Joseph Carter
02809a4426
Added Omnibus to AUTHORS
2000-04-16 02:59:20 +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
Anton E. Gavrilov
c0bb48d693
Added an entry about the new MGL's F10 key problem.
2000-04-14 09:37:38 +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
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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
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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
Bill Currie
592cc310bd
bump up the max mouse sensitivity to 25 (you can still have 1000 if you want (buy editing your config.cfg):)
2000-04-12 23:21:56 +00:00
Bill Currie
14ed577d20
make the mouse sensitivity bar `integral' again (as it was before we got to the menus:)
2000-04-12 23:09:42 +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.
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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()..
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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,
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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
Thad Ward
385da24022
removed mglfx.lib from the link options for the gl targets, as gl doesn't use it.
2000-04-10 18:13:00 +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
Bill Currie
049119d9f8
add some wishlist items from djsmoke <djsmoke@optonline.net>
2000-04-09 02:52:18 +00:00
Joseph Carter
c2a49d5b88
--with-3dfx now does what it is supposed to. I think.
2000-04-08 18:25:08 +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
db60e81cee
add an Ambush wish
2000-04-07 09:08:11 +00:00
Jeff Teunissen
c42c12ea84
Whoops. Fix host_frametime min/max screwup. :)
2000-04-06 15:09:47 +00:00
Jeff Teunissen
5fe2d742d5
Added cvars to configure (or disable) the server-side time cheat
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protection.
sv_timekick: This cvar controls the number of times a player has to
be caught "cheating" before they get kicked. sv_timekick shows up in
serverinfo if changed from the default. If sv_timekick < 1, timecheat
detection is disabled. Default is 3.
sv_timekick_fuzz: This cvar affects how strict the protection is. The
higher the number, the more "fuzz" is applied, and the less strict the
detection code is. Raise this if your players are being kicked for packet
loss and lag. Default is 10, giving a fuzz factor of about 1 percent.
sv_timekick_interval: This cvar controls how often, in seconds, the time
tally is counted. Lowering this value increases the chance of false
positives, but helps to minimize the amount of damage a timecheating
player can cause. Default is 30 seconds.
2000-04-06 14:52:56 +00:00
Bill Currie
217e8c9a5c
oops, he was already here :) moved the important line
2000-04-06 12:02:31 +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
Joseph Carter
8ce9970c91
qw_common is DEAD - removed cruft.
2000-04-05 14:32:06 +00:00
Bill Currie
7c0eb6947d
fix a protocol breakage (with other clients)
2000-04-05 11:45:48 +00:00
Anton E. Gavrilov
cba9b3b5b1
*** empty log message ***
2000-04-05 08:12:55 +00:00
Thad Ward
b3d1e2ebaf
msvc projects can cow use the latest version of MGL, which fixes a few of the lockup problems.
...
VERY IMPORTANT: read the readme.win file. it tells you what you need to do to get it working,
as there are a couple of things that need to be done by the developer on their own machine.
2000-04-05 06:06:05 +00:00
Thad Ward
2c4fd68252
changed bool to qboolean
2000-04-04 22:59:28 +00:00
Joseph Carter
00b62b6027
cleanup
2000-04-04 12:10:08 +00:00
Anton E. Gavrilov
76db7204bc
A TEMPORARY fix for gl_flashblend (it defaults to 0 in software now).
2000-04-03 18:06:22 +00:00
Anton E. Gavrilov
b3e1f9a8f5
Undid my changes to demo playback (that was buggy).
2000-04-03 16:14:30 +00:00