diff --git a/common/cl_input.c b/common/cl_input.c index 035dd06..a364b5c 100644 --- a/common/cl_input.c +++ b/common/cl_input.c @@ -340,7 +340,9 @@ void CL_BaseMove (usercmd_t *cmd) } #ifdef QUAKE2 +/* This is broken, atm cmd->lightlevel = cl.light_level; +*/ #endif } diff --git a/common/gl_rmain.c b/common/gl_rmain.c index 5c9574d..c7dcbf1 100644 --- a/common/gl_rmain.c +++ b/common/gl_rmain.c @@ -1028,7 +1028,7 @@ R_RenderView ( void ) { glFogi (GL_FOG_MODE, GL_EXP2); glFogfv (GL_FOG_COLOR, colors); // fixme: GL_FOG_DENSITY should have r_volfog_density var - glFogf (GL_FOG_DENSITY, 1); + glFogf (GL_FOG_DENSITY, .0005); glEnable(GL_FOG); R_DrawWaterSurfaces(); diff --git a/common/gl_rpart.c b/common/gl_rpart.c index fba1a75..219c2dc 100644 --- a/common/gl_rpart.c +++ b/common/gl_rpart.c @@ -188,10 +188,10 @@ void R_DrawParticles (void) p->vel[2] -= grav; break; case pt_grav: -#ifdef QUAKE2 +//ifdef QUAKE2 p->vel[2] -= grav * 20; break; -#endif +//endif case pt_slowgrav: p->vel[2] -= grav; break; diff --git a/common/quakefs.c b/common/quakefs.c index 588366d..81e1362 100644 --- a/common/quakefs.c +++ b/common/quakefs.c @@ -689,7 +689,7 @@ COM_LoadGameDirectory(char *dir) } #ifdef GENERATIONS - for (done=false, i=0 ; !done ; i++ ) { // Load all Pak3 files. + for (done=false, i=0 ; !done ; i++ ) { snprintf(pakfile, sizeof(pakfile), "%s/pak%i.qz", dir, i); pak = COM_LoadPackZipFile(pakfile); diff --git a/doc/gl_notes.txt b/doc/gl_notes.txt index 2224072..e99ce55 100644 --- a/doc/gl_notes.txt +++ b/doc/gl_notes.txt @@ -152,6 +152,16 @@ novelty features These are some rendering tricks that were easy to do in glquake. They aren't very robust, but they are pretty cool to look at. + +r_waterripple 5 +Produces waves in the water surfaces. + +r_waterwarp 0 +Turns waterwarp effect off underwater + +r_fog .0005 +Makes fog based on the Exp2 equation. + r_shadows 1 This causes every object to cast a shadow. @@ -165,7 +175,6 @@ can set "r_novis 1", but that will make things go very slow. When I get a chance, I will probably release some maps that have been processed properly for this. -r_mirroralpha 0.3 -This changes one particular texture (the stained glass texture in the EASY -start hall) into a mirror. The value is the opacity of the mirror surface. - +r_mirroralpha +Has been removed in Quakeforge until has been rewritten, due to poor +implimentation.