Bill Currie
ebfdbd9285
the fpu manipulation stuff seems to be better off in the one place that
...
actually uses it...
2002-06-07 15:09:20 +00:00
Bill Currie
4e07810f0d
a little cleanup of unneeded lines
2002-06-07 14:44:02 +00:00
Ragnvald Maartmann-Moe IV
ceb73449bb
Order of operations cleanup, QSG2 alpha is now colormod[3] in entities.
2002-06-07 11:25:47 +00:00
Ragnvald Maartmann-Moe IV
90f4bf5fa7
Improve dlight flag combination behaviors, plus some more dlight initialization cleanups.
2002-06-07 05:21:53 +00:00
Timothy C. McGrath
b552aceced
This should fix bans and heartbeats to work with realtime resets.
...
Also of note, I found a line I missed for logging from the last checkin. Doh.
Did not test heartbeats, although the code is so dead simple it ought to
function.
I did not test logging, although the code is rather simple so unless I missed
something, it ought to work this time. ;)
Tim McGrath (Misty)
2002-06-06 23:38:35 +00:00
Timothy C. McGrath
c848bf5c0c
Fixed logging to work with realtime resets.
...
Tim McGrath (Misty)
2002-06-06 23:15:26 +00:00
Timothy C. McGrath
bd82405643
Fixed automatic muting/mute to work properly with realtime resets.
...
Timothy C. McGrath (Misty)
2002-06-06 23:05:57 +00:00
Timothy C. McGrath
8f2b541b25
This fixes cuffs so they work with realtime resets.
...
Tim McGrath (Misty)
2002-06-06 22:41:34 +00:00
Ragnvald Maartmann-Moe IV
f6c6d9f03e
Add EF_DIMLIGHT to qw, make it work identically in nq.
2002-06-06 04:14:23 +00:00
Timothy C. McGrath
25ec0b8efd
I figured out why realtime 0 caused progs to crash }:) ph33r me. Or
...
not. Your choice.
if sv_frametime is less than or equal to zero, progs does not enjoy life.
Don't make progs suicide, join the > 0 club today!
Tim McGrath (Misty)
2002-06-06 00:32:04 +00:00
Ragnvald Maartmann-Moe IV
46949068a2
Check return value on R_AllocDlight. Small optimization, people cutting r_dlight_max heavily should like it.
2002-06-05 22:07:38 +00:00
Brian Koropoff
7369224f25
Added the getinfo command to grab client info keys in GIB. I might add
...
the ability to grab info about any user, but this has potential abuses.
I'll need to think it over.
2002-06-05 00:13:46 +00:00
Bill Currie
0f9adc182d
win32 compile fixes
2002-06-04 16:17:10 +00:00
Timothy C. McGrath
6ead7c9ad4
Removed an unneeded check now that realtime = 0 in sv_init.c while map is
...
loading went byebye.
Tim McGrath (Misty)
2002-06-03 23:11:09 +00:00
Bill Currie
4039452297
more sys cleanup. server consoles may be broken for non-curses.
2002-06-03 19:11:48 +00:00
Jeff Teunissen
b1ccfce60a
Remove the resetting of realtime -- there's a better solution coming, and this
...
breaks a lot of stuff subtly.
2002-06-03 03:01:46 +00:00
Bill Currie
f00e892d4e
mingw gcc 3.1 is freaking weird
2002-06-02 05:27:32 +00:00
Timothy C. McGrath
9a18bda805
Gee, I seem to have had time reset *after* progs was loaded. ...
...
Fixed. This was dumb.
Timothy McGrath. (Misty)
2002-06-02 05:20:42 +00:00
Bill Currie
3b7ddfb22a
fix a silly typo
2002-06-01 03:04:11 +00:00
Bill Currie
9630a23391
more Sys_* cleanup
2002-06-01 03:00:13 +00:00
Bill Currie
fc0bb7e175
move Sys_DebugLog
2002-05-31 22:50:43 +00:00
Bill Currie
e8026d9c76
touch, think and blocked now support methods
...
also a little whitespace cleanup
2002-05-31 21:05:58 +00:00
Bill Currie
cf9e1de5a6
sv_progs_zone controls the size of the zone for the progs. defaults to
...
256kb (64k `globals').
2002-05-31 15:27:56 +00:00
Bill Currie
c25051e60e
link the obj runtime into the servers' progs engines
2002-05-31 15:04:23 +00:00
Bill Currie
7a3b63418b
`adequate' temporary fix for r_lightmap_components 1
2002-05-28 04:11:40 +00:00
Bill Currie
37335f4ec3
alpha doesn't like 0 for va_list :/
2002-05-28 00:02:59 +00:00
Bill Currie
7ebede0517
don't run a physics frame if sv_frametime is 0
2002-05-27 20:49:16 +00:00
Timothy C. McGrath
9666243498
Fixed my mistake - Had added a bracket which caused physics only to be
...
done every maxtic instead of every *mintic* which is what it was supposed
to be doing. Ooops.
