Bill Currie
8bb507f220
Alias "show_fps" to "hud_fps".
...
"show_fps" is the quakeworld standard, so that's what most people expect to
use.
2010-12-16 11:46:25 +09:00
Bill Currie
23d3407622
Change a few defaults as suggested by bigfoot.
...
in_dga -> 0 (until X is fixed)
gl_multitexture -> 1 (why was this 0? not enough support back then?)
cl_usleep -> 1 (seems to be ok)
host_mem_size -> 40 (even 32 isn't enough these days)
rate -> 10000 (we're not in the modem era any more)
cl_mem_size -> 32 (16 is not enough, 32 sounds better than 24)
2010-12-16 11:34:39 +09:00
Bill Currie
0e677ce0f0
Give nw qw's timedemo statistics.
2010-12-14 08:59:15 +09:00
Bill Currie
e3f6e74814
And do the same fix in qw (oops).
2010-12-14 00:19:52 +09:00
Bill Currie
51009cdc4b
Clear the server progs data when loading progs.
...
The baseline data doesn't matter so much, but the pointer fields relied on
the progs engine clearing them. I forgot about this :/
2010-12-09 21:35:21 +09:00
Bill Currie
bc91faf51e
Change back to storing the leafnum.
...
Still unlimited, of course :)
2010-12-09 17:24:38 +09:00
Bill Currie
3ae2ef8d11
Remove non-progs data from edict_t.
...
All data that is irrelevant to the progs engine itself has been removed
from edict_t and moved into the sv_progs code.
2010-12-09 17:24:37 +09:00
Bill Currie
1291766298
Remove all "cosmetic" differences between nq and qw sv_phys.c
2010-12-09 08:52:40 +09:00
Bill Currie
33d768ba73
Get nq and qw sv_phys.c mostly into sync.
...
nq's SV_CheckVelocity will be a little different (spherical rather than
cubical), but sv_maxvelocity defaults high enough for it to not matter to
most players. It might even improve play.
The remaining differences need some careful thought before the physics
merge is done.
2010-12-08 18:14:40 +09:00
Bill Currie
a893d8ead3
Get nq and qw world.c into sync (again:P)
2010-12-08 12:55:07 +09:00
Bill Currie
e46b52a81c
Plug the edict_leaf memory leak.
2010-12-08 09:20:43 +09:00
Bill Currie
31cf4b0d78
Use a linked list for the leafs in which the entity is positioned.
...
This allows the pvs to be used on an antity no matter how many leafs the
entity is touching. Seems to work nicely, but it will leak memory every
time a map is loaded.
2010-12-08 08:44:52 +09:00
Bill Currie
c2af7896bd
Revert "make droptofloor continue the trace if it starts solid"
...
This reverts commit 10232acdfe
.
The problem was really in the trace code, but it got fixed by "accident"
when I had similar problems in hipnotic a couple of years later. Now to
figure out just what the trace could really should be doing.
2010-12-05 14:56:32 +09:00
Bill Currie
cd660f6804
Fix smoke trails that were broken by the efrags commit.
...
The efrags system's usage of ent->visframe clashes with that of
CL_LinkPacketEntities. As the latter is rather bogus, and potentially
visible entities are always inserted into the map (causing ent->efrag to be
non-null), a null ent->efrag is a good indication that the entity is newly
visible.
2010-12-03 21:01:52 +09:00
Bill Currie
a4b97e9e2e
Dynamic entity allocation. Unlimited static entities.
...
Entities can now be allocated dynamically. They are freed whenever a new
map is loaded.
Use the dynamic entities for static entities.
2010-12-03 21:01:52 +09:00
Bill Currie
3b08ac89d0
Unlink the entity's efrags when removing the entity.
2010-12-03 17:15:11 +09:00
Bill Currie
a6941e27ef
Eliminate MAX_VISEDICTS. Unlimited visible entities.
...
The renderer can now render as many entities as can be crammed into the
currently visible set of nodes.
2010-12-03 14:59:02 +09:00
Bill Currie
abe0c50a2a
Use efrags with packet entities.
...
This fixes brush models in the software renderers.
2010-12-03 14:10:53 +09:00
Bill Currie
79796c1b16
Split out the MVD Playerinfo parsing into its own function.
2010-12-02 17:11:33 +09:00
Bill Currie
d24837af4a
Make nails use temp entities.
...
While reading the code, I noticed the comment stating that qw projectiles
(nails) are really temp entities, so I decided to make that true. The
client now supports unlimited projectiles.
2010-12-01 17:15:28 +09:00
Bill Currie
532e79bca6
Limit the amount of time that MVDs can skip.
...
Trying to cover very long times will probably cause more problems than it
fixes, so limit the length of time. Two seconds aught to be enough for
now. Need to look into proper handling of prevtime.
2010-12-01 08:11:45 +09:00
Bill Currie
c416e15cd7
Get the format of the time hack packet correct.
...
dem_read has a length word, which I had failed to see at the time. It
seems that mvd's don't mind a zero length packets.
2010-12-01 08:04:24 +09:00
Bill Currie
d8eb3aab36
Move the desktop files into their own directory.
2010-11-29 14:26:33 +09:00
Bill Currie
8831a109a4
Create and use mclipnode_t.
...
