After 'Fix floating point precision loss in renderer', Windows x86
client won't load the renderer DLLs. The problem is a 64 bit modulus.
I couldn't find any reports of this online. However, client with
built-in renderer worked with the 64 bit modulus.
Only tested with mingw-w64.
ioquake3.x86_64.exe can't load x86 OpenAL32.dll. Using separate
library names allows shipping OpenAL for both architectures.
Though since the dll name is saved in the config file, using both
clients on the same computer will cause one client arch to always
try to load the wrong OpenAL dll and then fallback to the correct
default OpenAL dll. I guess it could be fixed by using separate
cvar names for s_alDriver.
Don't draw crosshair 0 in Team Arena setup menu. It isn't drawn
in CGame. Wrap cg_drawCrosshair in missionpack menu like CGame
instead of treating as index 0 which is no longer drawn.
Make spectators use green background for team chat box when following
players. The team chat messages are from spectators not the team of
the followed player.
Make spectators draw team chat box even when not following a player.
Only use the crusher for killing the bot's enemy. This doesn't
affect 1v1 very much but prevents the whole team of bots in CTF
from suddenly shooting at the crusher button. Entering the crusher
bounds was basically instant death.
Make bots activate crusher on q3tourney6_ctf and mpq3tourney6.
Check if player is inside the crush bounds instead of below the
crusher. There is a jumppad the goes under it in mpq3tourney6.
SDL doesn't provide exact the exact time that input events happen
so use the earliest possible time that an event could happen.
This make sub-frame input actions such as walking take affect
immediately instead of in the next frame.
Based on patch by Alexander "wareya" Nadeau.
Make callTeamVote check for all command separators like in callVote.
It's not exploitable as the only vote option (leader) always uses an
integer argument.
Also the ioquake3 engine remove command separators from client game
commands in Cmd_Args_Sanitize().
Fix floatTime using float precision instead of double using GCC.
Fix R_BindAnimatedImage to be in sync with function table.
Fix vertexDeform bulge, vertexDeform normals, noise wave function
at high level time.
Revert unnecessary float -> double conversions.
Patch for https://bugzilla.icculus.org/show_bug.cgi?id=5931 by
Eugene C. from 2013 plus recent fix for tcMod rotate.
I merged the changes into the OpenGL2 renderer though the fix for
tcMod turb doesn't translate.
Prevent reading past end of message in MSG_ReadBits. If read past
end of msg->data buffer (16348 bytes) the engine could SEGFAULT.
Make MSG_WriteBits use an exact buffer overflow check instead of
possibly failing with a few bytes left.
Setting cl_renderer isn't a security concern and valid behavior for
a menu to provide. Sys_LoadDLL ensures only libries are loaded and
engine prevents QVMs from writing them.
q3ded +set sv_dlURL "http://example.org"
The shell removes the quotes but makes the content be a single argument
for progam args. Quake 3 concatenates all the program args and splits
lines at + or newlines. Then Quake 3 parses them using a tokenizer
that skips unquoted C comments beginning with //. This results in
the cvar being set to "http:".
Escape the quotes so they are passed to the program and the tokenizer
knows not to skip C comments.
q3ded +set sv_dlURL \"http://example.org\"
This commit fixes the vanilla Q3 UI VMs not displaying a server list
when id Software's master server is down.
Originally master 0 for the globalservers command was Internet and
master 1 was MPlayer (defunct). In 2008 ioquake3 changed it so that
master 0 to 4 were five separate master servers with no affect on
original Quake3/Team Arena UI VMs; they continued to get the server
list from master.quake3arena.com.
id Software's master server (master.quake3arena.com) goes down
occasionally. Using ioq3's UI VM additional master servers can be
accessed but players using the original UI VMs are unable to get a
server list.
In order to fix the original UI VMs in Quake3/Team Arena's pk3s this
commit makes 'globalservers 0' fetch all master servers. So players
get a combined list of id Software's and ioquake3's master list. Or
just ioquake3's list if id Software's master is down.
Getting lists from individual master servers using globalservers has
changed from 0 through 4 to 1 through 5 to accommodate using 0 for
other purposes. This commit modifies ioq3's UI code to support the new
values for globalservers command.
A side affect of these changes is that UI VMs based on ioq3 since 2008
will have Internet1 fetch all master servers and Internet2 request
sv_master1 instead of sv_master2 and so on. It may be worth noting that
getting server list from masters 3-5 could not be done using ioq3's UI
before 2011.
The Team Arena code for giving defense bonus for fragging player
who recently damaged a skull carrier unintentionally applied to
the flag carrier.
The skull carrier case would of been handled by the flag carrier
block above it. However, Harvest mode doesn't call
Team_CheckHurtCarrier() so the skull carrier defense bonus does
not work.
This restores the pre-Team Arena behavior of not giving defense
score bonus to flag carrier.
Fix copy-paste error in the original Quake 3 code. The wrong values
are used for v1 and v2. v2 was previously set to distance of attacker
to flag base; which should be handled already.
The game now gives defense score bonus to player when they frag an
enemy near their team's flag carrier while the player is more than
1000 units from the flag carrier.
This may also fix not giving defense bonus when near carrier due to
checking if carrier and enemy (instead of attacker) are in PVS.
Found by @Razish.