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:
Joseph Carter 2000-01-19 05:31:22 +00:00
parent 6bc6afee70
commit 2d6be70bd7
7 changed files with 130 additions and 16 deletions

View file

@ -167,3 +167,7 @@ D: sv_maxrate support..
A: Nye "nyet" Liu
E: nyet@nbase.com
D: game dir fixes
N: Jules Bean
E: jules@debian.org
D: Q1/QW tree merging

View file

@ -23,6 +23,7 @@ QW/Q1 tree merging:
Joseph Carter <knghtbrd@debian.org>
Peter Andreasen <pandr@pandr.dk>
Maas van den Berg <email@dds.nl>
Jules Bean <jules@debian.org>
Autoconf support and portability isues:
Loring Holden <lsh@cs.brown.edu>

28
debian/changelog vendored
View file

@ -1,3 +1,31 @@
quakeforge (0.1-20000117-1) frozen unstable; urgency=HIGH
* "0.0.9-1" was actually "0.1-20000103-1"
* Fixed the sig4's in the SVGALib-using targets
* replaced qwprogs.dat, no longer segfaults (Closes: #54152)
* -ip will let you bind a specific IP (Closes: #14445) (I hope)
* quake-svga is suid root like other svgalib apps now (Closes: #47954)
* quake-x11 restores repeat properly on normal exit (Closes: #48018)
* If /dev/dsp can't be opened, just don't use sound (Closes: #53533)
* The return of the wrapper scripts.. They've been rewritten a bit for
dealing with unpacked pak files. A new quake-lib-stub is needed if your
pak files are not all lowercase. (Closes: #54153, #54221, #54634)
* svgalib targets are i386 only at the moment =< (Closes: #54451)
* Built with newer libsdl (Closes: #54488)
* README now notes the gl_ztrick issue.. Essentially ztrick is a hack
Id used to keep from clearing the Z buffer, it worked with older Mesa
and with the 3dfx GL MCD. Mesa 3+ flicker madly, so it defaults to off
in the -gl target. You still have to disable it by hand for the -3dfx
target (since it's intended to be used with the 3dfx GL MCD..) If set
once to 0 it will be saved in that state. (Closes: #54530)
* If you want to start -svga and -3dfx from X, use open. Documented this
in the README. (Closes: #54595)
* Package relationships updated/fixed. (Closes: #54747, #54868)
* docs are now installed more sanely. (Closes: #54749)
* bins and data owned by games isn't going to happen (Closes: #54742)
-- Joseph Carter <knghtbrd@debian.org> Sun, 16 Jan 2000 13:26:24 -0800
quakeforge (0.0.9-1) unstable; urgency=low
* Major new upstream version--Quake is GPL!

32
debian/control vendored
View file

@ -5,83 +5,83 @@ Maintainer: Joseph Carter <knghtbrd@debian.org>
Standards-Version: 3.0.1
Package: quake-svga
Architecture: any
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
Architecture: i386
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
Replaces: squake, quake-common
Provides: quake
Description: First person shooting game - SVGALib version
QuakeForge is a source port of Quake, the successor to Id Software's very
popular DOOM series. Its primary development goal is to remain compatible
with the original game released by ID Software wile allowing optional
with the original game released by ID Software while allowing optional
extensions which enhance the game.
.
This package contains the SVGALib versions of uquake and qw-client.
Package: quake-x11
Architecture: any
Replaces: squake, quake-common
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
Replaces: xquake, quake-common
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
Provides: quake
Description: First person shooting game - X11 version
QuakeForge is a source port of Quake, the successor to Id Software's very
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
extensions which enhance the game.
.
This package contains the X11 versions of uquake and qw-client.
Package: quake-ggi
Architecture: any
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
Provides: quake
Description: First person shooting game - GGI version
QuakeForge is a source port of Quake, the successor to Id Software's very
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
extensions which enhance the game.
.
This package contains the GGI versions of uquake and qw-client.
Package: quake-gl
Architecture: any
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
Provides: quake
Replaces: glquake-glx, quake-common
Description: First person shooting game - GL version
QuakeForge is a source port of Quake, the successor to Id Software's very
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
extensions which enhance the game.
.
This package contains the GL versions of uquake and qw-client.
Package: quake-3dfx
Architecture: any
Depends: ${shlibs:Depends}, mesag3-glide2 (>= 3.1-1), libglide2, quake-lib (>= 1.06-4) | quake-lib-stub
Depends: ${shlibs:Depends}, mesag3-glide2 (>= 3.1-1), libglide2, quake-lib (>= 1.06-5) | quake-lib-stub
Provides: quake
Replaces: glquake-3dfxgl, quake-common
Description: First person shooting game - 3dfx GL version
QuakeForge is a source port of Quake, the successor to Id Software's very
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
extensions which enhance the game.
.
This package contains the 3dfx GL versions of uquake and qw-client.
Package: quake-sdl
Architecture: any
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
Provides: quake
Description: First person shooting game - SDL version
QuakeForge is a source port of Quake, the successor to Id Software's very
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
extensions which enhance the game.
.
This package contains the SDL versions of uquake and qw-client.
Package: quake-server
Architecture: any
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-4) | quake-lib-stub
Depends: ${shlibs:Depends}, quake-lib (>= 1.06-5) | quake-lib-stub
Provides: quake
Description: First person shooting game - dedicated server
QuakeForge is a source port of Quake, the successor to Id Software's very
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software wile allowing optional
popular DOOM series. Its primary development goal is to remain compatible with the original game released by ID Software while allowing optional
extensions which enhance the game.
.
This package contains QuakeForge's QuakeWorld-compatible server.

