mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-10 06:31:56 +00:00
Technically a new feature, but every developer asked wanted it provided it
didn't break anything. It doesn't, so here it is: show_fps for uquake!
This commit is contained in:
parent
6bc6afee70
commit
2d6be70bd7
7 changed files with 130 additions and 16 deletions
4
AUTHORS
4
AUTHORS
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@ -167,3 +167,7 @@ D: sv_maxrate support..
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A: Nye "nyet" Liu
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E: nyet@nbase.com
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D: game dir fixes
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N: Jules Bean
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E: jules@debian.org
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D: Q1/QW tree merging
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1
CREDITS
1
CREDITS
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@ -23,6 +23,7 @@ QW/Q1 tree merging:
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Joseph Carter <knghtbrd@debian.org>
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Peter Andreasen <pandr@pandr.dk>
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Maas van den Berg <email@dds.nl>
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Jules Bean <jules@debian.org>
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Autoconf support and portability isues:
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Loring Holden <lsh@cs.brown.edu>
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28
debian/changelog
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28
debian/changelog
vendored
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@ -1,3 +1,31 @@
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quakeforge (0.1-20000117-1) frozen unstable; urgency=HIGH
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* "0.0.9-1" was actually "0.1-20000103-1"
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* Fixed the sig4's in the SVGALib-using targets
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* replaced qwprogs.dat, no longer segfaults (Closes: #54152)
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* -ip will let you bind a specific IP (Closes: #14445) (I hope)
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* quake-svga is suid root like other svgalib apps now (Closes: #47954)
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* quake-x11 restores repeat properly on normal exit (Closes: #48018)
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* If /dev/dsp can't be opened, just don't use sound (Closes: #53533)
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* The return of the wrapper scripts.. They've been rewritten a bit for
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dealing with unpacked pak files. A new quake-lib-stub is needed if your
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pak files are not all lowercase. (Closes: #54153, #54221, #54634)
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* svgalib targets are i386 only at the moment =< (Closes: #54451)
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* Built with newer libsdl (Closes: #54488)
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* README now notes the gl_ztrick issue.. Essentially ztrick is a hack
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Id used to keep from clearing the Z buffer, it worked with older Mesa
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and with the 3dfx GL MCD. Mesa 3+ flicker madly, so it defaults to off
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in the -gl target. You still have to disable it by hand for the -3dfx
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target (since it's intended to be used with the 3dfx GL MCD..) If set
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once to 0 it will be saved in that state. (Closes: #54530)
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* If you want to start -svga and -3dfx from X, use open. Documented this
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in the README. (Closes: #54595)
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* Package relationships updated/fixed. (Closes: #54747, #54868)
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* docs are now installed more sanely. (Closes: #54749)
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* bins and data owned by games isn't going to happen (Closes: #54742)
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-- Joseph Carter <knghtbrd@debian.org> Sun, 16 Jan 2000 13:26:24 -0800
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quakeforge (0.0.9-1) unstable; urgency=low
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* Major new upstream version--Quake is GPL!
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32
debian/control
vendored
32
debian/control
vendored
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@ -5,83 +5,83 @@ Maintainer: Joseph Carter <knghtbrd@debian.org>
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Standards-Version: 3.0.1
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Package: quake-svga
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Architecture: any
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
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Architecture: i386
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
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Replaces: squake, quake-common
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Provides: quake
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Description: First person shooting game - SVGALib version
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QuakeForge is a source port of Quake, the successor to Id Software's very
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popular DOOM series. Its primary development goal is to remain compatible
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with the original game released by ID Software wile allowing optional
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with the original game released by ID Software while allowing optional
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extensions which enhance the game.
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.
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This package contains the SVGALib versions of uquake and qw-client.
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Package: quake-x11
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Architecture: any
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Replaces: squake, quake-common
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
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Replaces: xquake, quake-common
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
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Provides: quake
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Description: First person shooting game - X11 version
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QuakeForge is a source port of Quake, the successor to Id Software's very
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
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extensions which enhance the game.
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.
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This package contains the X11 versions of uquake and qw-client.
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Package: quake-ggi
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Architecture: any
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
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Provides: quake
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Description: First person shooting game - GGI version
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QuakeForge is a source port of Quake, the successor to Id Software's very
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
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extensions which enhance the game.
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.
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This package contains the GGI versions of uquake and qw-client.
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Package: quake-gl
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Architecture: any
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
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Provides: quake
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Replaces: glquake-glx, quake-common
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Description: First person shooting game - GL version
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QuakeForge is a source port of Quake, the successor to Id Software's very
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
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extensions which enhance the game.
