remove *qsg_version and *cap on disconnect
set *qsg_version and *cap after connection but only if the server presents
*qsg_version (it will have big enough info buffers if this key exists). Doesn't
yet send the updated values to the server as there is currently no way to do
so :( I started out creating a setfulluserinfo, but ran into design/security
problems with that approach. What's needed is to either find a secure way to
update these two star keys (however, special casing is ugly) or make them
non-star keys (I don't like that either: too easy to fiddle with). Another
possiblity is to force a reconnect after they are set.
sbar.c: Simplify Sbar_ColorForMap()
gl_view.c: Remove palette shifting code -- we don't do that any more in
GL, we alpha blend the screen. Bad to do it twice, plus it messes up
texture loads.
WARNING: re-read readme.win for instructions on getting this working
on your system, since it depends on zlib being installed on your system,
similar to the way mgl is done.
both support this. The client tells the server it can support compressed
downloads by setting the z flag in the *cap userinfo. If the server detects
that the client supports compression, and the file to be downloaded is
compressed (more accurately, has the .gz extension), the server sends a special
download packet with a size of -2 (-1 indicates error),, percent of 0, followed
by the new name of the file (eg maps/foo.bsp.gz for maps/foo.bsp). The client
WILL NOT accept a new filename that doesn not match the old name for the length
of the old name. The client also will not accept a new name if there are . or
.. path components. If the client rejects the new name, it prints a warning
message and aborts that download.
support are built with joy_null.c. To create a joystick driver for a new
system, take a look at joystick.h and joy_null.c for the driver
interface. I'd like to see a Windows driver using this interface, it would
probably simplify in_win.c greatly.
First off, a cleanup in alias model rendering.
Then we have R_CullBox, which is now a inline function.
Then the big one, the state change cleanup, right now GL_BLEND.
don't use libGLU right now.
gl_draw.c: brightness/contrast are created in r_view.c, I'm a little
surprised this didn't cause a crash.
menu.c: Use bound() for sliders.
the job. -3dfx doesn't get a package built right now, there
are...obstacles.
acinclude.m4, configure.in, Makefile.am: -sgl is detected separately from
-sdl now, and HAVE_XMESA is no longer in use.
2. CVAR_HEAP makes no sense now that ALL cvar are stored in heap.
3. No need to allocate memory for cvar descriptions
4. ^= CVAR_USER_CREATED ---> &= ~CVAR_USER_CREATED
code.
Then we have the completely purge of treating 'unsigned' as a type, it
is NOT a type, it is a TYPE MODIFIER!
Under gcc for x86 it happens to try and do something sane, just treat it
as a unsigned int, but that is EVIL, it is a MODIFIER and if ANYONE adds
code which uses unsigned as a type in itself I /WILL/ harm them!!!
view.h: Add brightness, contrast cvars as extern
menu.c: Change brightness scroller to use the brightness cvar, add
contrast scroller.
r_view, sw_view.c: Add brightness/contrast cvars to software, and make
them work.
Yes, this means that your standard grenades, the pipebombs, proxys,
sents, etc will all have fullbright pixels!
As a added bonus they are toggable with the gl_fb_models cvar! But
there is more! This comes at a almost unnoticeable cost! Thats right!
For you get this all for only 2 FPS!
Repeat, thats 2 FPS! PRACTICALLY NOTHING!
So order now! Available from the quakeforge newtree CVS.
sv_timestamps.
To configure how timestamps are formatted, use the sv_timefmt Cvar. It's a
formatted string, with the following special tokens (taken from the
strftime() manual page):
%a The abbreviated weekday name according to the cur
rent locale.
%A The full weekday name according to the current
locale.
%b The abbreviated month name according to the current
locale.
%B The full month name according to the current
locale.
%c The preferred date and time representation for the
current locale.
%C The century number (year/100) as a 2-digit integer.
(SU)
%C The century number (the year divided by 100 and
truncated to an integer).
%d The day of the month as a decimal number (range 01
to 31).
%D Equivalent to %m/%d/%y. (Yecch - for Americans
only. Americans should note that in other coun
tries %d/%m/%y is rather common. This means that in
international context this format is ambiguous and
should not be used.) (SU)
%e Like %d, the day of the month as a decimal number,
but a leading zero is replaced by a space. (SU)
%E Modifier: use alternative format, see below. (SU)
%G The ISO 8601 year with century as a decimal number.
