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.

This commit is contained in:
Eric Windisch 2000-03-06 19:58:03 +00:00
parent b5e0a0b45a
commit 7c84bd2f4f
5 changed files with 19 additions and 8 deletions

View file

@ -340,7 +340,9 @@ void CL_BaseMove (usercmd_t *cmd)
} }
#ifdef QUAKE2 #ifdef QUAKE2
/* This is broken, atm
cmd->lightlevel = cl.light_level; cmd->lightlevel = cl.light_level;
*/
#endif #endif
} }

View file

@ -1028,7 +1028,7 @@ R_RenderView ( void ) {
glFogi (GL_FOG_MODE, GL_EXP2); glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors); glFogfv (GL_FOG_COLOR, colors);
// fixme: GL_FOG_DENSITY should have r_volfog_density var // fixme: GL_FOG_DENSITY should have r_volfog_density var
glFogf (GL_FOG_DENSITY, 1); glFogf (GL_FOG_DENSITY, .0005);
glEnable(GL_FOG); glEnable(GL_FOG);
R_DrawWaterSurfaces(); R_DrawWaterSurfaces();

View file

@ -188,10 +188,10 @@ void R_DrawParticles (void)
p->vel[2] -= grav; p->vel[2] -= grav;
break; break;
case pt_grav: case pt_grav:
#ifdef QUAKE2 //ifdef QUAKE2
p->vel[2] -= grav * 20; p->vel[2] -= grav * 20;
break; break;
#endif //endif
case pt_slowgrav: case pt_slowgrav:
p->vel[2] -= grav; p->vel[2] -= grav;
break; break;

View file

@ -689,7 +689,7 @@ COM_LoadGameDirectory(char *dir)
} }
#ifdef GENERATIONS #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); snprintf(pakfile, sizeof(pakfile), "%s/pak%i.qz", dir, i);
pak = COM_LoadPackZipFile(pakfile); pak = COM_LoadPackZipFile(pakfile);

View file

@ -152,6 +152,16 @@ novelty features
These are some rendering tricks that were easy to do in glquake. They aren't 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. 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 r_shadows 1
This causes every object to cast a shadow. 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 chance, I will probably release some maps that have been processed properly
for this. for this.
r_mirroralpha 0.3 r_mirroralpha
This changes one particular texture (the stained glass texture in the EASY Has been removed in Quakeforge until has been rewritten, due to poor
start hall) into a mirror. The value is the opacity of the mirror surface. implimentation.