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TODO items completed are removed
misc minor stuff taken from ideas implemented in NaTaS, most people won't notice a real difference.
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4 changed files with 22 additions and 13 deletions
8
TODO
8
TODO
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@ -33,7 +33,7 @@ PLEASE NOTE: Because the merge is still in progress, we haven't even
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Major projects:
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Major projects:
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* (0.2) Merge Quake/QuakeWorld [almost everybody]
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* (0.2) Merge Quake/QuakeWorld (essentially done)
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+ (0.3?) Make one QF bin w/ many shared libs
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+ (0.3?) Make one QF bin w/ many shared libs
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+ Integration of Aftershock
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+ Integration of Aftershock
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? Redesign the entire network protocol to be more extensible and
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? Redesign the entire network protocol to be more extensible and
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@ -48,8 +48,8 @@ Platform support:
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+ (0.2) Seperate pak game and config directory support
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+ (0.2) Seperate pak game and config directory support
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+ (0.2) Global config file [knghtbrd]
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+ (0.2) Global config file [knghtbrd]
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+ (0.2?) Automake support
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+ (0.2?) Automake support
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+ (0.3) Revamp the entire menu subsystem
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+ (0.3?) Revamp the entire menu subsystem
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+ Return of the unix dedicated server
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+ Return of the unix dedicated uquake server
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+ Add more platform support
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+ Add more platform support
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- Audio support for more platforms
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- Audio support for more platforms
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- Support for XInput
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- Support for XInput
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@ -61,7 +61,6 @@ Platform support:
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Game engine:
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Game engine:
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* (0.2) zip-packed game files (pak3 and similar) [raptor]
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* (0.2) zip-packed game files (pak3 and similar) [raptor]
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+ (0.2) Enhanced console (history, cmdline editing)
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* (0.3?) Add a volumetric fog engine [raptor]
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* (0.3?) Add a volumetric fog engine [raptor]
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+ Allow server admin to adjust air control (ie. in low gravity)
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+ Allow server admin to adjust air control (ie. in low gravity)
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- Add a wind engine
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- Add a wind engine
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@ -78,7 +77,6 @@ Game engine:
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Other engines:
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Other engines:
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+ (0.2?) Real mouse wheel support
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+ (0.2?) Real mouse wheel support
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+ (0.3?) Colored lighting support [raptor]
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- (0.3?) Make the damned brightness slider in GL renderers useful
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- (0.3?) Make the damned brightness slider in GL renderers useful
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+ More generalized sound/music APIs [mercury, knghtbrd]
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+ More generalized sound/music APIs [mercury, knghtbrd]
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- Support overriding the 8x8 console font with one of any size
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- Support overriding the 8x8 console font with one of any size
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@ -516,7 +516,8 @@ void Draw_String (int x, int y, char *str)
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Draw_Alt_String
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Draw_Alt_String
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================
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================
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*/
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*/
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void Draw_Alt_String (int x, int y, char *str)
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void
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Draw_Alt_String (int x, int y, char *str)
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{
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{
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while (*str)
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while (*str)
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{
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{
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@ -526,7 +527,8 @@ void Draw_Alt_String (int x, int y, char *str)
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}
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}
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}
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}
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void Draw_Crosshair(void)
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void
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Draw_Crosshair(void)
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{
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{
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int x, y;
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int x, y;
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extern vrect_t scr_vrect;
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extern vrect_t scr_vrect;
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@ -913,6 +915,7 @@ void Draw_FadeScreen (void)
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{
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{
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glEnable (GL_BLEND);
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glEnable (GL_BLEND);
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_ALPHA_TEST);
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glColor4f (0, 0, 0, 0.8);
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glColor4f (0, 0, 0, 0.8);
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glBegin (GL_QUADS);
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glBegin (GL_QUADS);
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@ -923,6 +926,7 @@ void Draw_FadeScreen (void)
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glEnd ();
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glEnd ();
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glColor4f (1,1,1,1);
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glColor4f (1,1,1,1);
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glEnable (GL_ALPHA_TEST);
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glEnable (GL_TEXTURE_2D);
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glEnable (GL_TEXTURE_2D);
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glDisable (GL_BLEND);
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glDisable (GL_BLEND);
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@ -167,7 +167,11 @@ void R_RenderDlights (void)
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return;
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return;
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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if (r_fog->value)
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glDisable (GL_FOG);
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// advanced yet for this frame
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glDepthMask (0);
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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glShadeModel (GL_SMOOTH);
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@ -187,6 +191,8 @@ void R_RenderDlights (void)
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glEnable (GL_TEXTURE_2D);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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glDepthMask (1);
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if (r_fog->value)
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glEnable (GL_FOG);
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}
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}
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@ -826,13 +826,14 @@ R_SetFrustum ( void ) {
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R_SetupFrame
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R_SetupFrame
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*/
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*/
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void
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void
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R_SetupFrame ( void ) {
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R_SetupFrame ( void )
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// don't allow cheats in multiplayer
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{
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// don't allow cheats in multiplayer
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#ifdef QUAKEWORLD
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#ifdef QUAKEWORLD
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r_fullbright->value = 0;
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Cvar_Set (r_fullbright, "0");
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r_lightmap->value = 0;
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Cvar_Set (r_lightmap, "0");
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if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis")))
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if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis")))
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r_wateralpha->value = 1;
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Cvar_Set (r_wateralpha, "1");
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#else
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#else
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if (cl.maxclients > 1)
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if (cl.maxclients > 1)
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Cvar_Set (r_fullbright, "0");
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Cvar_Set (r_fullbright, "0");
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