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Fixed Rules.mk.in, it was causing a break in the compile in the linking of quakefs.c. The gl* files are fixes for stuff inside of #ifdef QUAKE2. Quakefs.c has very minor if any changes. Gl_notes has a few updates for new features.
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5 changed files with 19 additions and 8 deletions
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@ -340,7 +340,9 @@ void CL_BaseMove (usercmd_t *cmd)
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}
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#ifdef QUAKE2
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/* This is broken, atm
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cmd->lightlevel = cl.light_level;
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*/
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#endif
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}
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@ -1028,7 +1028,7 @@ R_RenderView ( void ) {
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glFogi (GL_FOG_MODE, GL_EXP2);
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glFogfv (GL_FOG_COLOR, colors);
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// fixme: GL_FOG_DENSITY should have r_volfog_density var
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glFogf (GL_FOG_DENSITY, 1);
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glFogf (GL_FOG_DENSITY, .0005);
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glEnable(GL_FOG);
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R_DrawWaterSurfaces();
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@ -188,10 +188,10 @@ void R_DrawParticles (void)
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p->vel[2] -= grav;
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break;
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case pt_grav:
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#ifdef QUAKE2
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//ifdef QUAKE2
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p->vel[2] -= grav * 20;
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break;
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#endif
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//endif
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case pt_slowgrav:
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p->vel[2] -= grav;
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break;
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@ -689,7 +689,7 @@ COM_LoadGameDirectory(char *dir)
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}
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#ifdef GENERATIONS
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for (done=false, i=0 ; !done ; i++ ) { // Load all Pak3 files.
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for (done=false, i=0 ; !done ; i++ ) {
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snprintf(pakfile, sizeof(pakfile), "%s/pak%i.qz", dir, i);
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pak = COM_LoadPackZipFile(pakfile);
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@ -152,6 +152,16 @@ novelty features
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These are some rendering tricks that were easy to do in glquake. They aren't
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very robust, but they are pretty cool to look at.
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r_waterripple 5
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Produces waves in the water surfaces.
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r_waterwarp 0
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Turns waterwarp effect off underwater
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r_fog .0005
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Makes fog based on the Exp2 equation.
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r_shadows 1
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This causes every object to cast a shadow.
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@ -165,7 +175,6 @@ can set "r_novis 1", but that will make things go very slow. When I get a
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chance, I will probably release some maps that have been processed properly
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for this.
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r_mirroralpha 0.3
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This changes one particular texture (the stained glass texture in the EASY
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start hall) into a mirror. The value is the opacity of the mirror surface.
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r_mirroralpha
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Has been removed in Quakeforge until has been rewritten, due to poor
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implimentation.
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