gl_model.c had it as 512, but qw_server/model.c and common/model.c had it as
256. That wasn't the real problem, what it was was hipnotic (obviously) has
more than 256 models in "Research Facility", and so uquake-svga bobmed
some tweeks in an attempt to improve shutdown. NOT the final say
qw_server/sv_ccmds.c:
comment correction
common/quakefs.c uquake/host_cmd.c:
knghtbrd's gamedir patch, plus some Hunk_Alloc -> Z_Malloc changes.
add path searching. currently unix style only (ie ':') and defaults to
".:${LIBDIR}/quakeforge".
*/Makefile.in:
fix up the clean targets a little, so they actually work
qw_server/world.[ch] and uquake/world.[ch] into common/world.[ch]
uquake/chasecam.c into common/cl_cam.c
move physics type defines from server.h to phys.h
now, the rest I don't know how much of it I can do without breaking the
protocol's compatibility.
client_state_t has moved back to client.h in qw_common and uquake. Seems
like that's a step backward, but the way it was being used while common
was far worse! This required massive reworking of headers and such.
Speaking of using cl (the global client_state_t) badly, the sound code did
exactly that. Mercury should be shot for not fixing that when he did the
sound_lib.a stuff. The fix illustrates what we need to start doing to the
code to make modularization possible. I'll be sending a message to the
list about this shortly..
default game name from "id1" to "base". This allows you to have full and
shareware version's of Id's pak's installed, as well as other full TC's
you want.. You may want to make base a symlink to id1 for now since you
currently can't have multiple -game's, that's my next fix.
Some keys changes for toggle console..
Some (not currently the /best/, but functional) speed cheat improvements..
And some stuff brought in from QuakeLives.. (max rate, and new ping system)
(pali) i had to personally fix this so that it's optional, if anyone wants to enable this (it's not ready yet, it's just a star) you have to uncomment the line\
for QW_NET_SRC in qw_client/Makefile.in and qw_server/Makefile.in, you also have to uncomment LINUX_IPV6 definition in qw_common/net.h
here's an excerpt of Pontus's explaination:
I've started to work on IPv6 support. I guess it's not a top priority, as
the intersections of quake players and people with 6bone access is pretty
small, but at least I'm one of them ;)
If anyone else is interested in working on IPv6 support, or have
opinions/advice on how to go about it, I'd like to get in touch.