Bill Currie
95393325ad
add a comment giving a little info on what's going on with the command line commands.
2000-04-20 08:58:07 +00:00
Bill Currie
f29bffb2ff
move +set handling as early as possible
2000-04-20 08:52:59 +00:00
Joseph Carter
8a65ae8ca9
If we treat MOVETYPE_WALK as MOVETYPE_PUSH the catapult in df42 seems to
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behave itself a little more often. I can find no explanation why and it
seems like it should possibly do nothing, but it SEEMS to help.
Thanks for the suggestion Tim.
2000-04-20 02:55:02 +00:00
Pontus Lidman
8cef444f8d
KAME/NetBSD142 compatibility patch from Itojun <itojun@iijlab.net> applied
2000-04-18 20:49:26 +00:00
Joseph Carter
171b4c407d
minor sbar fix
2000-04-18 11:11:17 +00:00
Bill Currie
09183d0628
cmd.c:
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Add Cbuf_Execute_Sets to execute /only/ +set commands.
Break out common code from Cbuf_Execute and Cbuf_Execute_Sets into
a local function.
cmd.h:
add prototype for Cbuf_Execute_Sets
host.c:
use it
2000-04-18 10:13:17 +00:00
Bill Currie
6cdc6a95a9
fix a missing ) from debug output
2000-04-18 09:33:53 +00:00
Bill Currie
499c3c20bd
qargs.h:
...
"share the software ..." put in an extern for com_cmdline
qargs.c:
no longer include the program name (argv[0]) in com_cmdline
cmd.c:
remove redundant code from Cmd_StuffCmds_f and use com_cmdline in it's place.
2000-04-18 09:30:45 +00:00
Joseph Carter
3a8f38c217
New cvar fs_basepath replaces -basedir param. It's a CVAR_ROM so you can
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only set it from the cmdline (you now CAN set it from the cmdline BTW!),
it defaults to the current directory if you don't.
New cvar fs_sharepath. Defaults to fs_basepath->string and is changed in
the same manner. If you do change it, files in gamedirs under it will be
used first with basepath's files overriding them.
This allows you to keep your paks in a read-only location (cdrom or unix
/usr/share) and still be able to override those files and save configs.
2000-04-18 09:24:29 +00:00
Pontus Lidman
168d480ed5
Correct check for IPv6 local addresses
2000-04-17 19:47:59 +00:00
Pontus Lidman
80632a5210
BSD portability and code cleanups/improvements; basically the patches from the viagenie people and itojun (see AUTHORS)
2000-04-17 19:43:28 +00:00
Pontus Lidman
5162359857
pad field renamed in preparation for multiple address families. Also, don't rely on int being 32 bits.
2000-04-17 19:36:55 +00:00
Pontus Lidman
ded6ff6045
IPv6 support enabled by configure instead of manually
2000-04-17 19:28:42 +00:00
Joseph Carter
46972d9429
No longer tries to VID_Shutdown if VID_Init didn't, prevents a sig11.
2000-04-17 14:49:32 +00:00
Bill Currie
9cd517debc
slight optimisation
2000-04-17 12:36:25 +00:00
Bill Currie
28011090b3
rename *FireBall* stuff to *Fire (or Fires).
2000-04-17 10:39:55 +00:00
Joseph Carter
07d8d044b9
Here's the fireball code I promised, implemented from an email which told
...
me pretty much how. It's a meshing of the GL flashblend bubble and the
particle engine. More emphasis on dlights though.
This code should be very similar to an effect that was in QL. It was
described to me in very explicit detail in an email. It's probably based
on the QL source but is a legitimate clean-room implementation. The email
described how to make the flame trail found in newer QL too but I've not
decided whether or not to code that yet - I think I can do better instead
by adding smoke.
2000-04-17 04:15:38 +00:00
Joseph Carter
9993d2c301
r_part.c now contains full particle code for software, gl_rpart.c full
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particle code for GL.
2000-04-16 14:26:53 +00:00
Bill Currie
9e9bb339b6
add some informative output. not really needed, but it makes things more consistent with other targets.
2000-04-16 07:08:53 +00:00
Joseph Carter
47bed98da1
new serverinfo key: *qsg_standard, set to 1.
...
How view height changes in QW are passed from server to client HAS CHANGED
and you will need to update both client and server for things not to act
weird. You may also need to distclean before rebuilding..
2000-04-15 11:20:28 +00:00
Joseph Carter
3e73b3fb3c
TODO items completed are removed
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misc minor stuff taken from ideas implemented in NaTaS, most people won't
notice a real difference.
2000-04-15 10:14:40 +00:00
Bill Currie
ed5454ef6d
remove unnessecary test
2000-04-15 04:08:20 +00:00
Bill Currie
706004407f
finally fix the glx shutdown bug
2000-04-15 04:02:10 +00:00
Joseph Carter
9abadd0a12
Rearranging things a little for colored lights.
2000-04-13 01:34:01 +00:00
Joseph Carter
51e1267f45
uh, you don't want this yet. I'm screwing around with skyboxes and this
...
code doesn't work as advertised. Reverting.
