], "Select resolution for display."),
MB_SPACING(-8),
MB_COMBORETURN("Size", resaspects[1], reschoices[1], info->ressize[1], "Select resolution for display."),
MB_SPACING(-8),
MB_COMBORETURN("Size", resaspects[2], reschoices[2], info->ressize[2], "Select resolution for display."),
MB_SPACING(-8),
MB_COMBORETURN("Size", resaspects[3], reschoices[3], info->ressize[3], "Select resolution for display."),
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 16:40:50 +00:00
MB_COMBOCVARRETURN("Color Depth", vid_bpp, bppopts+bppbias, bppvalues+bppbias, info->bppfixed, vid_bpp.description),
MB_COMBOCVARRETURN("Refresh Rate", vid_refreshrate, refreshopts, refreshvalues, info->hzfixed, vid_refreshrate.description),
MB_SPACING(-24), // really hacky...
// custom entries
MB_EDITCVARSLIMRETURN("Width", "vid_width", info->width),
MB_EDITCVARSLIMRETURN("Height", "vid_height", info->height),
MB_EDITCVARSLIMRETURN("Color Depth", "vid_bpp", info->bpp),
MB_EDITCVARSLIMRETURN("Refresh Rate", "vid_displayfrequency", info->hz),
MB_SPACING(4),
MB_COMBORETURN("2D Mode", res2dmodeopts, res2dmodechoice, info->res2dmode, "Select method for determining or configuring 2D resolution and scaling. The default option matches the current display resolution, and the scale option scales by a factor of the display resolution."),
// scale entry
MB_COMBOCVARRETURN("Amount", vid_conautoscale, scaleopts, scalevalues, info->scale, NULL),
MB_SPACING(-8),
// 2d aspect entries
MB_COMBORETURN("Size", resaspects[0], res2dchoices[0], info->res2dsize[0], "Select resolution for 2D rendering."),
MB_SPACING(-8),
MB_COMBORETURN("Size", resaspects[1], res2dchoices[1], info->res2dsize[1], "Select resolution for 2D rendering."),
MB_SPACING(-8),
MB_COMBORETURN("Size", resaspects[2], res2dchoices[2], info->res2dsize[2], "Select resolution for 2D rendering."),
MB_SPACING(-8),
MB_COMBORETURN("Size", resaspects[3], res2dchoices[3], info->res2dsize[3], "Select resolution for 2D rendering."),
MB_SPACING(-8),
// 2d custom entries
MB_EDITCVARSLIMRETURN("Width", "vid_conwidth", info->width2d),
MB_EDITCVARSLIMRETURN("Height", "vid_conheight", info->height2d),
MB_SPACING(4),
MB_CMD("Apply Settings", M_VideoApply, "Restart video and apply renderer, display, and 2D resolution options."),
MB_SPACING(4),
MB_COMBOCVAR("sRGB", vid_srgb, srgbopts, srgbvalues, "Controls the colour space to try to use."),
MB_COMBOCVAR("Gamma Mode", v_gamma, gammamodeopts, gammamodevalues, "Controls how gamma is applied"),
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
MB_SLIDER("Gamma", v_gamma, 1.5, 0.25, -0.05, NULL),
MB_SLIDER("Contrast", v_contrast, 0.8, 3, 0.05, NULL),
MB_SLIDER("Brightness", v_brightness, 0.0, 0.5, 0.05, NULL),
MB_SPACING(4),
MB_SLIDER("View Size", scr_viewsize, 30, 120, 10, NULL),
MB_COMBOCVAR("VSync", vid_vsync, vsyncopts, vsyncvalues, "Controls whether to wait for rendering to finish."),
MB_EDITCVARSLIM("Framerate Limiter", cl_maxfps.name, "Limits the maximum framerate. Set to 0 for none."),
MB_CHECKBOXCVARTIP("Yield CPU", cl_yieldcpu, 1, "Reduce CPU usage between frames.\nShould probably be off when using vsync."),
MB_END()
};
MC_AddFrameStart(menu, y);
MC_AddBulk(menu, &resel, bulk, 16, 200, y);
MC_AddFrameEnd(menu, y);
}
/*
y += 8;
MC_AddRedText(menu, 200, y, current3dres, false); y+=8;
y+=8;
MC_AddRedText(menu, 0, y, " ^Ue080^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue081^Ue082 ", false); y+=8;
y+=8;
info->renderer = MC_AddCombo(menu, 16, y, " Renderer", rendererops, i); y+=8;
info->bppcombo = MC_AddCombo(menu, 16, y, " Color Depth", bppnames, currentbpp); y+=8;
info->refreshratecombo = MC_AddCombo(menu, 16, y, " Refresh Rate", refreshrates, currentrefreshrate); y+=8;
info->modecombo = MC_AddCombo(menu, 16, y, " Video Size", modenames, prefabmode+1); y+=8;
MC_AddWhiteText(menu, 16, y, " 3D Aspect Ratio", false); y+=8;
info->conscalecombo = MC_AddCombo(menu, 16, y, " 2D Size", modenames, prefab2dmode+1); y+=8;
MC_AddWhiteText(menu, 16, y, " 2D Aspect Ratio", false); y+=8;
MC_AddCheckBox(menu, 16, y, " Fullscreen", &vid_fullscreen,0); y+=8;
y+=4;info->customwidth = MC_AddEdit(menu, 16, y, " Custom width", vid_width.string); y+=8;
y+=4;info->customheight = MC_AddEdit(menu, 16, y, " Custom height", vid_height.string); y+=12;
info->vsynccombo = MC_AddCombo(menu, 16, y, " VSync", vsyncoptions, currentvsync); y+=8;
//MC_AddCheckBox(menu, 16, y, " Override VSync", &vid_vsync,0); y+=8;
MC_AddCheckBox(menu, 16, y, " Desktop Settings", &vid_desktopsettings,0); y+=8;
y+=8;
MC_AddCommand(menu, 16, y, "= Apply Changes =", M_VideoApply); y+=8;
y+=8;
MC_AddSlider(menu, 16, y, " Screen size", &scr_viewsize, 30, 120, 1);y+=8;
