Commit graph

509 commits

Author SHA1 Message Date
Bill Currie
acb5f4b21a revert Endy's HL changes. Sorry endy but what would you rather have: HL
support in quakeforge, or knghtbrd using your guts for violin strings? :)
2000-06-16 09:41:42 +00:00
Loring Holden
26c36382db client.h - add needed define of CL_ParseEntityLump() 2000-06-12 06:14:34 +00:00
Loring Holden
d2a2fbf6cb cmd.c - use (var = Cvar_FindVar(buf)) != 0 instead of (var = Cvar_FindVar(buf))
cvar.c - include strings.h for AIX
gl_warp.c - remove unneeded skytexturenum variable
2000-06-12 06:14:00 +00:00
Bill Currie
0ebebb9bdb fix a gcc warning. I hope this is what the original coder intended (looks like
it).
2000-06-12 02:50:59 +00:00
Dabb
c5c51a2839 fullsbar defaults true now, so changing command line option (win32) -fullsbar -> -nofullsbar 2000-06-11 08:55:40 +00:00
Dabb
3cc97ab304 Added extern. 2000-06-11 08:10:46 +00:00
James Brown
1d1529cb4b Sky & warning fixes. 2000-06-11 04:44:19 +00:00
Thad Ward
dd81394eb0 turned on -Werror for VC++ 2000-06-11 04:19:50 +00:00
Anton E. Gavrilov
b9acf19025 stricmp, strnicmp ---> strcasecmp, strncasecmp 2000-06-11 03:47:11 +00:00
Anton E. Gavrilov
092e377dc1 Add $-expansion code. 2000-06-11 02:57:08 +00:00
Anton E. Gavrilov
b5a2d30444 CVAR_FIXME cleanup 2000-06-11 00:23:13 +00:00
Anton E. Gavrilov
7f5c4e4148 Make command and cvar completion case-insensitive. 2000-06-11 00:05:45 +00:00
Zephaniah E. Hull
d3dbe394ce Woops, frogot to cvs add this one on the HL fix.. 2000-06-10 21:48:01 +00:00
Zephaniah E. Hull
b8a92f28dc Newtree compiles again, no promices that it will work though..
I'm tempted to pull Endy's CVS write abilitys until he promices
to make sure major changes at least COMPILE before he commits them.
(=:]
2000-06-10 21:40:31 +00:00
Thad Ward
ac8d74e741 added hl_wad.c and hl_bsp.c to the gl project 2000-06-10 16:40:04 +00:00
James Brown
3b337ab41d Fixed 'skybug' 2000-06-10 09:40:12 +00:00
James Brown
a495278595 Fixed automake makefile for hl_*.c 2000-06-10 03:48:25 +00:00
James Brown
125dc1252b Fixed server. Whoot. :) 2000-06-10 03:46:40 +00:00
James Brown
1501c63997 Um. Fixed the server so it won't bomb loading Half-Life maps. 2000-06-10 03:43:18 +00:00
James Brown
957873f3bb Half-Life BSP support, and fixed that idiotic WGL multitexture crash. I don't know and don't care if other targets are also screwed this way :) 2000-06-10 03:36:28 +00:00
James Brown
646dd87153 Testing. 2000-06-10 02:13:57 +00:00
Anton E. Gavrilov
9ad4192af2 ooops 2000-06-10 00:26:21 +00:00
Anton E. Gavrilov
a1982a0f75 CVAR_FIXME cleanup. 2000-06-10 00:23:56 +00:00
Anton E. Gavrilov
df980b44a1 CVAR_FIXME cleanup 2000-06-09 23:37:39 +00:00
Joseph Carter
6168fcebcc Proper cache checking for textures - thanks to LordHavoc for the fast and
cheap crc (which isn't a real crc, but does the job)
2000-06-09 22:28:08 +00:00
Joseph Carter
a4243ac120 added -3dfx 2000-06-09 21:36:53 +00:00
Joseph Carter
3287c0e38b ARB multitexture for glx, wgl, and 3dfx targets 2000-06-09 21:34:21 +00:00
Zephaniah E. Hull
53b2cafae8 We have -3dfx again, took me a hour or two to do it.. 2000-06-09 20:15:08 +00:00
Anton E. Gavrilov
3644a3056e host_frametime --> sv_frametime for server;
CVAR_FIXME cleanup.
2000-06-09 19:22:30 +00:00
Anton E. Gavrilov
5096ce59c3 Rename V_CalcRoll to SV_CalcRoll;
CVAR_FIXME cleanup.
2000-06-09 19:06:50 +00:00
Anton E. Gavrilov
538e021faf Remove the stupid CVAR_NONE & CVAR_USERINFO's;
CVAR_FIXME cleanup.
2000-06-09 18:58:19 +00:00
Anton E. Gavrilov
39b83b626b Rename client_state_t to sv_client_state_t;
client_state_t cls ---> client_static_t cls;
2000-06-09 18:47:12 +00:00
Anton E. Gavrilov
1139c87959 Remove master_adr;
Kill the stupid CVAR_SERVERINFO's.
2000-06-09 18:27:20 +00:00
Jeff Teunissen
d7d581e546 Fix inverted lightmap problem. 2000-06-07 07:23:23 +00:00
Joseph Carter
0b893de220 Doh! 2000-06-06 11:34:50 +00:00
Thad Ward
f0953267ed remove model.c from the gl builds 2000-06-05 19:51:36 +00:00
Joseph Carter
c1f7cef497 GLX now supports EXT_multitexture if you've got it, one more step
toward real ARB_multitexture.
2000-06-05 12:22:22 +00:00
Joseph Carter
a3e32e213e Draw_Character -> Draw_Character8
Draw_String -> Draw_String8
Draw_Alt_String -> Draw_AltString8