Also minor whitespace cleaning in sv_init.c
Tim McGrath (Misty)
2002-05-26 20:30:12 +00:00
Timothy C. McGrath
8ebd2c6243
This hack makes realtime get reset on map load (in sv_init.c, set to 0)
...
and also prevents old_time in sv_main.c from getting screwed up in the head
and pausing the physics indefinitely (check and see if there is a faster way
to do it :)
What does this let us do? LEAVE THE SERVER RUNNING! Imprecision due to the
server being on for long periods of time should now no longer be a problem,
so long as you have a map rotation going at least once a day. :)
I plan on committing updated versions of my glspeed cfgs next, and then
looking at timeleft - just to make sure when sys_dead_sleep is 1 it can't
overflow accidentally.
Tim McGrath (Misty)
2002-05-25 21:54:41 +00:00
Bill Currie
030b8a7a05
add ' fps' to the std deviation line
2002-05-24 02:59:10 +00:00
Bill Currie
33e055209e
Semi-major (more than minor:) progs convenience macro cleanup. There will
...
be more to come.
2002-05-22 22:35:37 +00:00
Bill Currie
69c6bb767b
forgot to fix the server error printing
2002-05-21 21:06:27 +00:00
Bill Currie
fe866e264e
hopefully fix the nq-wgl crash
2002-05-14 21:30:23 +00:00
Bill Currie
6a5bbf6f0a
memory allocation checking cleanup
2002-05-14 06:37:28 +00:00
Bill Currie
44dcf74627
strip the \n from all(?) of the Sys_Error calls (Sys_Error itself will be
...
adding \n).
2002-05-14 06:12:29 +00:00
Bill Currie
6240c62cec
this should fix the problems with building the master server on bsd systems
2002-05-13 21:53:52 +00:00
Brian Koropoff
3fffa26fb4
Added thread support to GIB and cleaned up escape characters yet again.
...
With any luck it should actually work this time. Added the getimpulse
command so that GIB scripts can check if an impulse command is pending
before sending their own. Fixed all the memory leaks I could find.
QuakeC and GIB seem to be clean except for maybe one or two sneaky leaks
I can't track down.
2002-05-11 00:36:12 +00:00
Bill Currie
c04785fe0f
move sys/types.h
2002-05-10 18:39:59 +00:00
Bill Currie
b93f37fb00
a nother tiny optimisation: no nead to recalculate non-player beams every
...
frame
2002-04-27 04:08:30 +00:00
Bill Currie
8a8e62f4c2
turns out that beams coming from the player entity get their start position
...
updated which can cause the beam to shrink which can cause lightning ents
to get stranded.
2002-04-27 03:22:09 +00:00
Bill Currie
a1c6547f16
when comparing addresses, it helps if the /whole/ address is compared :P
2002-04-26 16:05:24 +00:00
Bill Currie
7ca3ea20b1
got a little too agressive with that optimisation :P (I'm surprised it worked
...
at all)
2002-04-25 19:38:15 +00:00
Bill Currie
0deb11eeae
this might fix the lightning bug (produces better code anyway)
2002-04-25 19:04:25 +00:00
Bill Currie
4223aaa4c0
a couple of very minor optimisations
2002-04-25 17:16:40 +00:00
Jeff Teunissen
b2579dca98
WOOHOO! The hardcoded framerate cap is gone! cl_maxfps 0 now allows an
...
unbounded frame rate (you can still set it to clamp your fps to, for example,
your monitor's refresh rate), and cl_maxnetfps 0 is now based on your network
rate.
The NetQuake-compatible targets now also have an unbounded framerate. This is
OK, because the built-in server uses its own tick rate.
2002-04-25 16:50:56 +00:00
Jeff Teunissen
7c134a6f95
Fix up the watervis stuff. Whoops! :)
2002-04-25 14:34:15 +00:00
Jeff Teunissen
13071a2d23
Clear up some comments.
2002-04-25 12:53:42 +00:00
Jeff Teunissen
6126eeeb1d
Clarify the meaning of the watervis serverinfo/Cvar in the server help
2002-04-25 12:52:11 +00:00
Jeff Teunissen
5b069de40c
Redo r_wateralpha so that it doesn't force its value based on the watervis
...
serverinfo. Instead, create a new cl_wateralpha float variable that is set to
r_wateralpha->value in Host_Frame, and use that float during rendering.
2002-04-25 12:51:04 +00:00
Bill Currie
2b2c0401cf
stuff player, beam and explosion entities into the map (rather than
...
building the render entity lists directly) so they get vis-clipped. The
benefits of this to newer gl cards/drivers or sw is negligable, but is a
pretty serious boost for the voodoo2 (~24%).
2002-04-25 04:30:03 +00:00