Bill Currie
12da412871
Get entity alpha (mostly) working.
...
I'm not sure if bsp model rendering is correct (backside issues), but
enities now sport transparency. Good test map:
http://www.celephais.net/board/view_thread.php?id=60157&
2010-12-16 09:34:29 +09:00
Bill Currie
52eb6a6b08
"realtime" is a client var, not a server var.
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The correct var in the server is sv.time.
2010-12-15 18:47:17 +09:00
Bill Currie
64f801f546
whitespace
2010-12-15 08:51:43 +09:00
Bill Currie
775f8e959b
Rotating bsp model support.
...
This is based on the code presented on
http://forums.inside3d.com/viewtopic.php?t=2376 (and updates linked from
that thread), but with modifications for hopefully supporting rotating
trains (and not duplicating big fuctions).
For now, only nq. qw will come after some more testing.
2010-12-15 08:36:53 +09:00
Bill Currie
0e677ce0f0
Give nw qw's timedemo statistics.
2010-12-14 08:59:15 +09:00
Bill Currie
05be74510f
Free the explosion objects when clearing tents.
...
This fixes the hang after a few (3 or 4) play/timedemo runs of bigass1. Now
23 runs (and counting) seems to work well, though there seems to be a
memory leak somewhere.
2010-12-14 00:13:13 +09:00
Bill Currie
ce96e6b055
The beginnings of fog support.
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gl_fog.c is taken from fitzquake with only minor modifications to get it
into QF. Other than worldspawn/network parsing, it's not used yet.
2010-12-10 17:17:30 +09:00
Bill Currie
aad204e80c
Set the skybox from the map's worldspawn sky field.
2010-12-10 17:17:30 +09:00
Bill Currie
4af6c8c108
Catch and ignore sky and fog fields.
...
This way, we won't get spammed with "not a field" messages on map load.
2010-12-10 17:17:30 +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
a062c758fd
white space
2010-12-09 13:34:37 +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
6e87c4cea6
Make sure the level name does not over write the secrets count.
2010-12-08 21:59:23 +09:00
Bill Currie
9b9fde244b
Move the EndFrame function "pointer" into the sv_funcs struct.
2010-12-08 21:20:35 +09:00
Bill Currie
33d768ba73
Get nq and qw sv_phys.c mostly into sync.
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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
9bce1630a6
Revert "Tidy up CL_RelinkEntities a little bit."
...
This reverts commit ad7e7e45fe
.
The cleanup broke entity linking, but fixing it would just duplicate the
previous tests, so might as well revert. Cleaning up the interpolation code
is probably a better approach.
2010-12-04 22:41:44 +09:00
Bill Currie
a4b97e9e2e
Dynamic entity allocation. Unlimited static entities.
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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
ad7e7e45fe
Tidy up CL_RelinkEntities a little bit.
2010-12-02 15:12:17 +09:00
Bill Currie
e32e8f3cd3
Give nq cl_usleep.
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Cuts nq-glx' cpu usage to about 25% on my system. However, the default is
off.
2010-11-29 19:50:59 +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.
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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
c526b615b1
Tweak server connection handling.
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Add some \n to the strings and do a Host_Error when the server is using a
"bad" protocol version.
2010-11-27 07:27:59 +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
31c13d92a2
Protocol 666/large map support from FitzQuake.
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Alpha and lerping aren't implemented yet, but things seem to be working. I
can load and play oms2.bsp (Conflagrant Rodent).
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
d4ae231f34
sezero's NET_SendToAll fix
...
Here's a patch to NET_SendToAll() which was always
broken: it never skipped non-connected clients.
Depending on the compiler, it would wait the whole
5 seconds of its blocktime before it gave up.
While there, changed its blocktime argument to
double (the comparison is against a double.)
2010-11-21 14:27:43 +09:00
Bill Currie
a51e888a1b
Nuke MAX_OSPATH and clean up the mess.
2010-08-25 13:31:08 +09:00
Bill Currie
2185a3dcd0
Remove almost all of my boxclip developement.
...
This is to prevent others accidently getting headaches from my code.
2010-08-20 14:13:23 +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
98cf61dfd6
get the boxclipping debug code in semi-permanently (conditional, of course)
2010-08-05 02:52:56 +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
06a46c2dfe
change the return types of the new functions from float to integer
2010-01-13 06:23:59 +00:00
Bill Currie
15c46c3b27
Add some functions that runequake "needs".
