Bill Currie
b6c331736a
give nq host_mem_size so -mem can be a cvar (similar to sv_mem_size and
...
cl_mem_size in qw).
2002-02-19 20:47:45 +00:00
Bill Currie
9aace57b07
fix a core dump when failing to allocate the hunk
2002-02-19 19:24:18 +00:00
Timothy C. McGrath
301eb4b8fd
Changed show_fps, show_time, show_pl and show_ping into archived cvars. They
...
were archived originally, but apparently some insane little gremlin keeps
reverting my change without telling me why :)
Tim/Misty/Misty-chan
2002-02-19 00:58:17 +00:00
Bill Currie
70194567fe
kill the usleep. I don't know why, nor do I really care, but it causes qw to
...
not run at full speed even though it shouldn't.
2002-02-18 19:21:53 +00:00
Bill Currie
234305f0ab
make sure networking is initialized before doing /anything/. this should
...
fix the host lookup failurs for win32 when using -f.
2002-02-13 17:58:30 +00:00
Bill Currie
2c1173aadf
totally zap a client slot when the server sends an svc_updateuserinfo with
...
a blank info string as the only way this should ever happen is when the
server is dropping the relevant client so our client might as well drop it
too.
2002-02-13 17:52:53 +00:00
Bill Currie
f1ea286a44
don't bother writing client info for unused client slots. If demo
...
compatability breaks, this is one place to check for why (but I don't think
it will).
2002-02-13 17:50:47 +00:00
Bill Currie
2e8f780e03
return "" from PF_infokey when the client the key is being requested from
...
has been dropped. This fixes a nasty crash at the end of a match in tf 2.8+
2002-02-13 05:49:24 +00:00
Bill Currie
b4000200e3
move the getopt files from qfcc/source to libs/util, link qw-master against
...
libQFutil and enable the option parsting in qw-master for win32.
2002-02-12 17:44:41 +00:00
Bill Currie
a9547414f3
compile fixes for win32
2002-02-12 04:17:31 +00:00
Bill Currie
6f7b3fa0ef
more magic number nukage and add a couple comments
2002-02-11 21:28:18 +00:00
Bill Currie
7c0d8f2345
remove some evile magic numbers
2002-02-11 21:23:28 +00:00
Bill Currie
6c6b8ca4c3
at rxr's request, allow the master server to read in a static list of
...
servers (qw-master -f servers.txt). These servers can not be removed from
the master server without editing the file and restarting the server. The
format of the server list file is a simple line-by-line list of the servers'
addresses and their port (optional: defaults to 27500):
servername([ :]port)?
one per line.
2002-02-11 20:50:54 +00:00
Bill Currie
0ea713eda4
redo the progs loader to allocate all the memory needed for progs in one
...
shot, allowing for caller specified alloc and edicts and zone memory sizes.
(progs + edicts + zone).
2002-01-29 20:53:44 +00:00
Bill Currie
2aa2066019
FPH column for the score list from RvB
2002-01-27 21:19:29 +00:00
Bill Currie
7dc9a93d46
clear the download name on failures
2002-01-23 19:01:19 +00:00
Bill Currie
e8f6fced0b
call BI_Init in the clients
2002-01-20 04:10:36 +00:00
Bill Currie
14ac3acc17
add a builtin (gametype) for detecting the, well, game type (ie, netquake
...
or quakeworld) which just returns the apprproate string. the single player
menu is now acessable in nq but not qw :)
2002-01-20 03:09:03 +00:00
Bill Currie
39d432b6a6
make sure force_commandline in the console data gets set appropriatly
2002-01-20 00:04:50 +00:00
Chris Ison
60e1b2caf3
fixed 3dfx not building due to mis-named lib
2002-01-19 23:06:28 +00:00
Bill Currie
786a88ba25
blah, bloody separate LDADD and DEPENDENCIES. well, this'll fix 'em :P
2002-01-19 05:45:48 +00:00
Bill Currie
6af9a5d8e6
make the builtins an array of pointers so the hash table doesn't get royally
...
screwed up
2002-01-19 03:31:51 +00:00
Bill Currie
10acad1ee4
first tie-in for the renderer (Draw_Pic: the interface will likely change
...
to better match the real interface, but this will do for now)
2002-01-18 22:35:46 +00:00
Bill Currie
bb96a5b736
first use of client side QuakeC :) (and having more than one progs instance
...
seems to work, too). The menu code gets loaded, but is currently otherwise
unused as of yet.