MC_AddSlider(menu, 16, y, "Console Autoscale",&vid_conautoscale, 0, 6, 0.25); y+=8;
MC_AddSlider(menu, 16, y, " Gamma", &v_gamma, 0.3, 1, 0.05); y+=8;
MC_AddCheckBox(menu, 16, y, " Desktop Gamma", &vid_desktopgamma,0); y+=8;
MC_AddCheckBox(menu, 16, y, " Hardware Gamma", &vid_hardwaregamma,0); y+=8;
MC_AddCheckBox(menu, 16, y, " Preserve Gamma", &vid_preservegamma,0); y+=8;
MC_AddSlider(menu, 16, y, " Contrast", &v_contrast, 1, 3, 0.05); y+=8;
y+=8;
MC_AddCheckBox(menu, 16, y, " Windowed Mouse", &in_windowed_mouse,0); y+=8;
menu->selecteditem = (union menuoption_s *)info->renderer;
menu->cursoritem = (menuoption_t*)MC_AddWhiteText(menu, 152, menu->selecteditem->common.posy, NULL, false);
*/
menu->predraw = CheckCustomMode;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifndef MINIMAL
#ifdef RAGDOLL
#include "pr_common.h"
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
typedef struct
{
enum {
MV_NONE,
MV_BONES,
MV_SHADER,
MV_TEXTURE,
MV_COLLISION,
MV_EVENTS,
MV_NORMALS,
} mode;
int surfaceidx;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int skingroup;
int framegroup;
int boneidx;
int textype;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
double framechangetime;
double skinchangetime;
float pitch;
float yaw;
float dist;
char modelname[MAX_QPATH];
char forceshader[MAX_QPATH];
char shaderfile[MAX_QPATH];
char *shadertext;
#ifdef RAGDOLL
lerpents_t ragent;
world_t ragworld;
wedict_t ragworldedict;
comentvars_t ragworldvars;
#ifdef VM_Q1
comextentvars_t ragworldextvars;
#endif
pubprogfuncs_t ragfuncs;
qboolean flop; //ragdoll flopping enabled.
float fixedrate;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
} modelview_t;
static unsigned int genhsv(float h_, float s, float v)
{
float r=0, g=1, b=0;
float h = h_ - floor(h_);
int i = floor(h * 6);
float f = h * 6 - i;
float p = v * (1 - s);
float q = v * (1 - f * s);
float t = v * (1 - (1 - f) * s);
switch(i)
{
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return 0xff000000 |
((int)(r*255)<<16) |
((int)(g*255)<<8) |
((int)(b*255)<<0);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#include "com_mesh.h"
#ifdef SKELETALMODELS
static void M_BoneDisplayLame(entity_t *e, int *y, int depth, int parent, int first, int last, int sel)
{
int i;
for (i = first; i < last; i++)
{
int p = Mod_GetBoneParent(e->model, i+1);
if (p == parent)
{
const char *bname = Mod_GetBoneName(e->model, i+1);
float result[12];
if (!bname)
bname = "NULL";
memset(result, 0, sizeof(result));
if (Mod_GetTag(e->model, i+1, &e->framestate, result))
{
#if 0//def _DEBUG
Draw_FunString(depth*16, *y, va("%s%i: %s (%g %g %g)", (i==sel)?"^1":"", i+1, bname, result[3], result[7], result[11]));
#else
Draw_FunString(depth*16, *y, va("%s%i: %s", (i==sel)?"^1":"", i+1, bname));
#endif
}
else
Draw_FunString(depth*16, *y, va("%s%i: %s (err)", (i==sel)?"^1":"", i, bname));
*y += 8;
M_BoneDisplayLame(e, y, depth+1, i+1, i+1, last, sel);
}
}
}
#endif
static unsigned int tobit(unsigned int bitmask)
{
unsigned int b;
for (b = 0; b < 32; b++)
{
if (bitmask & (1<<b))
return b;
}
return 0;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static void M_ModelViewerDraw(int x, int y, struct menucustom_s *c, struct menu_s *m)
{
static playerview_t pv;
entity_t ent;
vec3_t fwd, rgt, up;
const char *fname;
shader_t *shader;
vec2_t fs = {8,8};
// float bones[12*MAX_BONES];
vec3_t lightpos = {0, 1, 0};
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
modelview_t *mods = c->dptr;
if (R2D_Flush)
R2D_Flush();
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
memset(&pv, 0, sizeof(pv));
CL_DecayLights ();
CL_ClearEntityLists();
V_ClearRefdef(&pv);
r_refdef.drawsbar = false;
V_CalcRefdef(&pv);
r_refdef.grect.width = vid.width;
r_refdef.grect.height = vid.height;
r_refdef.grect.x = 0;
r_refdef.grect.y = 0;
r_refdef.time = realtime;
r_refdef.flags = RDF_NOWORLDMODEL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
r_refdef.afov = 60;
r_refdef.fov_x = 0;
r_refdef.fov_y = 0;
r_refdef.dirty |= RDFD_FOV;
VectorClear(r_refdef.viewangles);
r_refdef.viewangles[0] = mods->pitch;
r_refdef.viewangles[1] = mods->yaw;
AngleVectors(r_refdef.viewangles, fwd, rgt, up);
VectorScale(fwd, -mods->dist, r_refdef.vieworg);
memset(&ent, 0, sizeof(ent));
// ent.angles[1] = realtime*45;//mods->yaw;
// ent.angles[0] = realtime*23.4;//mods->pitch;
ent.angles[0]*=r_meshpitch.value;
AngleVectors(ent.angles, ent.axis[0], ent.axis[1], ent.axis[2]);
ent.angles[0]*=r_meshpitch.value;
VectorInverse(ent.axis[1]);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ent.model = Mod_ForName(mods->modelname, MLV_WARN);
if (!ent.model)
return; //panic!