...
These replace the CL_* related groveling.
2010-01-13 06:20:52 +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
Bill Currie
4ff2cb88cf
bigscreen patch from Philippe Troin
2009-12-20 05:34:41 +00:00
Bill Currie
b14fcccd8f
get qf compiling with gcc 4.4
2009-12-19 10:54:23 +00:00
Bill Currie
5df7fe5512
printf bogosity fixes from Dabb
2009-04-10 23:59:48 +00:00
Bill Currie
59c077638a
Fix the annoying "Unknown interpreter 'id'" error. It was both bogus and a symptom of other problems (also fixed).
2009-03-16 11:49:52 +00:00
Bill Currie
d66934942d
nuke Con_Printf and Con_DPrintf and use Sys_* instead
2007-11-06 10:17:14 +00:00
Bill Currie
2881b4b284
make MOD_TraceLine recursive again so I can work on box clipping without losing so much hair
2007-09-16 07:55:44 +00:00
Bill Currie
e8cce4f626
make sv_progs changeable
2007-09-15 01:50:29 +00:00
Bill Currie
b1b7c49b11
plug a memory leak when saving games
2007-05-13 03:34:49 +00:00
Bill Currie
dd1adc0431
remove S_TouchSound: it doesn't seem to be necessary
2007-05-07 12:20:38 +00:00
Bill Currie
0aaab839c6
seems nobody tried to run nq-server on a 64 bit system...
2007-04-08 10:06:49 +00:00
Bill Currie
124506fda2
Fix the access alignment bug on 64 bit archs.
2007-04-07 01:41:23 +00:00
Bill Currie
b203512eb7
don't complain about _fields not being found
2007-04-07 01:02:14 +00:00
Bill Currie
df2bebde7e
more vc build patches from phrosy
2007-04-06 01:09:58 +00:00
Bill Currie
5b761bac83
make progs related code a little more consistent with its int type usage
2007-04-06 00:47:41 +00:00
Bill Currie
51a7392730
fix both the black skins and phrosty's overzealous memcpy bugs
2007-04-03 22:47:42 +00:00
Bill Currie
ab11912f93
fix the scrag = fiend bug
2007-03-25 05:47:53 +00:00
Bill Currie
d5f886c334
forgot to read lightstyles
2007-03-25 03:50:18 +00:00
Bill Currie
cde6e60848
most of the hacking needed to break out the common code from snd_dma.c
2007-03-17 03:10:45 +00:00
Bill Currie
0105754f6f
clean out some no-op functions
2007-03-10 14:17:52 +00:00
Bill Currie
d4719db021
a bunch of docs for snd_render.h and a some cleanup of namepace and old cruft
2007-03-10 04:21:32 +00:00
Bill Currie
7624f2eb87
still disabled, but put the box tracing code in the shared code
2006-12-24 03:46:12 +00:00
Bill Currie
45d467d748
box tracing (instead of point). Currently disabled because it doesn't work right just yet. However, when it is working, it will let us do things like crouching, crawling, arbitrary sized objects (including players), etc.
2006-12-24 03:13:29 +00:00
Bill Currie
70ec9848e7
add PL_RemoveObjectForKey and make PL_D_AddObject take a normal C string for key instead of a pl string.
2006-12-09 06:00:36 +00:00
Bill Currie
c290e9a988
use plists for save-games. old save-games can still be read, but new ones will always be in the new format. might be a good idea to back up any old saves until more testing has been done.
2006-12-09 02:35:44 +00:00
Bill Currie
2a79f42eb5
progs now internally uses plists for entity/global initialization, with support for direct conversion from id's format. This means that the entity string in a map (or the external ent file) can be a plist.
2006-12-09 00:02:57 +00:00
Bill Currie
c2b9d8d549
fix some bugs found by figuring out why PR_RESET_PARAMS exists
2006-12-05 09:55:37 +00:00
Bill Currie
3fb03fc2be
hah, should have been using __attribute__((used)) all that time (rather
...
than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
501180aaac
gcc-4.0 fixes. even found some bugs :) (names /not/ mangled this time)
2005-06-08 06:35:48 +00:00
Bill Currie
2cc2da4d90
various little cleanups that should very fractionally speed up Host_Frame
2005-04-25 01:28:37 +00:00
Bill Currie
b7def83d19
patch from raorn ("Alexey I. Froloff" <sir_raorn@immo.ru>) to fix
...
interaction between -hipnotic (etc) and -game
2005-02-14 09:08:32 +00:00
Bill Currie
53ee50655c
allow the progs code to hook into the parsing processes
...
