Commit graph

142 commits

Author SHA1 Message Date
Adam Olsen
dcd924c355 Removed old files 2001-04-10 09:44:36 +00:00
Adam Olsen
69022c7ffb Move sound targets into a library. Still doesn't pick one at runtime though. 2001-04-10 09:40:09 +00:00
Bill Currie
a96536c896 nuke commdef.h and clean up the results by putting its contents where they
belong.
also, merge model.h and friends (MINUS render.h). this needed moving efrags_t
from render.h to model.h.
2001-04-10 06:55:28 +00:00
Bill Currie
e236ac4bb2 move mplane_t to qtypes.h so non-asm builds will build (so long as you're not
trying to build -svga)
2001-04-10 02:36:44 +00:00
Bill Currie
2829f8b493 include config.h and string[s].h 2001-04-10 02:16:50 +00:00
Ragnvald Maartmann-Moe IV
d7eb585502 Merge cd. Doesn't dlopen different cd drivers or anything exciting... Yet. 2001-04-09 21:15:09 +00:00
Ragnvald Maartmann-Moe IV
0c00970ae1 Tweak particle effects extensively. Grenades and blood far cheaper, and better looking. 2001-04-08 21:41:53 +00:00
Timothy C. McGrath
9bdc1f02c4 Modified smoke trails for grenades and rockets so that we have an easter
egg temporarily until easter - They'll randomly choose between 255
colors. I'll eventually change this into a cvar, but for now enjoy ;)

This stuff is easily removed for the people who don't like colors: Just
remove my added lines, and uncomment the old ones :)

Misty-chan
2001-04-08 07:49:54 +00:00
Zephaniah E. Hull
7553f2b0a4 Tweaking the trails a bit more. 2001-04-08 04:56:24 +00:00
Zephaniah E. Hull
4873457160 Fixed how all particle trails are rendered, still needs a /lot/ of tweaking. 2001-04-08 04:07:19 +00:00
Ragnvald Maartmann-Moe IV
b897f96e51 Restore old grenade smoke trail, make order of texture generator mentions consistent. 2001-04-06 19:23:00 +00:00
Zephaniah E. Hull
a40130f7d7 Oops, non-smoke ring particles should work again. 2001-04-06 19:05:57 +00:00
Zephaniah E. Hull
a16b2c0070 Borrowed LH's VectorVectors.
Changed smoke trails a good bit.
2001-04-06 18:37:23 +00:00
Ragnvald Maartmann-Moe IV
1f25ab9ec2 New generated texture for spark particles. 2001-04-06 04:27:39 +00:00
Zephaniah E. Hull
b7ee9ba07d gl_draw.c: gl_lightmode now uses a callback.
gl_dyn_part.c:
  Now uses a (non-locked) vertex array to reduce GL calls.
  Gives a slight speed gain, I'll optimize it a bit more soon.
gl_rlight.c:
  Fixed much of the dlightframecount issues.
  (This gives cleaner code and a speed up.)
gl_rmain.c: A slight reorg of the dlight call order.
gl_rmisc.c: Enable some of the vertex arrays. (vertex, texcoord, color.)
gl_rsurf.c:
  Reworked R_BuildLightMap, smaller now code wise, also more optimized,
  and it builds a 0-2 lightmap in more cases now.

  Playing with GL_UploadLightmap.

  For non-lighthalf non-mtex lightmaps use a 0-2 range.
  (Makes gl_lightmode look a /lot/ better.)

gl_screen.c: More stuff with the gl_lightmode callback.
r_view.c: R_PushDlights is called elsewhere now.
sw_rmain.c:
  Moved the R_PushDlights call.
  Also killed the unused PASSAGES define.
2001-04-06 02:57:26 +00:00
Joseph Carter
9ea0605558 reverting this for Mercury 2001-04-06 02:12:19 +00:00
Joseph Carter
c9ecc7a9d2 The lighthalf qboolean is no more - replaced with a gl_lightmode callback
to do the job much more simply.  Also replaced lighthalf_v with white_v on
the QW side.
2001-04-05 17:28:28 +00:00
Bill Currie
ef66808016 this was accidently deleted 2001-04-04 21:24:28 +00:00
Bill Currie
0146992d67 rename (most of) r_*.[cS] to sw_r#1.#2 (mmv rocks:) to finally fix the borked
naming scheme of sw vs gl
2001-04-04 21:22:23 +00:00
Ragnvald Maartmann-Moe IV
4dc5da173b Rest of commit... 2001-04-04 05:40:29 +00:00
Ragnvald Maartmann-Moe IV
f4632ccd8b Merge fractalnoise into noisetextures.c, which will eventually add a few more fractal noise types. Current smoke is a blend of diamond-square and plasma noise.
Also make smoke less dense, in an attempt to fix Jin^eLD's problem with hwguy smoke.
2001-04-04 05:39:44 +00:00
Chris Ison
2ece48c535 alpha code for master server queries 2001-04-03 05:48:24 +00:00
Timothy C. McGrath
1843bb5839 Minor housecleaning. sw no longer spits out diagnostic output, comments
are now sane and match current code, I moved things around in GL so they
more closely match the sw code, as the sw code makes more sense now that
I *finally* understand what in gods name I was doing wrong. ;)

I also made minor changes to the help to indicate the minimum values of
the variables (sw can deal with 1, gl 0) as well as that you really
ought to use r_particles 0 instead of a setting of cl_max_particles 0 in
GL :P

Thanks for all the help taniwha, those last two bugs were kicking my
butt.

