Commit graph

786 commits

Author SHA1 Message Date
Ozkan Sezer
61775cc8b4 use getcwd() or some equivalent for host_parms->basedir instead of '.' (from uhexen2)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1016 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-10 09:51:35 +00:00
Ozkan Sezer
52f8653d4c add missing header
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1015 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-10 09:47:34 +00:00
Ozkan Sezer
4b01a03387 applied the user directories support patch, disabled by default. 'make DO_USERDIRS=1' to enable it.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1013 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-10 07:28:28 +00:00
Ozkan Sezer
99fa5eb2a3 tighten a bit more..
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1012 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-09 11:50:38 +00:00
Ozkan Sezer
596628530b improve mission pack loading from cmdline and via the 'game' command:
interpret -missionpack and [-]game missionpack as the same as a new
QuakeSpasm extension.  besides, do not let loading of the mission pack
directory twice.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1011 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-09 10:12:30 +00:00
Ozkan Sezer
ae876c943b changes/fixes to 'game' command, to replicate FitzQuake Mark V behavior:
* make 'game' command to strip all mission pack support
* make 'game' command to accept an optional second mission pack argument,
  i.e. -hipnotic, -rogue or -quoth.
* so the new behavior does:
  game id1 --> really returns to bare id1 game, doesn't accept any mission pack arguments
  game xxx -hipnotic --> strip down to id1 game, load hipnotic and load xxx on top of them
  game xxx --> strip down to id1 game and load xxx on top of it
* additionally, some extravaganza:
  game xxx --> if the game is already xxx, but the engine was started with -hiptonic
               or -rogue or -quoth, strip down to id1 and reload xxx on top of bare id1
  game xxx -hipnotic --> if the game is already xxx, but the engine was started without
              -hiptonic, strip down to id1, load hipnotic and reload xxx on top of them


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1010 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-09 07:13:20 +00:00
Ozkan Sezer
d7d6ad2d05 fix a r1003 bug in COM_Game_f()
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1006 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 22:15:50 +00:00
Sander van Dijk
162e47a5ec pl_linux.c: implement PL_GetClipboardData using SDL2
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1005 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 21:30:16 +00:00
Ozkan Sezer
717b452da0 moved Host_Game_f to common.c, made it to use COM_AddGameDirectory(). moved in-memory pak structures, searchpatch structure and searchpath global declarations to common.h. adjusted affected extra patches.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1003 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 21:10:33 +00:00
Sander van Dijk
dc4799f48a in_sdl.c: Rename the mouse filter functions for consistency.
Also surround the SDL version by "#if defined(USE_SDL2)" and "#endif", this
suppresses an unused function warning when building for SDL1. (Building for
SDL2 still gives an unused variable "modstate" warning though.)


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1002 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 20:29:16 +00:00
Ozkan Sezer
1c4c5ba254 add the com_base_searchpaths thing of qw and use it in Host_Game_f(), kill the no longer needed com_nummissionpacks, KillGameDir() and NumGames().
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@998 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 18:20:47 +00:00
Ozkan Sezer
9d2193f1d4 tighten Host_Game_f() a bit more
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@997 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 16:02:58 +00:00
Ozkan Sezer
985a16ee15 Host_Game_f(): simplify
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@996 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 14:29:12 +00:00
Ozkan Sezer
0fc8cce747 revert r988
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@993 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 09:10:27 +00:00
Eric Wasylishen
db43cf1836 gl_screen.c: make the console speed independent of the current resolution. Before, switching to a really high (e.g. 2880x1800) resolution would make the colsole take several seconds to open/close
Not totally sure about this but i think it's a decent idea. I'm using 800x600 as a reference screen size (arbitrary choice but it's the default QS resolution). So if your resolution is 600 pixels tall this will make no difference. On higher resolutions this will make the console a bit faster than before.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@992 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 06:25:59 +00:00
Eric Wasylishen
d8a33d73cc R_CullSurfaces: small optimization. Avoid doing (s->visframe == r_visframecount) test on all world surfaces, instead, use the surfaces in the world texture chains, which already passed that test in R_MarkSurfaces.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@991 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-08 04:31:26 +00:00
Sander van Dijk
093ecad80b gl_rmain.c: make gl_zfix default to 0, no longer save it to config.cfg
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@990 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-07 19:35:52 +00:00
Sander van Dijk
17c51df017 quakespasm.pak: add several .ent files to prevent z-fighting
fixed so far:
e1m1: quad secret elevator (when down)
e1m2: exit doors (when open)
e2m3: rockets secret doors (when open)
e2m7: bars in front of the exit doors (when raised)