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.
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This package contains the GL versions of uquake and qw-client.
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Package: quake-3dfx
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Architecture: any
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Depends: ${shlibs:Depends}, mesag3-glide2 (>= 3.1-1), libglide2, quake-lib (>= 1.06-4) | quake-lib-stub
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Depends: ${shlibs:Depends}, mesag3-glide2 (>= 3.1-1), libglide2, quake-lib (>= 1.06-5) | quake-lib-stub
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Provides: quake
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Replaces: glquake-3dfxgl, quake-common
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Description: First person shooting game - 3dfx GL version
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QuakeForge is a source port of Quake, the successor to Id Software's very
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
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extensions which enhance the game.
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.
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This package contains the 3dfx GL versions of uquake and qw-client.
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Package: quake-sdl
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Architecture: any
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
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Provides: quake
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Description: First person shooting game - SDL version
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QuakeForge is a source port of Quake, the successor to Id Software's very
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
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extensions which enhance the game.
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.
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This package contains the SDL versions of uquake and qw-client.
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Package: quake-server
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Architecture: any
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
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Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
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Provides: quake
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Description: First person shooting game - dedicated server
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QuakeForge is a source port of Quake, the successor to Id Software's very
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
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popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
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extensions which enhance the game.
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.
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This package contains QuakeForge's QuakeWorld-compatible server.
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@ -452,6 +452,42 @@ void SCR_DrawNet (void)
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Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net);
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}
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/*
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===============
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SCR_DrawFPS
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Backported by Jules Bean <jules@jellybean.co.uk> from
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quakeworld client
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===============
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*/
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void SCR_DrawFPS (void)
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{
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extern cvar_t show_fps;
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static double lastframetime;
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double t;
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extern int fps_count;
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static int lastfps;
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int x, y;
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char st[80];
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if (!show_fps.value)
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return;
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t = Sys_DoubleTime();
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if ((t - lastframetime) >= 1.0) {
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lastfps = fps_count;
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fps_count = 0;
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lastframetime = t;
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}
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snprintf(st, sizeof(st), "%3d FPS", lastfps);
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x = vid.width - strlen(st) * 8 - 8;
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y = vid.height - sb_lines - 8;
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// Draw_TileClear(x, y, strlen(st) * 8, 8);
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Draw_String(x, y, st);
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}
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/*
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==============
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DrawPause
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@ -906,6 +942,7 @@ void SCR_UpdateScreen (void)
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SCR_DrawRam ();
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SCR_DrawNet ();
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SCR_DrawFPS ();
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SCR_DrawTurtle ();
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SCR_DrawPause ();
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SCR_CheckDrawCenterString ();
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@ -51,6 +51,10 @@ client_t *host_client; // current client
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jmp_buf host_abortserver;
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cvar_t show_fps = {"show_fps","0"}; // set for running times
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int fps_count;
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byte *host_basepal;
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byte *host_colormap;
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Cvar_RegisterVariable (&temp1);
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Cvar_RegisterVariable (&sv_filter);
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Cvar_RegisterVariable (&show_fps);
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Host_FindMaxClients ();
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host_time = 1.0; // so a think at time 0 won't get called
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}
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host_framecount++;
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fps_count++;
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}
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void Host_Frame (float time)
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@ -395,6 +395,42 @@ void SCR_DrawNet (void)
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Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net);
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}
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/*
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===============
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SCR_DrawFPS
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Backported by Jules Bean <jules@jellybean.co.uk> from
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quakeworld client
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===============
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*/
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void SCR_DrawFPS (void)
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{
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extern cvar_t show_fps;
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static double lastframetime;
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double t;
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extern int fps_count;
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static int lastfps;
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int x, y;
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char st[80];
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if (!show_fps.value)
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return;
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t = Sys_DoubleTime();
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if ((t - lastframetime) >= 1.0) {
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lastfps = fps_count;
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fps_count = 0;
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lastframetime = t;
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}
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snprintf(st, sizeof(st), "%3d FPS", lastfps);
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x = vid.width - strlen(st) * 8 - 8;
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y = vid.height - sb_lines - 8;
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// Draw_TileClear(x, y, strlen(st) * 8, 8);
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Draw_String(x, y, st);
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}
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/*
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==============
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DrawPause
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SCR_DrawNet ();
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SCR_DrawTurtle ();
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SCR_DrawPause ();
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SCR_DrawFPS ();
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SCR_CheckDrawCenterString ();
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Sbar_Draw ();
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SCR_DrawConsole ();
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