2000-04-12 23:58:17 +00:00
Joseph Carter
d0fa63e804
I did this two months ago, but it was removed because it was a bug. It
...
seems though that a few people considered it a feature.
To those people: You're quacked. Set gl_constretch to 1.
Also documented the other gl_con*'s.
2000-04-12 23:56:11 +00:00
Anton E. Gavrilov
f7ebc5df7a
Changed Host_FilterTime to double, too.
2000-04-12 11:31:08 +00:00
Anton E. Gavrilov
fe1cb020ad
Changed Host_Frame(float time) to Host_Frame(double time). Again :)
2000-04-12 11:10:34 +00:00
Bill Currie
1603855e58
Mercury: thanks for pointing out that the player entity number /is/ cl.playernum+1. I've undone my +1 removals.
2000-04-12 08:49:37 +00:00
Bill Currie
6cf291e970
turn \ parsing OFF by default. infact, atm, there is no way of turning it on at run time.
2000-04-12 08:14:45 +00:00
Bill Currie
f1caf58413
apply another patch from Jukka Sorjonen <jukka.sorjonen@asikkala.fi>
2000-04-12 05:14:32 +00:00
Zephaniah E. Hull
995b1859bd
The colored dlight fix!
2000-04-12 05:01:36 +00:00
Zephaniah E. Hull
b7df9b7d1f
Particle code cleanup and optimizations..
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Also fix a bug theoddone interduced by not cleaning up old particles
if they were turned off (would crash when it ran out of free particles)
2000-04-11 11:14:48 +00:00
Zephaniah E. Hull
b7f3d61625
Tonik decided to change the names of a few key syms, breaking existing configs.
...
Now it knows BOTH names.. *growl*
2000-04-11 11:13:20 +00:00
Zephaniah E. Hull
e53a235402
When -3dfx receives a signal it will now abort()..
...
This will generate a core dump if it can (NEEDED for debugging)...
2000-04-11 11:11:58 +00:00
Zephaniah E. Hull
cf33711b63
Sound fixes, the player's entnum is cl.playernum + 1, not cl.playernum,
...
not cl.playernum - 1, but cl.playernum + 1....
2000-04-11 11:10:10 +00:00
Bill Currie
c413be05bd
misc cl.playernum fixups (never +/-1). unfortunatly, qw ambient sounds are currently borked. I'll investigate this further tomorrow. What the problem is is that cl.playernum is being used as the player entity number and is base 1 in uq and base 0 in qw. also, it seems that ambient sounds are entity 0 (or seem to be). As I said, I need to investigate this further (and I will).
2000-04-11 10:43:32 +00:00
Bill Currie
7a4caa8bd3
forgot to remove debug code
2000-04-11 09:35:09 +00:00
Bill Currie
c7f6565654
fix the sound spatialisation bug. cl.playernum-1 doesn't work :)
2000-04-11 09:33:03 +00:00
Anton E. Gavrilov
4e1f949d98
Oh, i didn't know there was a messagebox in snddma_init too. Disabled it.
2000-04-10 21:59:31 +00:00
Thad Ward
8ddffa89e7
removed S_init() from vid_init()
2000-04-10 21:29:46 +00:00
Anton E. Gavrilov
a29be25f75
Disabled the popup warning window ("sound is in use by another app", retry/cancel).
2000-04-10 20:33:19 +00:00
Dan Olson
9bf6e675fd
Fixing a "bug" reportaed by darkangel. It can be implemented as a feature
...
later if anyone cares enough.
2000-04-10 20:08:01 +00:00
Dan Olson
69be4092e4
Fixes/enhancements to particle scaling. Firstly, cvar is renamed to
...
gl_particles. Secondly, setting it to 0 now removes particles completely.
Once I figure out how to do this for software, it will become r_particles.
2000-04-09 21:37:58 +00:00
Jeff Teunissen
da0a5cd041
Merged R_TranslatePlayerSkin() in gl_rmisc.c -- rest, misc. fixes, mostly
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whitespace and spelling.
2000-04-08 10:38:33 +00:00
Bill Currie
e01129f80a
apply more var def patches from Jukka Sorjonen <jukka.sorjonen@asikkala.fi>
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and add him to AUTHORS/CREDITS
2000-04-06 11:59:28 +00:00
Bill Currie
580ac4c8a7
fix the wonky palettes for glx (in uq, anyway, may not have been a problem in qw). Interestingly, the console is dark now (but the game is bright) whereas it was the other way previously. I suspect SCR_UpdateScreen initialises the glx palettes on first call, or some other strangeness. This will need further investigation, I guess, but at least the text is easier to read on the console :)
2000-04-06 11:52:26 +00:00
Bill Currie
be814de4a6
apply var def patches from Jukka Sorjonen <jukka.sorjonen@asikkala.fi>
2000-04-06 09:23:49 +00:00
Bill Currie
b1ce871546
apply the viddef_t patches from Jukka Sorjonen <jukka.sorjonen@asikkala.fi>
2000-04-06 09:21:42 +00:00
Jeff Teunissen
e1dc8ce3fe
Optimized skyboxes a bit...and yes, it is tested. :)
2000-04-06 06:26:04 +00:00