Misty-chan
2001-04-03 05:40:15 +00:00
Bill Currie
afaf10a2c8 fix the lost particles problem 2001-04-03 05:08:23 +00:00
Bill Currie
9bb7aee3fe this should fix misty-chan's problems :) 2001-04-03 04:11:29 +00:00
Timothy C. McGrath
d649508b5d 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
2001-04-03 02:56:39 +00:00
Bill Currie
f5c168b8a5 sw currently can't cope with 0 particles 2001-04-02 23:38:56 +00:00
Chris Ison
0e68cf838d Added slist update and slist # (shows details) 2001-04-02 10:24:23 +00:00
Chris Ison
999b8c94ac Start of console based server list 2001-04-01 22:09:12 +00:00
Bill Currie
fc99d7bd4d oooooooops, forgot to call Game_Init in the server 2001-04-01 01:42:40 +00:00
Bill Currie
7cb6245efa link libQFutil.so against libz so the clients (and tools) don't need to worry
about it
2001-03-31 03:51:25 +00:00
Bill Currie
e939ccc40a cvars now sport a callback function that gets called whenever the cvar changes
or on initial get.
2001-03-31 01:02:52 +00:00
Bill Currie
4162243287 eliminate Cmd_ForwardToServer from cmd.c. Cmd_ForwardToServer still needs to
be removed from cmd.h, but that can wait a bit.
2001-03-31 00:35:08 +00:00
Bill Currie
ad9142ff3c move Con_Printf, Con_DPrintf and Con_Print (weak) into libs/util/console.c.
Except for the cmd and cvar callbacks, libQFutil.so is now standalone.
2001-03-31 00:08:21 +00:00
Bill Currie
1e2e2f44c3 move the developer cvar into cvar.c 2001-03-30 23:35:48 +00:00
Bill Currie
99535102d7 bare bones sys stuff moved into libQFutil. unix stuff seems to work just fine,
but win32 is probably borked atm
2001-03-30 23:24:57 +00:00
Bill Currie
c227fbc3cc forgot to remove this 2001-03-30 17:43:53 +00:00
Bill Currie
4f2e22bfb8 merge and move quakefs.c into libQFutil where it belongs. at long last 2001-03-30 00:44:35 +00:00
Bill Currie
b432d0ea17 pull the game specific stuff out of quakefs.c in preparation for merging it 2001-03-30 00:30:38 +00:00
Bill Currie
80ee9eb8d1 merge and move quakeio.c into libQFutil 2001-03-29 21:16:16 +00:00
Bill Currie
dd3d2a073d make -fbdev build again AND make nq-fbdev a new target.
moved fbset.h from qw/include to include so it can be shared by nq. it's in
include instead of include/QF because I don't see any need to isntall it.
2001-03-29 17:31:15 +00:00
Adam Olsen
9b31fca76d Add include for stdlib.h needed for malloc call. 2001-03-29 13:13:28 +00:00
Jeff Teunissen
277c17cfd8 Shared library support. The util and gamecode libraries are now shared,
and this clears the way for an external API for utilities and
such. And yes, this means libtool is now used.
2001-03-29 09:07:44 +00:00
Chris Ison
f1c31b6e1a added #include for QF/compat.h 2001-03-28 22:23:40 +00:00
Bill Currie
cb5c262ffc qtypes.h:
remove includes of qdefs.h and compat.h
pr_comp.h:
	merge pr_comp.h from quake and qfcc, removing the copy in qfcc
cmdlib.[ch]:
	nuke the endian code.
qendian.c:
	initialise the LittleLong etc pointers at compile time rather than run
	time
com.c (both nq and qw):
	nuke the LittleLong etc init code
everything else:
	fix up after the qtypes.h cleanup
2001-03-28 17:17:56 +00:00
Bill Currie
5a48f987a5 scripted fixups for the QF include move 2001-03-27 23:36:02 +00:00
Chris Ison
b6f6f959b9 fixed vid_3dfxsvga.c includes to match current tree 2001-03-27 23:29:31 +00:00
Adam Olsen
d56a749e05 Well I *guess* this is needed, if only to make sure they have identical files. 2001-03-27 22:44:58 +00:00
Bill Currie
067db089a2 make edict pruning, field parsing and the builtins part of progs_t like they
should have been
2001-03-27 22:39:21 +00:00
Adam Olsen
31295c1f63 Bring qw and nq snd_*.c files into sync. Should be able to move them
into a common dir now.
Also fix some #include path changes.
2001-03-27 22:30:25 +00:00