ent.scale = max(max(fabs(ent.model->maxs[0]-ent.model->mins[0]), fabs(ent.model->maxs[1]-ent.model->mins[1])), fabs(ent.model->maxs[2]-ent.model->mins[2]));
ent.scale = ent.scale?64.0/ent.scale:1;
ent.origin[2] -= (ent.model->maxs[2]-ent.model->mins[2]) * 0.5;// + ent.model->mins[2];
ent.origin[2] *= ent.scale;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Vector4Set(ent.shaderRGBAf, 1, 1, 1, 1);
VectorSet(ent.glowmod, 1, 1, 1);
// VectorScale(ent.axis[0], ent.scale, ent.axis[0]);
// VectorScale(ent.axis[1], ent.scale, ent.axis[1]);
// VectorScale(ent.axis[2], ent.scale, ent.axis[2]);
// ent.scale = 1;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (strstr(mods->modelname, "player"))
{
ent.bottomcolour = genhsv(realtime*0.1 + 0, 1, 1);
ent.topcolour = genhsv(realtime*0.1 + 0.5, 1, 1);
}
else
{
ent.topcolour = TOP_DEFAULT;
ent.bottomcolour = BOTTOM_DEFAULT;
}
// ent.fatness = sin(realtime)*5;
ent.playerindex = -1;
ent.skinnum = mods->skingroup;
ent.shaderTime = 0;//realtime;
ent.framestate.g[FS_REG].lerpweight[0] = 1;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ent.framestate.g[FS_REG].frame[0] = mods->framegroup;
ent.framestate.g[FS_REG].frametime[0] = ent.framestate.g[FS_REG].frametime[1] = realtime - mods->framechangetime;
ent.framestate.g[FS_REG].endbone = 0x7fffffff;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ent.customskin = Mod_RegisterSkinFile(va("%s_0.skin", mods->modelname));
ent.light_avg[0] = ent.light_avg[1] = ent.light_avg[2] = 0.66;
ent.light_range[0] = ent.light_range[1] = ent.light_range[2] = 0.33;
V_ApplyRefdef();
/*
{
trace_t tr;
vec3_t worldmouse;
vec3_t mouse = {mousecursor_x/vid.width, 1-mousecursor_y/vid.height, 0.5};
float d;
Matrix4x4_CM_UnProject(mouse, worldmouse, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y);
d = DotProduct(worldmouse, fwd);
VectorMA(worldmouse, -d, fwd, worldmouse);
if (ent.model->funcs.NativeTrace && ent.model->funcs.NativeTrace(ent.model, 0, &ent.framestate, ent.axis, r_refdef.vieworg, worldmouse, vec3_origin, vec3_origin, false, ~0, &tr))
;
else
VectorCopy(worldmouse, tr.endpos);
VectorCopy(tr.endpos, lightpos);
}
*/
lightpos[0] = sin(realtime*0.1);
lightpos[1] = cos(realtime*0.1);
lightpos[2] = 0;
VectorNormalize(lightpos);
ent.light_dir[0] = DotProduct(lightpos, ent.axis[0]);
ent.light_dir[1] = DotProduct(lightpos, ent.axis[1]);
ent.light_dir[2] = DotProduct(lightpos, ent.axis[2]);
ent.light_known = 2;
if (ent.model->type == mod_dummy)
{
Draw_FunString(0, 0, va("model \"%s\" not loaded", ent.model->name));
return;
}
switch(ent.model->loadstate)
{
case MLS_LOADED:
break;
case MLS_NOTLOADED:
Draw_FunString(0, 0, va("\"%s\" not loaded", ent.model->name));
return;
case MLS_LOADING:
Draw_FunString(0, 0, va("\"%s\" still loading", ent.model->name));
return;
case MLS_FAILED:
Draw_FunString(0, 0, va("Unable to load \"%s\"", ent.model->name));
return;
}
#ifdef RAGDOLL
if (mods->flop)
ent.framestate.g[FS_REG].frame[0] |= 0x8000;
if (ent.model->dollinfo)
{
float rate = 1.0/60;
rag_doallanimations(&mods->ragworld);
mods->fixedrate += host_frametime;
if (mods->fixedrate > 1)
mods->fixedrate = 1;
while (mods->fixedrate >= rate)
{
mods->ragworld.rbe->RunFrame(&mods->ragworld, rate, 800);
mods->fixedrate -= rate;
}
rag_updatedeltaent(&mods->ragworld, &ent, &mods->ragent);
}
#endif
if (mods->mode == MV_NORMALS)
{
shader_t *s;
if (1)
{
s = R_RegisterShader("hitbox_nodepth", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_src_alpha gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"nodepthtest\n"
"}\n"
"}\n");
Mod_AddSingleSurface(&ent, mods->surfaceidx, s, true);
}
}
if (mods->mode == MV_COLLISION)
{
shader_t *s;
#ifdef HALFLIFEMODELS
if (ent.model->type == mod_halflife)
HLMDL_DrawHitBoxes(&ent);
else
#endif
if (1)
{
s = R_RegisterShader("hitbox_nodepth", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_src_alpha gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"nodepthtest\n"
"}\n"
"}\n");
Mod_AddSingleSurface(&ent, mods->surfaceidx, s, false);
}
else
{
vec3_t mins, maxs;
VectorAdd(ent.model->mins, ent.origin, mins);
VectorAdd(ent.model->maxs, ent.origin, maxs);
s = R_RegisterShader("bboxshader_nodepth", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_src_alpha gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"nodepthtest\n"