This is an imperfect revision of history.
2004-11-12 11:15:00 +00:00
Bill Currie
0e324d1851
use the script api for parsing ent data and savegames
...
This is an imperfect revision of history.
2004-11-12 02:39:00 +00:00
Bill Currie
78d98ea787
remove the time pointer (not really needed)
...
This is an imperfect revision of history.
2004-11-09 22:32:00 +00:00
Bill Currie
201252c1c0
FIXME cleanup and a missed win32 compile fix
...
This is an imperfect revision of history.
2004-11-06 02:21:00 +00:00
Bill Currie
f5bc90a53a
clean up some redundant progs functions (may be broken for a while)
...
This is an imperfect revision of history.
2004-11-05 11:49:00 +00:00
Bill Currie
2cb81b37f9
move the *_RecursiveHullCheck functions from pmovetst.c and world.c to MOD_TraceLine in libs/models/trace.c, at the same time rewriting the code to work itteratively rather than recursively.
...
This is an imperfect revision of history.
2004-11-02 08:40:00 +00:00
Bill Currie
e9f19be2bb
fix a thinko pointed out by zenja-b
2004-05-08 23:27:05 +00:00
Bill Currie
8a237169c3
patches to allow for multiple view ports
2004-05-07 03:54:35 +00:00
Bill Currie
5099c05605
bring back my stuttering fixes
2004-05-04 21:59:17 +00:00
Bill Currie
9ed9832789
bring back the alpha setting for dlights (finally found out what it was
...
for) and "fix" the wayward dlights in mvds: caused by svc_muzzleflash being
written before the player updates. Should probably fix properly that in the
server too.
2004-05-03 06:21:39 +00:00
Bill Currie
4882005a49
compile fixes (oops) and start working on quaternion support in qfcc
2004-04-08 02:33:20 +00:00
Bill Currie
49f8787450
fix up some accidental asm compilation when it's not wanted
2004-04-04 05:34:20 +00:00
Bill Currie
826453a992
make "color" work in nq-server (worked fine in nq-x11 -dedicaged)
2004-03-22 04:22:33 +00:00
Bill Currie
e5ccf09aa0
oops, old_origin is for trails
2004-03-15 00:32:49 +00:00
Bill Currie
8e9da44d7d
insert entities into the bsp tree for later renderer queuing based on vis
...
rather than directly into the queue. gives a 6.6% speedup for bigass1,
maybe slight loss for demo1 and definitly minor loss for nullrendering.
However, it gives us potential access to info we wouldn't otherwise have
ready access to.
2004-03-11 04:13:12 +00:00
Bill Currie
37024a4419
final (?) cleanup of center printing. turns out there's no reason to keep
...
it in the renderer and every reason to pull it out (ok, some might
disagree:)
2004-03-02 03:55:18 +00:00
Bill Currie
39fc0fe721
more centerprint cleanup.
2004-03-02 00:58:13 +00:00
Bill Currie
d3dfb0ebd1
better screen function list selection
2004-03-02 00:02:09 +00:00
Bill Currie
2955fac550
first step of centerprint/finale cleanup. fixes the misplaced text for
...
end-of-episode text
2004-03-01 23:47:39 +00:00
Ragnvald Maartmann-Moe IV
3acb2091ad
Whitespace, plus inline a few small functions.
2004-02-24 20:06:53 +00:00
Bill Currie
768de2df0e
work with progs that use @self instead of self
2004-02-17 05:12:50 +00:00
Bill Currie
526605c99c
Grievre's patch to fix the sound channel leak.
2004-02-17 00:47:17 +00:00
Chris Ison
6642686e33
removal of legacy MGL block_drawing variable. Fixed window restore bug that prevented the screen from being updated.
2004-02-15 03:40:50 +00:00
Bill Currie
761831fd15
fix a misleading var name and make WriteBytes resemble qw's WriteBytes more
...
closely
2004-02-09 07:53:05 +00:00