- Commented out USE_ASM in the .S files -- in theory they're
only built when USE_ASM is enabled anyway...
- vid_so.c had some bad typecasts hidden away in some dead
code that became activated during this FPE crusade, and
though it's still dead, I thought I'd leave it as it is
now.
- Commented out some suspicious ifdefs in src/sys_dosa.S
- Fixed USE_ASM to be HAVE_MASM in src/ctf/q_shared.c
- something similar in src/baseq2/q_shared.c
- Added resolutions for the Sony Vaio Pocketbook and the
Apple Titanium Powerbook, as well as a note in HACKING for
people wishing to add their own resolutions. (Closes#33)
I have an idea involving querying the X server for supported
resolutions at runtime, or through some API that we can
use to do it portably (to SVGA/3dfx/Win32).
it to 1 to enable stencilbuffer shadows. (Turn gl_shadows
on first!) Based on MrG's tutorial on quakesrc.org, but
hacked a bit to work for GLX instead of Win32, and is a
bit more robust (won't die if it can't get a stencil
buffer).
- Updated TODO list to reflect this change.
VA_LIST_IS_ARRAY. Currently not needed, but I suspect we
may need them as we gain functionality; cf. dstring.c in
quakeforge.
- Updated configure.in to check for above tests.
- Updated TODO list noting the va_list audit.
that fixes gamma under GLX. His comments:
* This Linux Quake 2 patch allows to change OpenGL gamma
on the fly without vid_restart. It uses hardware gamma
where available (tested on XFree86 4.2.0 with DRI)
* This is for GLX only, SDL should have its own
implementation, based on its own gamma manipulation
functions
* This is implemented for fullscreen only. I'm not sure
if it shuld be implemented for windowed mode
* I've got the idea from MrG's BeefQuake for Windows, but
the implementation is completely mine
I can confirm that this works beautifully with XFree86
4.1, too.
project.
- Added HACKING for developer notes.
- Updated README to be more of a README.
- Updated TODO list.
- default don't build xatrix and rogue
- rolled back save game changes from 6 days ago, as they
suck. Save games are a complex beast and need someone to
redesign them so that they aren't tied to a particular
build. In the meantime, though, I'm not losing any sleep
over it, there's a note in the README about it, so time to
close this bug. (Closes: #15)
- commented out savegame check, which lets you use old
savegames. I'm not closing the bug, as I'm not convinced
it was this easy -- if the game data changes, then the
savegame data is invalidated, so in theory one should
check for game data version instead of binary version.
need to set dma.buffer to 0 so the sound devive gets mapped next time
around.
snd_dma.c:
register the commands after initializing the sound so that you don't
get errors about already existing commands if the sound init failed a
previous time around.
probably be a configure test
- Added configure test for AFMT_S16_NE (FreeBSD doesn't have
_NE, only _LE or _BE)
- Wrapped the use of AFMT_S16_NE in ifdef HAVE_AFMT_S16_NE