"}\n"
"}\n");
CLQ1_AddOrientedCube(s, mins, maxs, NULL, 1, 1, 1, 0.2);
}
#ifdef _DEBUG
{
trace_t tr;
vec3_t v1, v2;
VectorSet(v1, 1000*sin(realtime*2*M_PI/180), 1000*cos(realtime*2*M_PI/180), -ent.origin[2]);
VectorScale(v1, -1, v2);
v2[2] = v1[2];
s = R_RegisterShader("bboxshader", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_src_alpha gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
if (ent.model->funcs.NativeTrace && ent.model->funcs.NativeTrace(ent.model, 0, &ent.framestate, ent.axis, v1, v2, vec3_origin, vec3_origin, false, ~0, &tr))
{
vec3_t dir;
float f;
VectorAdd(v1, ent.origin, v1);
VectorAdd(v2, ent.origin, v2);
VectorAdd(tr.endpos, ent.origin, tr.endpos);
VectorSubtract(tr.endpos, v1, dir);
f = DotProduct(dir, tr.plane.normal) * -2;
VectorMA(dir, f, tr.plane.normal, v2);
VectorAdd(v2, tr.endpos, v2);
CLQ1_DrawLine(s, v1, tr.endpos, 0, 1, 0, 1);
CLQ1_DrawLine(s, tr.endpos, v2, 1, 0, 0, 1);
}
else
{
VectorAdd(v1, ent.origin, v1);
VectorAdd(v2, ent.origin, v2);
CLQ1_DrawLine(s, v1, v2, 0, 1, 0, 1);
}
}
#endif
}
if (mods->mode == MV_BONES)
{
shader_t *lineshader;
int tags = Mod_GetNumBones(ent.model, true);
int b;
//if (ragdoll)
// ent->frame[] |= 0x8000;
//rag_updatedeltaent(&ent, le);
lineshader = R_RegisterShader("lineshader_nodepth", SUF_NONE,
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"nodepthtest\n"
"}\n"
"}\n");
for (b = 1; b <= tags; b++)
{
int p = Mod_GetBoneParent(ent.model, b);
vec3_t start, end;
float boneinfo[12];
Mod_GetTag(ent.model, b, &ent.framestate, boneinfo);
//fixme: no axis transform
VectorSet(start, boneinfo[3], boneinfo[7], boneinfo[11]);
VectorAdd(start, ent.origin, start);
if (p)
{
Mod_GetTag(ent.model, p, &ent.framestate, boneinfo);
//fixme: no axis transform
VectorSet(end, boneinfo[3], boneinfo[7], boneinfo[11]);
VectorAdd(end, ent.origin, end);
CLQ1_DrawLine(lineshader, start, end, 1, (b-1 == mods->boneidx)?0:1, 1, 1);
}
if (b-1 == mods->boneidx)
{
VectorSet(end, start[0]+1, start[1], start[2]);
CLQ1_DrawLine(lineshader, start, end, 1, 0, 0, 1);
VectorSet(end, start[0], start[1]+1, start[2]);
CLQ1_DrawLine(lineshader, start, end, 0, 1, 0, 1);
VectorSet(end, start[0], start[1], start[2]+1);
CLQ1_DrawLine(lineshader, start, end, 0, 0, 1, 1);
}
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
V_AddEntity(&ent);
R_RenderView();
y = 0;
{
fname = Mod_SurfaceNameForNum(ent.model, mods->surfaceidx);
if (!fname)
fname = "Unknown Surface";
Draw_FunString(0, y, va("Surf %i: %s", mods->surfaceidx, fname));
y+=8;
}
{
fname = Mod_SkinNameForNum(ent.model, mods->surfaceidx, mods->skingroup);
if (!fname)
{
Draw_FunString(0, y, va("Skin %i: <invalid skin>", mods->skingroup));
}
else
{
shader = Mod_ShaderForSkin(ent.model, mods->surfaceidx, mods->skingroup);
Draw_FunString(0, y, va("Skin %i: \"%s\", material \"%s\"", mods->skingroup, fname, shader?shader->name:"NO SHADER"));
}
y+=8;
}
{
char *fname;
int numframes = 0;
float duration = 0;
qboolean loop = false;
if (!Mod_FrameInfoForNum(ent.model, mods->surfaceidx, mods->framegroup, &fname, &numframes, &duration, &loop))
fname = "Unknown Frame";
Draw_FunString(0, y, va("Frame%i: %s (%i poses, %f of %f secs, %s)", mods->framegroup, fname, numframes, ent.framestate.g[FS_REG].frametime[0], duration, loop?"looped":"unlooped"));
y+=8;
}
switch(mods->mode)
{
case MV_NONE:
R_DrawTextField(r_refdef.grect.x, r_refdef.grect.y+y, r_refdef.grect.width, r_refdef.grect.height-y,
va("arrows: pitch/rotate\n"
"w: zoom in\n"
"s: zoom out\n"
"m: mode\n"
"r: reset times\n"
"home: skin+=1\n"
"end: skin-=1\n"
"pgup: frame+=1\n"
"pgdn: frame-=1\n"
"mins: %g %g %g, maxs: %g %g %g\n"
"flags: %#x %#x\n",
ent.model->mins[0], ent.model->mins[1], ent.model->mins[2], ent.model->maxs[0], ent.model->maxs[1], ent.model->maxs[2],
ent.model->flags, ent.model->engineflags),
CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, fs);
break;
case MV_COLLISION:
if (!ent.model)
;
else if (ent.model->type == mod_alias)
{
galiasinfo_t *inf = Mod_Extradata(ent.model);
int surfnum = mods->surfaceidx;
while(inf && surfnum-->0)
inf = inf->nextsurf;
if (inf)
{
char contents[512];
unsigned int i;
char *contentnames[32] = {NULL};
