Commit graph

627 commits

Author SHA1 Message Date
Joseph Carter
a842501f0d You can now save 1000 screenshots, they'll be named qf000 to qf999...
Why you'd want 1000 screenshots I have no idea, but I did hit the limit of
100 when I was trying to get good screenshots of the rocket stuff..
2000-04-25 15:25:33 +00:00
Bill Currie
e605302b38 autoconfiscate fs_basepath
--enable-basepath causes qf to look in ${prefix}/gqmes/quakeforge for the files
--with-basepath=path gives you more control
2000-04-25 12:31:03 +00:00
Bill Currie
0e44ae7475 Rockets and lavaballs now have dlights (same color as their fireballs) attached to them. 2000-04-25 10:58:47 +00:00
Bill Currie
6d9d7b6197 Make R_RocketTrail take an entity_t * parameter (the one the trail is for) so that various things can be done, including using the entity as a key for R_AllocFire.
Also, rocket/lavaball trails now work beautifly. They have to be seen to be believed.
2000-04-25 09:35:07 +00:00
Bill Currie
2d4091ffa0 reformat a couple of lines 2000-04-25 04:15:49 +00:00
Bill Currie
9fd7079be9 cleanup the r_fog/r_volfog/r_wateralpha code a little, removing the #if 0ed code 2000-04-25 04:08:12 +00:00
Bill Currie
98e7670d66 forgot to disable the stensil buffer for r_volfog 2000-04-25 03:35:30 +00:00
Bill Currie
32b012dda0 allow r_fog, r_volfog and r_wateralpha to be independent of each other. Interesting effects on entities (eg zombies on walls): they wind up full white (1,1,1, I guess). 2000-04-24 09:48:48 +00:00
Bill Currie
451b4056a4 fix the r_wateralpha not working without r_volfog bug. Unfortunatly, this doesn'
t do anything for the r_wateralpha bug that allows cheating (no diff what so eve
r).
2000-04-24 08:59:09 +00:00
Thad Ward
bc7c094a33 uncommented some code that was removed in ver 1.2 of this file to correct some sound problems many people were reporting 2000-04-22 23:12:04 +00:00
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
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:
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
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
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
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..
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