The 4-digit year corresponding to the ISO week num
ber (see %V). This has the same format and value
as %y, except that if the ISO week number belongs
to the previous or next year, that year is used
instead. (TZ)
%g Like %G, but without century, i.e., with a 2-digit
year (00-99). (TZ)
%h Equivalent to %b. (SU)
%H The hour as a decimal number using a 24-hour clock
(range 00 to 23).
%I The hour as a decimal number using a 12-hour clock
(range 01 to 12).
%j The day of the year as a decimal number (range 001
to 366).
%k The hour (24-hour clock) as a decimal number (range
0 to 23); single digits are preceded by a blank.
(See also %H.) (TZ)
%l The hour (12-hour clock) as a decimal number (range
1 to 12); single digits are preceded by a blank.
(See also %I.) (TZ)
%m The month as a decimal number (range 01 to 12).
%M The minute as a decimal number (range 00 to 59).
%n A newline character. (SU)
%O Modifier: use alternative format, see below. (SU)
%p Either `AM' or `PM' according to the given time
value, or the corresponding strings for the current
locale. Noon is treated as `pm' and midnight as
`am'.
%P Like %p but in lowercase: `am' or `pm' or a corre
sponding string for the current locale. (GNU)
%r The time in a.m. or p.m. notation. In the POSIX
locale this is equivalent to `%I:%M:%S %p'. (SU)
%R The time in 24-hour notation (%H:%M). (SU) For a
version including the seconds, see %T below.
%s The number of seconds since the Epoch, i.e., since
1970-01-01 00:00:00 UTC. (TZ)
%S The second as a decimal number (range 00 to 61).
%t A tab character. (SU)
%T The time in 24-hour notation (%H:%M:%S). (SU)
%u The day of the week as a decimal, range 1 to 7,
Monday being 1. See also %w. (SU)
%U The week number of the current year as a decimal
number, range 00 to 53, starting with the first
Sunday as the first day of week 01. See also %V and
%W.
%V The ISO 8601:1988 week number of the current year
as a decimal number, range 01 to 53, where week 1
is the first week that has at least 4 days in the
current year, and with Monday as the first day of
the week. See also %U and %W. (SU)
%w The day of the week as a decimal, range 0 to 6,
Sunday being 0. See also %u.
%W The week number of the current year as a decimal
number, range 00 to 53, starting with the first
Monday as the first day of week 01.
%x The preferred date representation for the current
locale without the time.
%X The preferred time representation for the current
locale without the date.
%y The year as a decimal number without a century
(range 00 to 99).
%Y The year as a decimal number including the century.
%z The time-zone as hour offset from GMT. Required to
emit RFC822-conformant dates (using "%a, %d %b %Y
%H:%M:%S %z"). (GNU)
%Z The time zone or name or abbreviation.
%+ The date and time in date(1) format. (TZ)
%% A literal `%' character.
Some of these may not work on some systems.
Also added modestate (will be removed).
btw, something to remember about ALLOCA:
"If the calling function does not contain any references
to local variables in the stack, the stack will not be
restored correctly when the function exits, resulting
in a program crash. "
shouldn't be allocated on the hunk.
sv_main.c: Change default timekick fuzz to 1.5 percent from 1
percent. Should cut down on people getting kicked for lag.
- Cleanup for the screenshot code.. (Now requires OpenGL 1.2+)
gl_rsurf.c:
- Oh Mr Havoc, *WHACK*, you needed to disable GL_BLEND when you switch
to GL_REPLACE..
#if 0 the signal code. wouldn't compile otherwise, but not game to
nuke it just yet
include/win32/version.h:
buggered if I know. fscking configure/cvs :)
include/glquake.h:
remove size declarations from bubble_sintable and bubble_costable
source/gl_part.c source/gl_rlight.c:
32 segments in a circle now instead of 16 and change the pointer
math to cope
source/gl_warp.c:
nothing much. just almost double my fps. (hint: the above tables)
in GL.. Please test this extensively, I _think_ the tempfile loader is
smart enough to handle what I'm doing properly. If it's not, we'll have
to fix a slight memory leak.
Reworking of extension handling in -3dfx..
Support for changing the 3dfx dithering mode, if the extension is supported.
(Extension is /not/ in upstream mesa yet.)
but as I don't have GL at work, I have no idea if gl client still works, or if
rocket trails work (default to off). This is mostly a blind patch taking the
code from oldtree to newtree.
gl_ztrick - here's the hat, but no rabbit
considering that a buggy driver can make gl_ztrick into a sort of cheat if
you can stand the flicker, it's gone. gl_finish was already a zombie Cvar
so I just removed its definition.
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
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.