contentnames[tobit(FTECONTENTS_SOLID)] = "solid";
contentnames[tobit(FTECONTENTS_LAVA)] = "lava";
contentnames[tobit(FTECONTENTS_SLIME)] = "slime";
contentnames[tobit(FTECONTENTS_WATER)] = "water";
contentnames[tobit(FTECONTENTS_LADDER)] = "ladder";
contentnames[tobit(FTECONTENTS_PLAYERCLIP)] = "playerclip";
contentnames[tobit(FTECONTENTS_MONSTERCLIP)] = "monsterclip";
contentnames[tobit(FTECONTENTS_BODY)] = "body";
contentnames[tobit(FTECONTENTS_CORPSE)] = "corpse";
contentnames[tobit(FTECONTENTS_SKY)] = "sky";
for (*contents = 0, i = 0; i < 32; i++)
{
if (inf->contents & (1<<i))
{
if (*contents)
Q_strncatz(contents, "|", sizeof(contents));
if (contentnames[i])
Q_strncatz(contents, contentnames[i], sizeof(contents));
else
Q_strncatz(contents, va("%#x", 1<<i), sizeof(contents));
}
}
if (!*contents)
Q_strncatz(contents, "non-solid", sizeof(contents));
R_DrawTextField(r_refdef.grect.x, r_refdef.grect.y+y, r_refdef.grect.width, r_refdef.grect.height-y,
va( "mins: %g %g %g, maxs: %g %g %g\n"
"contents: %s\n"
"surfflags: %#x\n"
"body: %i\n"
"geomset: %i %i%s\n"
"numverts: %i\nnumtris: %i\n"
"numbones: %i\n"
, ent.model->mins[0], ent.model->mins[1], ent.model->mins[2], ent.model->maxs[0], ent.model->maxs[1], ent.model->maxs[2],
contents,
inf->csurface.flags,
inf->surfaceid,
inf->geomset>=MAX_GEOMSETS?-1:inf->geomset, inf->geomid, inf->geomset>=MAX_GEOMSETS?" (always)":"",
inf->numverts, inf->numindexes/3,
inf->numbones
)
, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, fs);
}
}
else
{
R_DrawTextField(r_refdef.grect.x, r_refdef.grect.y+y, r_refdef.grect.width, r_refdef.grect.height-y,
va("mins: %g %g %g, maxs: %g %g %g\n", ent.model->mins[0], ent.model->mins[1], ent.model->mins[2], ent.model->maxs[0], ent.model->maxs[1], ent.model->maxs[2])
, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, fs);
}
break;
case MV_NORMALS:
break;
case MV_BONES:
#ifdef SKELETALMODELS
{
int bonecount = Mod_GetNumBones(ent.model, true);
if (bonecount)
{
Draw_FunString(0, y, va("Bones: "));
y+=8;
M_BoneDisplayLame(&ent, &y, 0, 0, 0, bonecount, mods->boneidx);
}
else
R_DrawTextField(r_refdef.grect.x, r_refdef.grect.y+y, r_refdef.grect.width, r_refdef.grect.height-y, "No bones in model", CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, fs);
}
#endif
break;
case MV_EVENTS:
{
int i;
float timestamp = 0;
int code = 0;
char *data = NULL;
Draw_FunString(0, y, va("Events: "));
y+=8;
for (i = 0; Mod_GetModelEvent(ent.model, mods->framegroup, i, &timestamp, &code, &data); y+=8, i++)
{
Draw_FunString(0, y, va("%i %f: %i %s", i, timestamp, code, data));
}
Draw_FunString(0, y, va("%f: <end of animation>", Mod_GetFrameDuration(ent.model, 0, mods->framegroup)));
}
break;
case MV_SHADER:
{
if (!mods->shadertext)
{
char *body = Shader_GetShaderBody(Mod_ShaderForSkin(ent.model, mods->surfaceidx, mods->skingroup), mods->shaderfile, sizeof(mods->shaderfile));
if (!body)
break;
if (*mods->shaderfile)
mods->shadertext = Z_StrDup(va("\n\nPress space to view+edit the shader\n\n%s", body));
else
mods->shadertext = Z_StrDup(body);
}
R_DrawTextField(r_refdef.grect.x, r_refdef.grect.y+16, r_refdef.grect.width, r_refdef.grect.height-16, mods->shadertext, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, fs);
//fixme: draw the shader's textures.
}
break;
case MV_TEXTURE:
{
shader_t *shader = Mod_ShaderForSkin(ent.model, mods->surfaceidx, mods->skingroup);
if (shader)
{
char *t;
texnums_t *skin = shader->defaulttextures;
shader = R_RegisterShader("modelviewertexturepreview", SUF_2D, "{\nprogram default2d\n{\nmap $diffuse\n}\n}\n");
switch(mods->textype)
{
case 1:
t = "Normalmap";
shader->defaulttextures->base = skin->bump;
break;
case 2:
t = "SpecularMap";
shader->defaulttextures->base = skin->specular; //specular lighting values.
break;
case 3:
t = "UpperMap";
shader->defaulttextures->base = skin->upperoverlay; //diffuse texture for the upper body(shirt colour). no alpha channel. added to base.rgb
break;
case 4:
t = "LowerMap";
shader->defaulttextures->base = skin->loweroverlay; //diffuse texture for the lower body(trouser colour). no alpha channel. added to base.rgb
break;
case 5:
t = "PalettedMap";
shader->defaulttextures->base = skin->paletted; //8bit paletted data, just because.