View file

@ -452,6 +452,42 @@ void SCR_DrawNet (void)
Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net);
}
/*
===============
SCR_DrawFPS
Backported by Jules Bean <jules@jellybean.co.uk> from
quakeworld client
===============
*/
void SCR_DrawFPS (void)
{
extern cvar_t show_fps;
static double lastframetime;
double t;
extern int fps_count;
static int lastfps;
int x, y;
char st[80];
if (!show_fps.value)
return;
t = Sys_DoubleTime();
if ((t - lastframetime) >= 1.0) {
lastfps = fps_count;
fps_count = 0;
lastframetime = t;
}
snprintf(st, sizeof(st), "%3d FPS", lastfps);
x = vid.width - strlen(st) * 8 - 8;
y = vid.height - sb_lines - 8;
// Draw_TileClear(x, y, strlen(st) * 8, 8);
Draw_String(x, y, st);
}
/*
==============
DrawPause
@ -906,6 +942,7 @@ void SCR_UpdateScreen (void)
SCR_DrawRam ();
SCR_DrawNet ();
SCR_DrawFPS ();
SCR_DrawTurtle ();
SCR_DrawPause ();
SCR_CheckDrawCenterString ();

View file

@ -51,6 +51,10 @@ client_t *host_client; // current client
jmp_buf host_abortserver;
cvar_t show_fps = {"show_fps","0"}; // set for running times
int fps_count;
byte *host_basepal;
byte *host_colormap;
@ -234,6 +238,8 @@ void Host_InitLocal (void)
Cvar_RegisterVariable (&temp1);
Cvar_RegisterVariable (&sv_filter);
Cvar_RegisterVariable (&show_fps);
Host_FindMaxClients ();
host_time = 1.0; // so a think at time 0 won't get called
@ -728,6 +734,7 @@ void _Host_Frame (float time)
}
host_framecount++;
fps_count++;
}
void Host_Frame (float time)

View file

@ -395,6 +395,42 @@ void SCR_DrawNet (void)
Draw_Pic (scr_vrect.x+64, scr_vrect.y, scr_net);
}
/*
===============
SCR_DrawFPS
Backported by Jules Bean <jules@jellybean.co.uk> from
quakeworld client
===============
*/
void SCR_DrawFPS (void)
{
extern cvar_t show_fps;
static double lastframetime;
double t;
extern int fps_count;
static int lastfps;
int x, y;
char st[80];
if (!show_fps.value)
return;
t = Sys_DoubleTime();
if ((t - lastframetime) >= 1.0) {
lastfps = fps_count;
fps_count = 0;
lastframetime = t;
}
snprintf(st, sizeof(st), "%3d FPS", lastfps);
x = vid.width - strlen(st) * 8 - 8;
y = vid.height - sb_lines - 8;
// Draw_TileClear(x, y, strlen(st) * 8, 8);
Draw_String(x, y, st);
}
/*
==============
DrawPause
@ -928,6 +964,7 @@ void SCR_UpdateScreen (void)
SCR_DrawNet ();
SCR_DrawTurtle ();
SCR_DrawPause ();
SCR_DrawFPS ();
SCR_CheckDrawCenterString ();
Sbar_Draw ();
SCR_DrawConsole ();