git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@989 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-07 19:33:38 +00:00
Sander van Dijk
39237a64d6 common.c: make plain files overrule files inside a PAK file
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@988 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-07 12:32:27 +00:00
Eric Wasylishen
24f4a2dab4 SDL2 support, if USE_SDL2 defined.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@987 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-05 19:34:43 +00:00
Ozkan Sezer
5b9140cb06 restore compilability with g++. some whitespace tidy-ups.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@986 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-02 05:40:41 +00:00
Eric Wasylishen
7c1e078b2a PF_VarString: raise buffer size to 1024. I checked all buffers that the resulting string could end up in, and they're all at least 1024 bytes (even with an unmodified quake client).
PF_VarString is only called on the server, in:
- PF_error, PF_objerror, PF_dprint to print error / debugging messages
- PF_bprint, which calls SV_BroadcastPrintf which copies the string into a 1024-byte buffer, then sends that to clients in a svc_print message
- PF_sprint, which sends the string in a svc_print message using MSG_WriteString (without copying into an intermediate buffer)
- PF_centerprint, which sends the return value of PF_VarString in a svc_centerprint message (without copying into an intermediate buffer)

On the client:
- svc_print reads the payload string with MSG_ReadString (2048-byte buffer), then Con_Printf is called (4096-byte buffer)
- svc_centerprint uses MSG_ReadString then calls SCR_CenterPrint (1024-byte buffer)

I also checked the original quake source and the client-side buffers for MSG_ReadString, Con_Printf, and SCR_CenterPrint are all the same sizes as in QS.

Admittedly I want to support sock's ITS mod, but as far as I can see, it's a totally safe to increase this to 1024.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@985 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-01 07:30:23 +00:00
Ozkan Sezer
b8fc8caa0f dropped support for GL_SGIS_multitexture
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@984 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-30 08:00:34 +00:00
Eric Wasylishen
b9d280f10b Revert r981 "Simple use of vertex arrays in R_DrawTextureChains_Multitexture."
It caused a dramatic slowdown on my machine on windows (50% slower)

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@983 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-30 06:30:49 +00:00
Eric Wasylishen
bdca64b93b Silence warning about vid_fsaa requiring restart when parsing config.cfg at startup. Add missing newline to warning message.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@982 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-30 03:22:36 +00:00
Eric Wasylishen
745fa7ecce Simple use of vertex arrays in R_DrawTextureChains_Multitexture.
The glBegin(GL_POLYGON), for() loop with GL_MTexCoord2fFunc()/glVertex3fv() calls, and glEnd () per polygon is replaced by a memcpy() and a glDrawArrays() call per poly.

My guess is this only saves function call overhead, but it gives a decent ~20% speedup (36 -> 42fps) on my machine on orl’s map.

Note: glDrawArrays() is in OpenGL 1.1, but the glClientActiveTextureARB function is part of the GL_ARB_multitexture extension but not GL_SGIS_multitexture. Instead of splitting into two code paths, I just dropped support for GL_SGIS_multitexture.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@981 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-30 03:22:26 +00:00
Eric Wasylishen
9c6f93eb8a Remove R_DrawSequentialPoly and use texture chains for drawing brush models.
To make this work with the drawing order we use in gl_rmain (world excluding water, opaque ents, world water, transparent ents), I made each texture_t have two texture chains, one for world and one for bmodels. This way they can be cleared during entity drawing without having to regenerate the world ones.