break;
case 6:
t = "FullbrightMap";
shader->defaulttextures->base = skin->fullbright;
break;
case 7:
t = "ReflectCube";
shader->defaulttextures->base = skin->reflectcube;
break;
case 8:
t = "ReflectMask";
shader->defaulttextures->base = skin->reflectmask;
break;
case 9:
t = "DisplacementMap";
shader->defaulttextures->base = skin->displacement;
break;
default:
mods->textype = 0;
t = "Diffusemap";
shader->defaulttextures->base = skin->base;
break;
}
if (shader->defaulttextures->base)
{
Draw_FunString(0, y, va("%s: %s (%s)", t, shader->defaulttextures->base->ident, shader->defaulttextures->base->subpath));
y+=8;
R2D_Image(0, y, shader->defaulttextures->base->width, shader->defaulttextures->base->height, 0, 0, 1, 1, shader);
}
else
Draw_FunString(0, y, va("%s: <NO TEXTURE>", t));
}
}
break;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
static qboolean M_ModelViewerKey(struct menucustom_s *c, struct menu_s *m, int key, unsigned int unicode)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
modelview_t *mods = c->dptr;
if (key == 'w')
{
mods->dist *= 0.9;
if (mods->dist < 1)
mods->dist = 1;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
else if (key == 's')
mods->dist /= 0.9;
else if (key == 'm')
{
Z_Free(mods->shadertext);
mods->shadertext = NULL;
switch (mods->mode)
{
case MV_NONE: mods->mode = MV_BONES; break;
case MV_BONES: mods->mode = MV_SHADER; break;
case MV_SHADER: mods->mode = MV_TEXTURE; break;
case MV_TEXTURE: mods->mode = MV_COLLISION; break;
case MV_COLLISION: mods->mode = MV_EVENTS; break;
case MV_EVENTS: mods->mode = MV_NORMALS; break;
case MV_NORMALS: mods->mode = MV_NONE; break;
}
}
else if (key == 'r')
{
mods->framechangetime = realtime;
mods->skinchangetime = realtime;
}
#ifdef RAGDOLL
else if (key == 'f')
{
mods->flop ^= 1;
if (!mods->flop)
rag_removedeltaent(&mods->ragent);
}
#endif
else if (key == '[')
{
mods->boneidx--;
if (mods->boneidx < 0)
mods->boneidx = 0;
}
else if (key == ']')
mods->boneidx++;
else if (key == K_UPARROW || key == K_KP_UPARROW || key == K_GP_DPAD_UP)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mods->pitch += 5;
else if (key == K_DOWNARROW || key == K_KP_DOWNARROW || key == K_GP_DPAD_DOWN)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mods->pitch -= 5;
else if (key == K_LEFTARROW || key == K_KP_LEFTARROW || key == K_GP_DPAD_LEFT)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mods->yaw -= 5;
else if (key == K_RIGHTARROW || key == K_KP_RIGHTARROW || key == K_GP_DPAD_RIGHT)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mods->yaw += 5;
else if (key == 't')
{
if (mods->mode == MV_TEXTURE)
mods->textype += 1;
else
mods->textype = 0;
mods->mode = MV_TEXTURE;
}
else if (key == K_END)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
mods->skingroup = max(0, mods->skingroup-1);
mods->skinchangetime = realtime;
Z_Free(mods->shadertext);
mods->shadertext = NULL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
else if (key == K_HOME)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
mods->skingroup += 1;
mods->skinchangetime = realtime;
Z_Free(mods->shadertext);
mods->shadertext = NULL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
else if (key == K_PGDN)
{
mods->framegroup = max(0, mods->framegroup-1);
mods->framechangetime = realtime;
Z_Free(mods->shadertext);
mods->shadertext = NULL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
else if (key == K_PGUP)
{
mods->framegroup += 1;
mods->framechangetime = realtime;
}
else if (key == K_DEL)
{
mods->surfaceidx = max(0, mods->surfaceidx-1);
Z_Free(mods->shadertext);
mods->shadertext = NULL;
}
else if (key == K_INS)
{
mods->surfaceidx += 1;
Z_Free(mods->shadertext);
mods->shadertext = NULL;
}
else if (key == K_SPACE)
{
if (*mods->shaderfile)
Cbuf_AddText(va("\nedit %s\n", mods->shaderfile), RESTRICT_LOCAL);
return true;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else
return false;
return true;
}
#ifdef RAGDOLL
void M_Modelviewer_Shutdown(struct menu_s *menu)
{
modelview_t *mv = menu->data;
rag_removedeltaent(&mv->ragent);
skel_reset(&mv->ragworld);
World_RBE_Shutdown(&mv->ragworld);
}
//haxors, for skeletal objects+RBE
char *PDECL M_Modelviewer_AddString(pubprogfuncs_t *prinst, const char *val, int minlength, pbool demarkup)
{
return Z_Malloc(minlength);
}
struct edict_s *PDECL M_Modelviewer_ProgsToEdict(pubprogfuncs_t *prinst, int num)
{
return (struct edict_s*)prinst->edicttable[num];
}
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void M_Menu_ModelViewer_f(void)
{
modelview_t *mv;
menucustom_t *c;
menu_t *menu;
Key_Dest_Add(kdm_emenu);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
menu = M_CreateMenu(sizeof(*mv));
mv = menu->data;
c = MC_AddCustom(menu, 64, 32, mv, 0, NULL);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
menu->cursoritem = (menuoption_t*)c;
c->draw = M_ModelViewerDraw;
c->key = M_ModelViewerKey;
mv->yaw = 180;// + crandom()*45;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mv->dist = 150;
