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This took half the hair on my head. Just kidding:
cl_max_particles now lives in *part.c - in GL it dynamically changes the amount of particles on the fly! Needless to say this is fun, and this is proboably the third cvar that uses the callbacks function at all - which IMHO is really a cool trick Taniwha. However I'm losing my SANITY in r_part.c - if someone could take a look, I'd be greatly appreciative. It should be obvious to any developer that I'm having a few problems. :P Basically the dynamic code is completely and totally disabled, and I hacked in code which *works* but shouldn't EVER EVER EVER be left there after we fix this as it is downright EVIL the way I implimented it. SW client does work, and does still work with +set cl_max_particles - however the hacks I made to get it to do that... *shakes head* Tread softly in there, it's a mess. Other notes of interest: I changed show_time so it archives its setting. Got annoyed with it. If someone finds this change to be bad, change it back. :) glspeed.cfg got updated with a setting of 60 for cl_max_particles. 60 works nicely, and doesn't use too much speed on my aging hardware, so I'm sure newer systems will just plain FLY with this on. I also changed the cl_maxfps setting as 72 is great if you aren't using a modem !.! due to the way cl_maxfps works, the higher it goes, the more data is sent to you by the server. This causes a heck of a lot of lost packets if you don't have the bandwidth OR if your card can't keep up with the framerate. Either of which is bad. I set it to 30, the default of the cvar is 0/32 so go figure out what works best for you I say. Let me know if this blows up in your face and ESPECIALLY let me know if you can fix the r_part.c problems! Misty-chan
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6 changed files with 92 additions and 81 deletions
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@ -142,8 +142,6 @@ cvar_t *cl_predict_players;
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cvar_t *cl_predict_players2;
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cvar_t *cl_solid_players;
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cvar_t *cl_max_particles;
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cvar_t *localid;
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static qboolean allowremotecmd = true;
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@ -161,6 +159,8 @@ cvar_t *msg;
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extern cvar_t *cl_hightrack;
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extern void R_Particles_Init_Cvars (void);
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client_static_t cls;
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client_state_t cl;
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@ -1203,7 +1203,7 @@ CL_Init_Cvars (void)
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show_fps = Cvar_Get ("show_fps", "0", CVAR_NONE, 0,
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"display realtime frames per second");
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// Misty: I like to be able to see the time when I play
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show_time = Cvar_Get ("show_time", "0", CVAR_NONE, 0,
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show_time = Cvar_Get ("show_time", "0", CVAR_ARCHIVE, 0,
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"display the current time");
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host_speeds = Cvar_Get ("host_speeds", "0", CVAR_NONE, 0,
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"display host processing times");
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@ -1295,8 +1295,8 @@ CL_Init_Cvars (void)
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msg = Cvar_Get ("msg", "1", CVAR_ARCHIVE | CVAR_USERINFO, Cvar_Info, "Determines the type of messages reported 0 is maximum, 4 is none");
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noaim = Cvar_Get ("noaim", "0", CVAR_ARCHIVE | CVAR_USERINFO, Cvar_Info,
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"Auto aim off switch. Set to 1 to turn off.");
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cl_max_particles = Cvar_Get ("cl_max_particles", "2048", CVAR_ARCHIVE, 0,
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"Maximum amount of particles to display");
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// Misty-chan: Initialize particles cvars. Seemed like a good place to put to me. Move as you wish!
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R_Particles_Init_Cvars ();
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}
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/*
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