Zephaniah E. Hull
c316ae0069
Cleaned up a lot of fixmes.
2001-01-27 04:58:07 +00:00
Bill Currie
e73ff67bf3
fix for bsd
2001-01-27 04:37:37 +00:00
Ragnvald Maartmann-Moe IV
4717448bd6
Minor lighting cleanup, plus fix minor bug (loss of color on nearby dlights).
2001-01-27 03:01:09 +00:00
Ragnvald Maartmann-Moe IV
57f32284dd
Mostly whitespace, typo fixes. Tweak mouse scaling in sdl more inline with other clients.
2001-01-27 02:56:30 +00:00
Ragnvald Maartmann-Moe IV
4c4e7e9530
Whitespace.
2001-01-27 02:11:58 +00:00
Ragnvald Maartmann-Moe IV
2d9f722218
Whitespace.
2001-01-26 06:10:50 +00:00
Ragnvald Maartmann-Moe IV
e1f4bc624a
Optimize skydome rendering. Moves 4 multiplies from inner loop to outer loop. Saves 448 multiplies per pass.
2001-01-26 05:50:13 +00:00
Thad Ward
c8ab801128
qw_client.dsp and makefile.mgw:
...
remove vid_win.c from the projects. no longer needed after taniwha's
cl_main changes.
cl_main.c:
remove #include "winquake.h", which is not needed
vc/config.h:
add #define HAVE_WINSOCK_H
2001-01-25 21:16:43 +00:00
Bill Currie
5c1fa73e55
remove the win32 windows tomfoolery. if someone complains, we'll cross that
...
bridge when we get to it (unless we burn it first:)
2001-01-25 06:08:46 +00:00
Thad Ward
04d66b0952
get it building on windows again.
...
cl_main.c:
added #include "winquake.h" back in, since ming and msvc
wouldn't build without it
qw_client.dsp and makefile.mgw:
added vid_win.c
(need to rename qw_*.dsp to qf_*.dsp one of these days...)
2001-01-25 04:56:27 +00:00
Zephaniah E. Hull
0ec668bc4e
Switch GL_RGBA to GL_LUMINANCE_ALPHA, possibily a slight speed gain.
...
More to the point, should cut texture memory usage for the textures in
question in HALF.
2001-01-25 04:13:04 +00:00
Ragnvald Maartmann-Moe IV
33bea927c9
Tune blood trail length for speed again. *sigh*
2001-01-25 01:33:29 +00:00
Bill Currie
6e1fdf78b0
forgot about this
2001-01-24 19:42:09 +00:00
Ragnvald Maartmann-Moe IV
ae0b9b7215
Brighten particles a touch. New blended particles are on average a little less bright anyways.
2001-01-24 18:27:35 +00:00
Ragnvald Maartmann-Moe IV
bcb8ec45da
Whitespace.
2001-01-24 18:26:23 +00:00
Bill Currie
21654b12e5
server builds (and works, thanks for the test, Dabb) and an sdl client attempts
...
to link.
2001-01-24 17:41:34 +00:00
Ragnvald Maartmann-Moe IV
f1a5a25b69
Make blood and slight blood different, like original quakeworld, again.
2001-01-24 09:53:35 +00:00
Ragnvald Maartmann-Moe IV
ee8cd32c0c
Dynamically generate particle texture. Even better looking, too!
2001-01-24 07:36:36 +00:00
Ragnvald Maartmann-Moe IV
37ba8cabb3
Upped particle texture from 4*4 mono blotch to 16*16 grayscale circle. Looks dramatically better, and actually seems a hair faster here.
2001-01-24 06:22:18 +00:00
Bill Currie
733d55603c
partial fixes for cross-compiling using mingw32. MIGHT break normal builds
2001-01-24 00:06:58 +00:00
Bill Currie
8d3c85349a
add a FIXME comment
2001-01-24 00:02:43 +00:00
Bill Currie
49ed4186f8
remove an unused variable
2001-01-23 23:59:32 +00:00
Zephaniah E. Hull
f6b12b12e3
More fixes for the loc code.
