Q3TA: Added snd_ignorecueloops cvar to ignore auto-looping sounds.
Q3TA: Fixed script parsing, so the menus are not so broken. Q3TA: added the UI_CIN_* and CG_CIN_* builtins for 2d cinematic playbacks. Q3TA: backspace should work for gamecode text entry now. Q3TA: map_restart now directly restarts without needing loading screens. Fixed multiple envmap generation bugs. Fixed envmaps getting flushed with r_keepimages 0. Console image previews can now display cubemaps (although their orientation is probably a little off). Made a 'remapshader' csqc builtin. Depending on the r_remapshader console command was stupid. Fixed packet command to create a udp socket, if needed. sv_public can now be set to a non-numeric name for custom names (instead of needing to poke sv_port too). Support extended data on the end of miptex entries in bsps. Requires a qbsp (like vanilla) that doesn't rewrite the miptex entries. Updated imgtool to generate/read our new extended miptex data. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5644 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -3377,7 +3377,7 @@ void COM_Gamedir (const char *dir, const struct gamepacks *packagespaths)
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/*yay q2!*/
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#define Q2CFG "set v_gammainverted 1\nset com_parseutf8 0\ncom_nogamedirnativecode 0\nset sv_bigcoords 0\nsv_port "STRINGIFY(PORT_Q2SERVER)"\n"
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/*Q3's ui doesn't like empty model/headmodel/handicap cvars, even if the gamecode copes*/
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#define Q3CFG "set v_gammainverted 0\nset com_parseutf8 0\ngl_overbright 2\nseta model sarge\nseta headmodel sarge\nseta handicap 100\ncom_nogamedirnativecode 0\nsv_port "STRINGIFY(PORT_Q3SERVER)"\n"
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#define Q3CFG "set v_gammainverted 0\nset snd_ignorecueloops 1\nsetfl g_gametype 0 s\nset gl_clear 8\nset com_parseutf8 0\ngl_overbright 2\nseta model sarge\nseta headmodel sarge\nseta handicap 100\ncom_nogamedirnativecode 0\nsv_port "STRINGIFY(PORT_Q3SERVER)"\n"
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//#define RMQCFG "sv_bigcoords 1\n"
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#ifdef HAVE_SSL
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