Other than this the changes are mostly minor adjustments to the R_DrawTextureChains_* functions so they can work for things other than the world.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@979 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-29 08:27:22 +00:00
Eric Wasylishen
890fe165e8 Revert r968, optimization in R_DrawSequentialPoly. Going to try a deeper change that uses the world drawing code for bmodels.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@978 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-29 08:27:16 +00:00
Eric Wasylishen
a7bf2f59a4 Apply Baker's fix for cross-map demo playback (http://forums.inside3d.com/viewtopic.php?f=3&t=2397).
With that alone, the console would come down and slide up when the map changes in a demo.
I added a SCR_BeginLoadingPlaque() call in CL_ParseServerInfo, only done during demo playback, which shows the loading plaque and prevents the console from appearing and sliding up.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@976 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-25 02:55:25 +00:00
Eric Wasylishen
526f90d69b Revert Pa3PyX support for cross-map demos
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@975 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-25 02:55:16 +00:00
Eric Wasylishen
9bd02ae55b cl_parse.c: hack so demos playback at the correct speed even if they contain a lot of svc_stufftext messages (e.g. one every frame).
for a test case, play a demo from: http://www.quaketastic.com/upload/files/demos/otp_honey100.zip
for the honey map pack: http://www.quaketastic.com/upload/files/single_player/maps/honey.zip
on a slow pc that gets signifigantly less than 72fps, or with host_maxfps lowered (e.g. set to 33).

with QS 0.85.9, the demo will play in slow-motion; with QS 0.85.6 (without the cross-map demo support) it plays normally.

admittedly this is a fringe scenario, but it's imo a legitimate bug in the Pa3PyX cross-map demo playback code.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@974 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-24 18:37:28 +00:00
Eric Wasylishen
f292a594b3 Fence textures: also support on world polys. From Fitzquake Mark V
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@972 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-22 01:10:58 +00:00
Eric Wasylishen
d10512a72b Fence texture support on brush models, e.g. for rmqdemo2 e1m6rq.bsp. Based on Baker's implementation in Fitz Mark V. Consistent with Fitz Mark V, RMQEngine, FTEQW rendering.
Not implemented for world polys (afaik it's useless for world polys) but could be added if needed.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@970 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-19 02:20:12 +00:00
Eric Wasylishen
28134aca63 Change Cvar_Cycle_f to use Q_atof to be consistent with other cvar code. Q_atof("0.3"), a float, does not == atof("0.3"), a double.
Fixes "cycle r_wateralpha 0.3 0.6 1" not working reported by AAS.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@969 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-18 17:12:39 +00:00
Eric Wasylishen
0824c53967 r_brush.c: small optimization in R_DrawSequentialPoly; move the drawing of fullbrights to a separate function, and draw them in a separate pass through the polys of the brush mode. This reduces the amount of texture binding. The extreme case would be, e.g. 1000 polys with one texture (with fullbrights), before would require 2000 binds, after would require 2 binds. This gets part way to the performance of https://sourceforge.net/p/quakespasm/patches/14/ with much less code change
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@968 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-17 21:12:54 +00:00
Eric Wasylishen
9894c0b00d Raise MAX_ENT_LEAFS from 16 to 32, fixes disappearing/flickering bmodels in some situations. In particular fixes an elevator in fort_driant-fullvis.bsp, and a grate (func_door) in jam1_ionous.bsp.
From what I understand, if an entity touches more than MAX_ENT_LEAFS, it will only be visible
if the player happens to be standing in one of the first 'MAX_ENT_LEAFS' (so essentially random).

