mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
d649508b5d
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 |
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.. | ||
config | ||
data | ||
ideas | ||
man | ||
texinfo | ||
.gitignore | ||
3dfx.txt | ||
cvarlist.txt | ||
glqnotes.txt | ||
Makefile.am | ||
makefile.linuxi386 | ||
makefile.solaris | ||
net_DoS_protection.txt | ||
progdefs.q1 | ||
progdefs.q2 | ||
qe3.ico | ||
qf-client-3dfx-cvar.txt | ||
qf-client-glx-cvar.txt | ||
qf-client-sdl-cvar.txt | ||
qf-client-sgl-cvar.txt | ||
qf-client-svga-cvar.txt | ||
qf-client-x11-cmd.txt | ||
qf-client-x11-cvar.txt | ||
qf-server-cmd.txt | ||
qf-server-cvar.txt | ||
quake.gif | ||
quake.ico | ||
readme.solaris | ||
readme.txt | ||
skybox.fig | ||
template.h | ||
timestamps.txt | ||
wqreadme.txt |
This is the complete source code for winquake, glquake, quakeworld, and glquakeworld. The projects have been tested with visual C++ 6.0, but masm is also required to build the assembly language files. It is possible to change a #define and build with only C code, but the software rendering versions lose almost half its speed. The OpenGL versions will not be effected very much. The gas2masm tool was created to allow us to use the same source for the dos, linux, and windows versions, but I don't really recommend anyone mess with the asm code. The original dos version of Quake should also be buildable from these sources, but we didn't bother trying. The code is all licensed under the terms of the GPL (gnu public license). You should read the entire license, but the gist of it is that you can do anything you want with the code, including sell your new version. The catch is that if you distribute new binary versions, you are required to make the entire source code available for free to everyone. Our previous code releases have been under licenses that preclude commercial exploitation, but have no clause forcing sharing of source code. There have been some unfortunate losses to the community as a result of mod teams keeping their sources closed (and sometimes losing them). If you are going to publicly release modified versions of this code, you must also make source code available. I would encourage teams to even go a step farther and investigate using public CVS servers for development where possible. The primary intent of this release is for entertainment and educational purposes, but the GPL does allow commercial exploitation if you obey the full license. If you want to do something commercial and you just can't bear to have your source changes released, we could still negotiate a separate license agreement (for $$$), but I would encourage you to just live with the GPL. All of the Quake data files remain copyrighted and licensed under the original terms, so you cannot redistribute data from the original game, but if you do a true total conversion, you can create a standalone game based on this code. I will see about having the license changed on the shareware episode of quake to allow it to be duplicated more freely (for linux distributions, for example), but I can't give a timeframe for it. You can still download one of the original quake demos and use that data with the code, but there are restrictions on the redistribution of the demo data. If you never actually bought a complete version of Quake, you might want to rummage around in a local software bargain bin for one of the originals, or perhaps find a copy of the "Quake: the offering" boxed set with both mission packs. Thanks to Dave "Zoid" Kirsh and Robert Duffy for doing the grunt work of building this release. John Carmack Id Software