You know what this means right?  Draw_*16 is coming soon.  Very soon.
2000-06-05 01:05:25 +00:00
Joseph Carter
9a348350df Multitexture for GLX, sortof. It's useless to you unless you've got
SGIS_multitexture (I assure you, unless you're on IRIX, you don't have
it!)  Added a Sbar_Changed () to fix the sbar overbright for a few people
and the very beginnings of ARB_multitexture are now in glquake.h
2000-06-04 13:53:29 +00:00
Jeff Teunissen
6c2ae3cb47 Increase the effective radius of dynamic lights in GL. 2000-06-04 12:56:28 +00:00
Dabb
d5d4036334 fullsbardraw defaults to TRUE now. Sbar needs to be drawn on each frame. Gotta remove unneeded stuffs lateron... 2000-06-04 12:42:38 +00:00
Joseph Carter
207857733a removing a glFinish 2000-06-04 11:20:51 +00:00
Joseph Carter
1cb3f49391 May fix Dabb's statusbar problem 2000-06-04 10:53:01 +00:00
Dabb
54fecba24b Reverse my goofup - I need coffee!-) 2000-06-04 09:40:06 +00:00
Dabb
2508ef4264 Added extern to gammatable. Table is "stored" in r_view.c 2000-06-04 09:30:49 +00:00
Dabb
59f1871a16 Someone forgot to define some ints...fixed. 2000-06-04 09:18:48 +00:00
Joseph Carter
77d084e425 missed this before 2000-06-04 01:12:07 +00:00
Joseph Carter
accc15a82e non-skybox skies were overbrighting, fixed 2000-06-03 22:47:05 +00:00
Joseph Carter
19afb34084 This adds multitexture for win32 back into the game. 2000-06-03 22:32:53 +00:00
Joseph Carter
8d08bc4d86 This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:

Win32 thing..  If you don't free textures explicitly, you can cause a
problem with nVidia drivers.

Colored lighting is now RGB instead of RGBA.  The alpha is kinda pointless
on a lightmap and the effect's not all that great.  Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality.  This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.

All glColor*'s are now half of what they used to be, except where they
aren't.  If that doesn't make sense, don't worry.  If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that..  (More below)

glDisable (GL_BLEND) is now a thing of the GL_PAST.  As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on.  This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!

Win32 issue..  Even though we check for multitexture, we currently don't
use it.  Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway.  I also wanted to
get rid of some duplicated code.  Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work.  Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.

LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers!  It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color.  You've gotta see this to know what I'm
talking about.  That's why the glColor*'s are halved in most places.  The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.


A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was.  That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost.  Even if there's not, the code in
this commit DOUBLED MY FPS COUNT.  Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!

Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00