I didn't realize this was a critical part of fitzquake's large map
support. This should fix the non-solid brush entities in Conflagrant
Rodent.
2010-11-29 09:36:21 +09:00
Bill Currie
995a8d3e4e
Don't use assembly code for SV_HullPointContents.
...
This is the only assembly code dependent on the size of dclipnode_t.
Removing it paves the way for fixing clipnodes in large maps.
2010-11-29 08:51:29 +09:00
Bill Currie
cacd2fb895
FiztQuake's lerping system.
...
Seems to be mostly working. I get some funny results for zombies, but that
might be moving and turning at the same time causing issues.
2010-11-26 16:20:05 +09:00
Bill Currie
8c4fe2f844
Rename Sys_DPrintf to Sys_MaskPrintf.
...
We now have finer runtime control over what gets printed. Need to do a
SYS_DEV audit, creating new masks as apropriate.
2010-11-26 16:19:26 +09:00
Bill Currie
525e20e3e2
Bring QW's unlimited beams/explosions into NQ.
2010-11-26 16:19:25 +09:00
Bill Currie
cbee789fe1
Change ProgPath to ModelPath and dir.progs to dir.models.
...
The default is still $path/progs, as that is what is expected by the
game-code.
2010-08-25 13:31:13 +09:00
Bill Currie
a51e888a1b
Nuke MAX_OSPATH and clean up the mess.
2010-08-25 13:31:08 +09:00
Bill Currie
669771681a
split up and modernize configure.ac
...
Most of the guts of configure.ac have been moved to config.d and are then
brought in by m4_include. This will make maintaining configure.ac much easier.
Also drop use of PROGRAM and VERSION, using PACKAGE_NAME, PACKAGE_VERSION, and
on occasion, PACKAGE_STRING instead, and clean out some old files we no longer
need.
2010-08-19 15:01:43 +09:00
Bill Currie
a9511cb69e
print the "message" of the map when displying the map name and time
2010-08-13 05:17:18 +00:00
Bill Currie
0dfff8fd58
ignore stuff
2010-08-07 10:42:09 +00:00
Bill Currie
e9a1e5552e
send multiple almost empty packets when a server frame is too long
2010-08-05 03:57:48 +00:00
Bill Currie
81e3a63791
check for a bad read when reading the command byte of a connectionless packet
2010-04-26 12:41:04 +00:00
Bill Currie
2822b47c3f
we don't need any evil hacks around here :)
...
It seems the cursor hack hasn't been needed for a while. Also get rid of some
crazy function redirection and bogus comments
2010-01-13 06:53:10 +00:00
Bill Currie
70cc48826c
I think I finally got the protocol side of map changes right
...
"pause" qtv recorders while changing maps
send changing/reconnect via the qtv extensions
2010-01-13 06:50:44 +00:00
Bill Currie
8ac7a71e10
don't create a new recorder when we already have one
...
this seems to fix the weird behaviour when changing maps
2010-01-13 06:49:28 +00:00
Bill Currie
bb6619d332
docs and a bit of cleanup
...
delete core files with boostrap clean
fix the placement of a comment
simple docs for the standard client connection process (no mention of
downloads)
2010-01-13 06:48:54 +00:00
Bill Currie
b05e9ea293
add a recorder count to the status bar
...
... and this found the problem with the weird qtv behaviour on map change:
changing maps causes the server to add a new connection for the proxy. oops
2010-01-13 06:48:20 +00:00
Bill Currie
701652b8aa
progress on getting map changing to work with qtv
...
subsequent map changes are still behaving strangely, but signon buffer
handling is now much better.
2010-01-13 06:46:26 +00:00
Bill Currie
53cd9be90a
Progress on map changing with qtv clients
...
Rename SV_DemoSendMessages to SVR_SendMessages, and make sure SVR_SendMessages
and SV_qtvSendMessages get called when SV_SendMessagesToAll is called.
2010-01-13 06:45:43 +00:00
Bill Currie
465d5572dd
Don't lose sv.recorders on map change
...
This fixes the "reconnect" (or anything else, for that matter) not being sent
to qtv proxies after loading a level while the procies are connected.
2010-01-13 06:44:57 +00:00
Bill Currie
b61a336d8a
Don't spew "not recording a demo" when changing maps with a qtv
...
Just because recorders exist doesn't mean a demo is being recorded: add a flag
for such.
2010-01-13 06:44:29 +00:00
Bill Currie
907efe03a4
use "must" instead of "should"
2010-01-13 06:43:54 +00:00
Bill Currie
997102fea8
audit the usage of "only"
...
There are still a few iffy places (notably around certain prepositions), but
the relevant sentences are now much easier to read.
2010-01-13 06:42:26 +00:00
Bill Currie
916aa6fe8b
give nq debugging abilities and minimize the differences between nq and qw
2010-01-13 06:29:36 +00:00
Bill Currie
6eae016d3e
minor cleanups
...
fix some comments, cleanup some whitespace, and don't explicitly call
PR_RelocateBuiltins as it is called (indirectly) by PR_LoadProgs.
2010-01-13 06:28:28 +00:00
Bill Currie
0647a156e3
Apply witukind's XDG support patch
2009-12-22 12:28:55 +00:00
Bill Currie
5d15c70a0d
progress in cleaning up the screen size mess
2009-12-22 06:02:53 +00:00