See discussion of MAX_ENT_LEAFS here:
http://celephais.net/board/view_thread.php?id=60310

For more detail (mh has an alternate fix, used in DirectQ/RMQEngine, haven't looked in to what he did):
http://forums.inside3d.com/viewtopic.php?t=2376&postdays=0&postorder=asc&start=23

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@967 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-13 06:40:07 +00:00
Eric Wasylishen
fb31319099 new fsaa support patch. commandline flag is -fsaa, cvar is vid_fsaa. cvar is only read in VID_Init, changing it prints a message that the new value will only be used upon restart
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@966 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-12 19:39:20 +00:00
Eric Wasylishen
7cca17afaa revert r962 and r963 (first attempt at multisampling)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@965 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-12 19:25:14 +00:00
Sander van Dijk
1cdf1f400d Add a Bourne Shell PAK file writer (remove qpakman dependency).
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@964 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-11 19:59:52 +00:00
Eric Wasylishen
5f7e61ecd4 cleanup fsaa patch, from szo. removes sdl version checks because qs requires sdl >= 1.2.10
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@963 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-11 08:08:15 +00:00
Eric Wasylishen
503db92edb fsaa support, borrowing from uhexen2. cvar is vid_multisample, cmdline arg is -fsaa (inconsistent..)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@962 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-11 06:58:42 +00:00
Eric Wasylishen
1fd8a1f344 bump MAX_EFRAGS to 4096 (from 2048) and MAX_CHANNELS to 1024 (from 512). For ijed's map - has over 500 ambient sounds, causing it to hit the channel limit, and a lot of static entities, which I guess cause it to exceed the old efrags limit. For future reference, according to mh, the efrags array can be removed entirely in glquake (http://forums.inside3d.com/viewtopic.php?t=1930) and each efrag allocated in the hunk memory.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@959 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-10 03:33:59 +00:00
Eric Wasylishen
bccf3de5df sv_aim: change default to 1 (autoaim off) and CVAR_NONE
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@958 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-07 18:47:37 +00:00
Eric Wasylishen
a0f475ebcd Image_LoadImage: read pixel data in 1K chunks instead of calling getc in a loop
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@957 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-05 20:41:47 +00:00
Eric Wasylishen
d9f78442fe AllocBlock: cache index of last used lightmap, start search there
Can speed up map loading by multiple seconds on levels with a lot of lightmaps, at a cost of using slightly more lightmaps (about 5% more).

https://sourceforge.net/p/quakespasm/patches/20/


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@956 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-05 18:22:58 +00:00
Ozkan Sezer
e4f3990efd cd_sdl: add back the informative message (was accidentally reverted in r953.)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@955 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-05 18:20:29 +00:00
Ozkan Sezer
b5ffff36a3 ... apply a CD device stops workaround only for linux for now.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@954 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-05 17:45:22 +00:00
Ozkan Sezer
5058d882e9 revert the all-platforms form of CD device stops workaround from r948/r949 ...
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@953 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-05 17:43:45 +00:00
Eric Wasylishen
931d4e9396 sfx lowpass filter patch
cvar changes:

The "sndspeed" cvar / "-sndspeed" command-line option now control whether the low-pass filter is applied. If it's set to 11025 you get the low-pass filter, otherwise it's not used.

New "snd_mixspeed" cvar (and the "-mixspeed" command-line option); these default to 44100 and just control the sample rate we request from SDL. Not archived.

New “snd_filterquality” cvar, value can be 1-5. Not archived. The “5” setting closely matches the Windows resampler, and the “1” setting closely matches the OS X resampler. The default depends on the OS, “5” is used on windows builds, otherwise “1”, because I wanted the sfx to sound the same as they do with 0.85.9 on each platform. TODO is checking if a setting other than 1 sounds closer to the system resampler on linux (though it probably depends on the distro).

The lowpass filter is only used for sndspeed=11025 and snd_mixspeed=44100, though these are the defaults.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@952 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-05 05:40:34 +00:00
Ozkan Sezer
d6e0a8c020 cd_sdl: prev and next commands must handle data tracks properly.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@951 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-04 21:20:09 +00:00