Q_strncpyz(mv->modelname, Cmd_Argv(1), sizeof(mv->modelname));
Q_strncpyz(mv->forceshader, Cmd_Argv(2), sizeof(mv->forceshader));
#ifdef RAGDOLL
menu->remove = M_Modelviewer_Shutdown;
mv->ragworld.progs = &mv->ragfuncs;
mv->ragfuncs.AddString = M_Modelviewer_AddString;
mv->ragfuncs.ProgsToEdict = M_Modelviewer_ProgsToEdict;
mv->ragfuncs.edicttable = (edict_t**)&mv->ragworld.edicts;
mv->ragworld.edicts = &mv->ragworldedict;
mv->ragworld.edicts->v = &mv->ragworldvars;
#ifdef VM_Q1
mv->ragworld.edicts->xv = &mv->ragworldextvars;
#endif
mv->ragworld.num_edicts = 1;
mv->ragworld.edicts->v->solid = SOLID_BBOX;
VectorSet(mv->ragworld.edicts->v->mins, -1000, -1000, -101);
VectorSet(mv->ragworld.edicts->v->maxs, 1000, 1000, -100);
mv->ragworld.worldmodel = Mod_ForName("", MLV_SILENT);
World_RBE_Start(&mv->ragworld);
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
static int QDECL CompleteModelViewerList (const char *name, qofs_t flags, time_t mtime, void *parm, searchpathfuncs_t *spath)
{
struct xcommandargcompletioncb_s *ctx = parm;
const char *ext = COM_GetFileExtension(name, NULL);
if (!strcmp(ext, ".mdl") || !strcmp(ext, ".md2") || !strcmp(ext, ".md3")
|| !strcmp(ext, ".iqm") || !strcmp(ext, ".dpm") || !strcmp(ext, ".zym")
|| !strcmp(ext, ".psk") || !strcmp(ext, ".md5mesh") || !strcmp(ext, ".md5anim")
|| !strcmp(ext, ".bsp") || !strcmp(ext, ".map") || !strcmp(ext, ".hmp")
|| !strcmp(ext, ".spr") || !strcmp(ext, ".sp2") || !strcmp(ext, ".spr32")
|| !strcmp(ext, ".gltf") || !strcmp(ext, ".glb") || !strcmp(ext, ".ase") || !strcmp(ext, ".lwo") || !strcmp(ext, ".obj"))
{
ctx->cb(name, NULL, NULL, ctx);
}
return true;
}
void M_Menu_ModelViewer_c(int argn, const char *partial, struct xcommandargcompletioncb_s *ctx)
{
if (argn == 1)
{
COM_EnumerateFiles(va("%s*", partial), CompleteModelViewerList, ctx);
COM_EnumerateFiles(va("%s*/*", partial), CompleteModelViewerList, ctx);
COM_EnumerateFiles(va("%s*/*", partial), CompleteModelViewerList, ctx);
COM_EnumerateFiles(va("%s*/*/*", partial), CompleteModelViewerList, ctx);
}
}
#else
void M_Menu_ModelViewer_f(void)
{
Con_Printf("modelviewer: not in this build\n");
}
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
typedef struct
{
struct
{
ftemanifest_t *manifest;
char *gamedir;
} *mod;
size_t nummods;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int y;
} modmenu_t;
static void Mods_Draw(int x, int y, struct menucustom_s *c, struct menu_s *m)
{
modmenu_t *mods = c->dptr;
int i, ym;
c->common.height = vid.height - y;
ym = y+c->common.height;
mods->y = y;
if (!mods->nummods)
{
float scale[] = {8,8};
R_DrawTextField(0, y, vid.width, vid.height - y,
va(
"No games or mods known.\n"
#if defined(FTE_TARGET_WEB) || defined(NACL)
"Connection issue or bad server config.\n"
#else
#ifndef ANDROID
"You may need to use -basedir $PATHTOGAME on the commandline.\n"
#endif
"\nExpected data path:\n^a%s", com_gamepath
#endif
), CON_WHITEMASK, 0, font_console, scale);
return;
}
for (i = 0; y+8 <= ym && i < mods->nummods; y+=8, i++)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
if (mods->mod[i].manifest)
{
if (mousecursor_y >= y && mousecursor_y < y+8)
Draw_AltFunString(x, y, mods->mod[i].manifest->formalname);
else
Draw_FunString(x, y, mods->mod[i].manifest->formalname);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else
{
if (mousecursor_y >= y && mousecursor_y < y+8)
Draw_AltFunString(x, y, mods->mod[i].gamedir);
else
Draw_FunString(x, y, mods->mod[i].gamedir);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
}
static qboolean Mods_Key(struct menucustom_s *c, struct menu_s *m, int key, unsigned int unicode)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
modmenu_t *mods = c->dptr;
int i;
ftemanifest_t *man;
if (key == K_MOUSE1 || key == K_ENTER || key == K_GP_A)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
qboolean wasgameless = !*FS_GetGamedir(false);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
i = (mousecursor_y - mods->y)/8;
if (i < 0 || i > mods->nummods)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return false;
man = mods->mod[i].manifest;
mods->mod[i].manifest = NULL; //make sure the manifest survives the menu being closed.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
M_RemoveMenu(m);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
FS_ChangeGame(man, true, true);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (wasgameless && !!*FS_GetGamedir(false))
{
//starting to a blank state generally means that the current(engine-default) config settings are utterly useless and windowed by default.
//so generally when switching to a *real* game, we want to restart video just so things like fullscreen etc are saved+used properly.
Cbuf_AddText("\nvid_restart\n", RESTRICT_LOCAL);
}
else
{
//if we're already running a game, this should probably just be a vid_reload instead to ensure that the conback etc is reloaded.
