Commit graph

24 commits

Author SHA1 Message Date
Joseph Carter
cc84e6291b I decided I liked having a smaller console so I cleaned up the debugging
code for scr_consize a bit.  I also made it work in software targets.  If
you set scr_consize outside the range of .2 to .9 it now assumes you're
an idiot and ignores your setting, using the appropriate boundary value.

A note about gl_conalpha for GL targets.  It now works up to a consize of
.9 rather than working just upto 2/3 of the screen.  Works just as it did
before.  The only reason it matters is that the boundary for scr_consize
does not apply to the decision of whether or not to use alpha--only to
how big to make the console.

That means if you set scr_consize to .91 or something it won't be bigger
but you'll lose alpha.  Don't even try to report that as a bug---I will
tell you simply Don't Do That(TM).
2000-03-10 23:18:46 +00:00
Joseph Carter
f0cf5f7776 Console no longer "grows" in GL. New GL cvar scr_consize as a side-effect
used in debugging, defaults to .5 for half the screen.
2000-03-10 17:39:54 +00:00
Joseph Carter
56fd8d964a new cvar: gl_conalpha, defaults to 0.6, guess what it does?
Speaking of conalpha, it works again, even in Mesa 3.1(!)
Don't build half of qw-client twice!  I thought I fixed that already?
UQuake-style quit dialogs in qw-client, beginnings of a menu.[ch] merge
2000-03-05 15:48:23 +00:00
Joseph Carter
3f6a8ade82 Turns out Endy and I made the same mistake! heh He fixed it. 2000-03-05 13:02:06 +00:00
Joseph Carter
d541b20f5e Now you can change mods in GL safely! Endy sent me a fix for it just
about 5 seconds after I figured out how to fix it, so I can't take full
credit for this.  =>
2000-03-05 12:55:16 +00:00
Joseph Carter
76c3e731c1 gl_conspin (note NOT r_conspin as my original commit of this useless
feature said) can now be set to something other than 0 or 1.  It now
controls the speed at which the console rotates.  Set it to 0 and it
won't rotate at all.  1 is as fast as it was before, .5 is half as
fast, 100 is insane, etc.
2000-03-04 10:49:34 +00:00
Joseph Carter
8b18f9d56b A little cleanup...
S_Init() is now where it belongs--outside of VID_Init().  I think I did
manage to update every target.  If I missed one, kill the sound.h include
and remove S_Init() from VID_Init().

New Cvar: r_sky, defaults to 0, turn it on if you want to use skyboxes.
Cvar r_skyname can actually be used now I _think_, need another skybox
to test it.  Quake2000's instructions were used in the skybox stuff but,
as all know by now, our tree is so different from anyone else's that I had
to redo a number of things.  But thanks all the same--cut the time spent
debugging it in half.  I also want to thank whoever did the night skybox
on the MegaTF page I used to test.  Looks great on start map!

New GL-specific Cvar: r_conspin, defaults to 0.  Turn it on.  You can turn
it off too.  Shamelessly ripped from QER.
2000-03-02 19:57:24 +00:00
Dan Olson
6305810ddb Some fixes for Cvars. Windows, GGI, and Sun should now all compile. 2000-02-28 01:52:08 +00:00
Dan Olson
106dada0b2 Non functional cvar code. Compiles, but won't run. 2000-02-27 07:13:32 +00:00
Joseph Carter
7e04ceced5 The pretty green/yellow/blue pixels that hang around after things like
biosuits, pents, and quads wear off are now gone.  Sort of.  They are
caused by places where two texture edges meet and there are little gaps
at the seams where nothing gets drawn.  This is also why noclip screws w/
the screen if you walk outside of the map in the GL targets.  We now draw
a backdrop whose color is set by r_clearcolor, ala software renderer.
2000-02-04 04:01:23 +00:00
Joseph Carter
23b33b7173 4 scrap textures oughtta be enough for anybody. 2000-02-04 01:58:27 +00:00
Joseph Carter
218d2fcb9b random QW changes which should help with sbar stuff later on 2000-02-03 21:16:57 +00:00
Zephaniah E. Hull
925344be77 uquake now works! All targets I can test!
I also merged console.[ch] while I was at it..
2000-01-29 18:46:26 +00:00
Zephaniah E. Hull
f18b3bcf02 HUGE changes..
Basicly, sound_lib.a is built, and is compiled into the clients..
Note, uquake is SERIOUSLY FSCKED..
2000-01-27 17:06:02 +00:00
Loring Holden
88344ef21a glquake.h now included from only the files that use OpenGL, and not from
common_quakedef.h (and thus all files)

This solves a build break when the OpenGL includes are not in /usr/include,
since the OpenGL include path is only used when compiling files that use
OpenGL.
2000-01-26 19:00:36 +00:00
Zephaniah E. Hull
0391657e6b We now have two versions, what we first identify ourselves as, which is
2.40, and the quakeforge version, fixes the annoying spectator bug..
2000-01-16 12:19:30 +00:00
Marcus Sundberg
19fd8a6816 A '&' before an array variable is at best ignored, at worst it could do
weird stuff.
2000-01-07 21:31:20 +00:00
Joseph Carter
2193966719 Copyright notice stuff 2000-01-06 13:48:07 +00:00
Joseph Carter
6e6f044ef1 VERY IMPORTANT commit before release---crosshair 3 was a little high, you
could hit anything simple with it sure, but some of us snipe.  Fixed it.
2000-01-05 10:25:30 +00:00
Nelson Rush
5f20ff0bd7 added loring's multi-platform, non-mesa OpenGL patch. 2000-01-04 05:33:00 +00:00
Joseph Carter
d5217418ec QW's crosshair 2 and crosshaircolor now work in UQ. Also because I felt
like adding a gratuitious feature, GL target users can crosshair 3 for a
completely new crosshair and higher resolution crosshair (oooh!)  Software
renderer doesn't have it because...well look at Draw_Crosshair() in
draw.c, it's truly a nightmare!  You have to plot each pixel individually,
makes you feel like you're coding in Applesoft BASIC.  If you want it,
figure out how to do it sanely.
2000-01-03 04:33:43 +00:00
Zephaniah E. Hull
47e85cdd29 Version cleanup, not completely happy with it yet..
Removed the registered game checking, but added a little back for
backword compatibility..
2000-01-03 01:40:54 +00:00
Joseph Carter
590b4c1c58 crosshair 2 now works in UQ, as does crosshaircolor 2000-01-03 00:08:03 +00:00
Joseph Carter
6d9ae5f2ef Merged gl_draw.c! Yes, the version string is unscaled. 2000-01-02 15:53:47 +00:00
Renamed from qw_client/gl_draw.c (Browse further)