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fteqw/engine/ftequake
2010-11-29 03:42:15 +00:00
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FTEQuake.dev mostly miscilaneous changes (some old stuff that I don't remember), lightsampling changes, qtv changes, avi sound changes 2006-09-17 00:59:22 +00:00
ftequake.dsp Added per-player userinfos (for splitscreen). 2010-08-14 03:17:33 +00:00
ftequake.dsw Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded. 2010-08-11 03:36:31 +00:00
npapi.def What could possibly go wrong?... 2010-03-14 14:35:56 +00:00
npplug.rc swap audio channels, apparently they were switched. I blame my broken (mono) headphones. Also minor tweek for npfte to size the engine to match the plugin space. Also attempt to catch crashes instead of always taking the browser down too. 2010-11-29 03:42:15 +00:00
npqtv.dsp Updated MSVC 6.0 and .net 2005's NPQTV project files to include the freetype header location. 2009-07-20 01:58:50 +00:00