//(a full restart is annoying)
Cbuf_AddText("\nvid_reload\n", RESTRICT_LOCAL);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return true;
}
return false;
}
static void Mods_Remove (struct menu_s *m)
{
modmenu_t *mods = m->data;
int i;
for (i = 0; i < mods->nummods; i++)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
if (mods->mod[i].manifest)
FS_Manifest_Free(mods->mod[i].manifest);
Z_Free(mods->mod[i].gamedir);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
Z_Free(mods->mod);
mods->mod = NULL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
static qboolean Mods_AddManifest(void *usr, ftemanifest_t *man)
{
modmenu_t *mods = usr;
int i = mods->nummods;
mods->mod = BZ_Realloc(mods->mod, (i+1) * sizeof(*mods->mod));
mods->mod[i].manifest = man;
mods->mod[i].gamedir = NULL;
mods->nummods = i+1;
return true;
}
static int QDECL Mods_AddGamedir(const char *fname, qofs_t fsize, time_t mtime, void *usr, searchpathfuncs_t *spath)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
modmenu_t *mods = usr;
size_t l = strlen(fname);
int i, p;
char gamedir[MAX_QPATH];
if (l && fname[l-1] == '/' && l < countof(gamedir))
{
l--;
memcpy(gamedir, fname, l);
gamedir[l] = 0;
for (i = 0; i < mods->nummods; i++)
{
//don't add dupes (can happen from gamedir+homedir)
//if the gamedir was already included in one of the manifests, don't bother including it again.
//this generally removes id1.
if (mods->mod[i].manifest)
{
for (p = 0; p < countof(fs_manifest->gamepath); p++)
if (mods->mod[i].manifest->gamepath[p].path)
if (!Q_strcasecmp(mods->mod[i].manifest->gamepath[p].path, gamedir))
return true;
}
else if (mods->mod[i].gamedir)
{
if (!Q_strcasecmp(mods->mod[i].gamedir, gamedir))
return true;
}
}
mods->mod = BZ_Realloc(mods->mod, (i+1) * sizeof(*mods->mod));
mods->mod[i].manifest = NULL;
mods->mod[i].gamedir = Z_StrDup(gamedir);
mods->nummods = i+1;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return true;
}
#include "fs.h"
void M_Menu_Mods_f (void)
{
modmenu_t mods;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
menucustom_t *c;
menu_t *menu;
extern qboolean com_homepathenabled;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
memset(&mods, 0, sizeof(mods));
FS_EnumerateKnownGames(Mods_AddManifest, &mods);
if (com_homepathenabled)
Sys_EnumerateFiles(com_homepath, "*", Mods_AddGamedir, &mods, NULL);
Sys_EnumerateFiles(com_gamepath, "*", Mods_AddGamedir, &mods, NULL);
//FIXME: sort by mtime?
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Key_Dest_Add(kdm_emenu);
menu = M_CreateMenu(sizeof(modmenu_t));
*(modmenu_t*)menu->data = mods;
if (COM_FCheckExists("gfx/p_option.lmp"))
{
MC_AddPicture(menu, 16, 4, 32, 144, "gfx/qplaque.lmp");
MC_AddCenterPicture(menu, 0, 24, "gfx/p_option.lmp");
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
c = MC_AddCustom(menu, 64, 32, menu->data, 0, NULL);
menu->cursoritem = (menuoption_t*)c;
c->draw = Mods_Draw;
c->key = Mods_Key;
menu->remove = Mods_Remove;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#if 0
extern ftemanifest_t *fs_manifest; //currently active manifest.
struct installermenudata
{
menuedit_t *syspath;
};
static void Installer_Remove (struct menu_s *m)
{
Cbuf_AddText("quit force\n", RESTRICT_LOCAL);
}
void FS_CreateBasedir(const char *path);
#include <process.h>
static qboolean Installer_Go(menuoption_t *opt, menu_t *menu, int key)
{
struct installermenudata *md = menu->data;
if (key == K_MOUSE1 || key == K_ENTER || key == K_GP_START)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
{
extern int startuppending;
vfsfile_t *f;
char path[MAX_OSPATH];
char exepath[MAX_OSPATH];
char newexepath[MAX_OSPATH];
Q_snprintfz(path, sizeof(path), "%s/", md->syspath->text);
Con_Printf("path %s\n", path);
menu->remove = NULL;
M_RemoveMenu(menu);
FS_CreateBasedir(path);
#ifdef _WIN32
GetModuleFileName(NULL, exepath, sizeof(exepath));
FS_NativePath(va("%s.exe", fs_manifest->installation), FS_ROOT, newexepath, sizeof(newexepath));
CopyFile(exepath, newexepath, FALSE);
// SetHookState(false);
Host_Shutdown ();
// CloseHandle (qwclsemaphore);
// SetHookState(false);
// _execv(newexepath, host_parms.argv);
{
PROCESS_INFORMATION childinfo;
STARTUPINFO startinfo = {sizeof(startinfo)};
CreateProcess(newexepath, va("\"%s\" +sys_register_file_associations %s", newexepath, COM_Parse(GetCommandLineA())), NULL, NULL, FALSE, 0, NULL, path, &startinfo, &childinfo);
}
exit(1);
#elif 0
#ifdef __linux__
if (readlink("/proc/self/exe", exepath, sizeof(exepath)-1) <= 0)
#endif
Q_strncpyz(exepath, host_parms.argv[0], sizeof(exepath));
int fd = creat(newexepath, S_IRWXU | S_IRGRP|S_IXGRP);
write(fd);
close(fd);
#endif
startuppending = 2;
return TRUE;
}
return FALSE;
}
void M_Menu_Installer(void)
{
menu_t *menu;
struct installermenudata *md;
Key_Dest_Add(kdm_menu);
menu = M_CreateMenu(sizeof(*md));
md = menu->data = (menu+1);
md->syspath = MC_AddEdit(menu, 0, 160, 64, "Path", "C:/Games/AfterQuake/testinstall/base");//va("c:/%s", fs_manifest->installation));
//FIXME: add path check display
MC_AddCommand (menu, 0, 160, 128, "Install", Installer_Go);
MC_AddConsoleCommand(menu, 0, 160, 136, "Cancel", "menu_quit\n");
menu->selecteditem = (menuoption_t*)md->syspath;
menu->cursoritem = (menuoption_t*)MC_AddWhiteText(menu, 250, 0, menu->selecteditem->common.posy, NULL, false);
menu->remove = Installer_Remove;
}
#endif
#endif