2002-01-18 19:19:33 +00:00
Chris Ison
e3b2bfb81a
clear key states on game start
2002-01-17 22:04:58 +00:00
Bill Currie
5a1c7ecd2b
init order cleanup
2002-01-17 04:11:36 +00:00
Bill Currie
5e8d69589d
make sure the download progress bar gets erased when a dl is done
2002-01-17 02:37:52 +00:00
Bill Currie
c86c5a78bf
finally, the client console is merged
2002-01-16 21:53:42 +00:00
Seth Galbraith
778af4276e
external tga skin loading, doesn't work for players (teamcolor stuff)
2002-01-16 20:32:39 +00:00
Seth Galbraith
93116bc827
external mip texture loading
2002-01-16 01:02:50 +00:00
Bill Currie
5c2a17f7a8
the /much/ better fix for the server crashing when dropping a client
2002-01-14 17:41:38 +00:00
Bill Currie
9d59d953bd
more cleanups
2002-01-12 05:32:21 +00:00
Bill Currie
140f806d40
more Draw_{Character,String,nString} optimisations
2002-01-10 07:48:41 +00:00
Chris Ison
2fb1d13ba9
fix potential bug in mini score display
2002-01-10 04:28:17 +00:00
Chris Ison
859c18dc07
tidy up Draw_String calls and switched to Draw_nString were needed
2002-01-10 03:54:00 +00:00
Chris Ison
f01cc24267
minor bug fixes to Draw_nString changes and Draw_Character tidy up, ie: typos and miss understanding
2002-01-09 23:51:32 +00:00
Chris Ison
6073ff8d58
added Draw_nString for displaying a non \0 terminated string
2002-01-09 21:20:22 +00:00
Ragnvald Maartmann-Moe IV
b13efc3a83
Particle updates. Some cleanups, small speedups, and reimplement id's effects. r_particle_styles 0 to see id's effects.
2002-01-04 03:32:59 +00:00
Bill Currie
013f503738
start getting const-correct on vec3_t params
2002-01-03 05:29:38 +00:00
Bill Currie
1721831b3a
fix r_netgraph_box
2001-12-20 18:07:10 +00:00
Timothy C. McGrath
0c4d220e8e
Fixed a typo in a comment, (modifiefs) changed ancient word 'Quakespy' to
...
more modern 'Gamespy' in help, fixed typos in show_ping and show_pl, (o is not
0) added a more descriptive help line to show_time so people will know it
actually has TWO settings, and localid finally has a description.
Tim (Misty-chan)
2001-12-19 00:40:34 +00:00
Bill Currie
86d05b1df0
heh, they already got dropped (zombie packets). Turns out the problem was
...
SV_DropClient not aborting processing of a client packet, so do the evilness
of using setjmp/longjmp to do so.
2001-12-15 04:58:16 +00:00
Bill Currie
cac001e035
zombied connections get their packets dropped on the floor
2001-12-15 04:13:56 +00:00
Bill Currie
9b4e21a914
minor prototype cleanups
2001-12-14 00:06:58 +00:00
Bill Currie
69e1a9aab5
bah, installed headers made my compile tests fail
2001-12-13 22:56:43 +00:00
Ragnvald Maartmann-Moe IV
2db08923e8
MSG_(Read|Write)(Coord|Angle|CoordAngle)V. Cleanups, and preparation for use of vector ops in msg.c.
2001-12-12 21:56:09 +00:00
Ragnvald Maartmann-Moe IV
f66b7a93e5
Major particle interface cleanup, several bugfixes, and minor performance improvements. Oh, check out "/help easter_eggs" (gl-only, at the moment).
2001-12-11 22:37:30 +00:00
Seth Galbraith
8a47406dcd
allow server to control player angles as in Hack and Slash mod\nclient's player model stands up straight\nmouse and joystick work properly in chase_active 2 and 3 modes
2001-12-11 20:49:10 +00:00
Bill Currie
0bb01f310f
don't crash when there are too many entities for update messages. just ignore
...
the excess.
2001-12-10 03:17:21 +00:00
Ragnvald Maartmann-Moe IV
d4a8224d9b
Change hudswap to use a callback, and instead of passing a swap variable to 10 functions, where only 2 use it, use a global variable. Make a few scr functions static inline, too. Got a totally unexpected ~0.45fps speedup.
2001-12-09 14:05:30 +00:00