2001-01-23 14:48:05 +00:00
Zephaniah E. Hull
712b655c1b
Oops, forgot a few commas.
2001-01-23 14:42:16 +00:00
Zephaniah E. Hull
33b135f3dd
locs and teamplay: Minor cleanup. (locisgz!? Gone!)
...
gl_dyn_part.c: Minor cleanup.
2001-01-23 14:36:53 +00:00
Jeff Teunissen
2e61696d5c
whitespace.
2001-01-23 04:12:48 +00:00
Jeff Teunissen
39949152c6
Whitespace.
2001-01-23 04:12:29 +00:00
Jeff Teunissen
d6241c11aa
Remove special handling for the WGL extension list. It was broken, and
...
nobody on win32 fixed it. This made _all_ Windows GL binaries not work.
2001-01-23 04:06:35 +00:00
Chris Ison
6bea8babbe
tidied up locs code and changed loc commands to loc <args>
2001-01-22 23:23:28 +00:00
Ragnvald Maartmann-Moe IV
a348e15954
Split in_ggi.c off from vid_ggi.c
2001-01-22 23:11:15 +00:00
Ragnvald Maartmann-Moe IV
6cab98b564
Remove unnecessary include of vid.h
2001-01-22 23:03:11 +00:00
Ragnvald Maartmann-Moe IV
29ba2e38f7
remove unneeded input.h and keys.h
2001-01-22 23:01:38 +00:00
Ragnvald Maartmann-Moe IV
4b4fb0f9aa
Remove redundant include of input.h
2001-01-22 22:50:08 +00:00
Bill Currie
8b39af51f2
another missing )
2001-01-22 22:48:58 +00:00
Bill Currie
b3a9da279b
check for an error openning the download file (this is what I intended to
...
commit previously, but wasn't finished)
2001-01-22 22:48:22 +00:00
Bill Currie
e3674945ed
back out an accidental commit
2001-01-22 22:43:50 +00:00
Bill Currie
39ee51118d
fix a missing )
2001-01-22 22:40:36 +00:00
Jeff Teunissen
076db7b5b2
Oops, screwed up the paren placement. :)
2001-01-22 18:26:41 +00:00
Jeff Teunissen
3ea4bdda68
Handle 3DFX_set_dither_mode extension properly.
2001-01-22 18:21:46 +00:00
Bill Currie
d072faf29c
fix a compile bug for some systems
2001-01-21 02:55:53 +00:00
Bill Currie
7dd9a2f783
while this is probably not the correct fix, it seems X shm needs to be
...
completely updated each frame
2001-01-20 22:08:40 +00:00
Bill Currie
591577f6ef
skin.c:
...
skins must always be loaded into a 320x200 buffer
sv_user.c:
disable redirect for kill
2001-01-20 20:55:00 +00:00
Bill Currie
9146c88760
fix while dead players
2001-01-20 10:28:32 +00:00
Bill Currie
7c1c47b573
clean up skin selection code a little
2001-01-20 10:19:23 +00:00
Bill Currie
77f217bf89
fix black skins with fullbrights
2001-01-20 07:47:07 +00:00
Bill Currie
1444bac78d
fullbrights on player skins now work properly instead of using the fb skin
...
of the player model.
2001-01-20 06:47:01 +00:00
Zephaniah E. Hull
92f357a2ad
locs.c should be compiled into all client targets, but NOT the server.
...
(oops)
2001-01-20 05:13:52 +00:00
Bill Currie
1e270eb552
make fs_skinbase default to fs_basegame when using newstyle
2001-01-20 04:56:02 +00:00
Bill Currie
a01e68a148
fix a server crash on attempting to checksum a model that isn't there
2001-01-19 21:45:38 +00:00
Bill Currie
de137aa864
reserve some texture numbers for player skin fullbrights
2001-01-19 06:16:40 +00:00