Commit graph

233 commits

Author SHA1 Message Date
Zack Middleton
a4c61d874d add a missing '\n', remove some unwanted ones
From /dev/humancontroller.
2012-06-18 16:16:57 +00:00
Zack Middleton
c3ca5c1caa non-missionpack build throws up a few "0" plums
found by Ensiform
2012-06-18 16:14:48 +00:00
Zack Middleton
a17dafc5e7 Cleaned up game server command usage messages. 2012-06-18 15:58:48 +00:00
Zack Middleton
22ecd68cf2 In CheckTeamLeader, make sure to only set one client as team leader. Reported by Tobias Kuehnhammer. 2012-05-20 21:22:11 +00:00
Zack Middleton
7d8b751afd Patches by symlink.
#5313 - EF_CONNECTION set on wrong eFlags
#5314 - snc drawn in nirvana instead at lagometer
2012-02-06 21:28:40 +00:00
Zack Middleton
fe64955c0c Removed duplicate setting of contents for trigger_hurt. 2011-11-28 17:36:58 +00:00
Zack Middleton
fd0d156338 Added missing newlines to game dedicated chat messages. 2011-11-10 04:49:07 +00:00
Tim Angus
675e7a641a * clang support 2011-10-21 22:48:53 +00:00
Thilo Schulz
86a7cd3dea Fix crash bug introduced in r2116. traceEnt does not always have to be a client, so gauntlet attacking something that is not a client will crash the game. Thanks to Ensiform for reporting 2011-08-02 20:04:18 +00:00
Thilo Schulz
c21dee0b37 [16:31:51] <ZTurtleMan> Thilo: two small fixes, one for r2112 and one for r2116. http://pastebin.com/raw.php?i=h19r211Z 2011-08-01 14:40:53 +00:00
Thilo Schulz
eb9fe030c4 Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################
2011-08-01 11:39:33 +00:00
Thilo Schulz
e5ddcee71e Some more removal of unused code in addition to r2104, by Zack Middleton 2011-07-31 19:24:08 +00:00
Thilo Schulz
23f6fd1633 Bug 5094 - Code cleanup, patch by Zack Middleton and DevHC. Fixes unused-but-set gcc warnings 2011-07-29 12:27:00 +00:00
Thilo Schulz
62757b28f4 Fix last "noreturn" warnings 2011-07-27 00:02:45 +00:00
Thilo Schulz
9dc32d55e2 Bug 4812 - GCC __attribute__ annotations for printf, non-returning functions etc., patch by linux@youmustbejoking.demon.co.uk and Zack Middleton 2011-07-18 14:56:57 +00:00
Thilo Schulz
cbd3c24542 Bug 5067 - Remove references to unused teamtournament gametype. Toggle areaportal on mover ents where due is needed, patch by Ensiform 2011-07-07 23:13:20 +00:00
Thilo Schulz
774ed53948 Make g_doWarmup archived cvar 2011-06-25 20:36:36 +00:00
Thilo Schulz
eda3faccea Fix grenade rotation ends always the orientation (#5053), patch by Eugene C. 2011-06-24 13:15:03 +00:00
Thilo Schulz
16d2ab5f8b Patch from Tremulous / description from Zack Middleton: (#5041)
Clear game logfile handle after closing file.

Game does not clear logFile handle when closing file. Might be an issue if
G_LogPrintf is called after this.

Patch from tremulous http://svn.icculus.org/tremulous?view=rev&revision=2041
2011-06-16 21:53:41 +00:00
Thilo Schulz
f981087d7a - Merge http://svn.icculus.org/tremulous?view=rev&revision=2185, patch by Chris Schwarz
- Remove Q_snprintf as Com_sprintf exists already
2011-06-15 15:31:37 +00:00
Thilo Schulz
558ed62771 0 --> NULL 2011-05-15 14:58:56 +00:00
Thilo Schulz
b509d770a7 - Remove Q_strrchr(), replace with standard, portable strrchr()
- Add strrchr() to bg_lib.c, patch by DevHC
2011-05-15 14:08:03 +00:00
Thilo Schulz
3ddc59a3ba move MIN/MAX definition, use MIN() instead of min(), patch by DevHC 2011-05-15 13:27:24 +00:00
Thilo Schulz
3125035c23 Fix typecast 2011-05-14 20:24:34 +00:00
Thilo Schulz
315632e821 Make bg_lib.c strchr ANSI-C conformant 2011-05-14 14:55:54 +00:00
Thilo Schulz
30059eb8ce ensure that ent->classname is always non-null (for entity numbers up to level.num_entities-1, and ENTITYNUM_WORLD and ENTITYNUM_NONE), for player entities and #ENTITYNUM_NONE in particular, patch by DevHC 2011-05-14 14:34:18 +00:00
Thilo Schulz
c65234328a DevHC messed up 2011-05-11 14:33:12 +00:00
Thilo Schulz
a9696d3558 Refactoring patch by DevHC 2011-05-11 14:21:27 +00:00
Thilo Schulz
86d96f12b9 Fix one byte overflow 2011-05-10 16:26:11 +00:00
Thilo Schulz
4374ff6ce9 Fix spawnflag behaviour for trigger_hurt, patch by DevHC 2011-05-10 11:11:37 +00:00
Thilo Schulz
06d12f6085 Replace a few numeric constants with already defined macros, patch by ZTurtleMan 2011-04-26 09:48:40 +00:00
Thilo Schulz
e5c210236c Fix a few comments (#4591) 2011-04-13 23:42:55 +00:00
Thilo Schulz
31ec563999 Fix player queueing for tournament play (#4939) 2011-04-07 23:41:32 +00:00
Thilo Schulz
657c791257 Zack Middleton made me do it 2011-03-08 01:37:28 +00:00
Thilo Schulz
fef4d12d68 Refactoring patch by DevHC 2011-03-05 19:20:37 +00:00
Thilo Schulz
e05c9ad1c2 - Make some string functions in g_cmds.c cleaner, by DevHC
- embed VM_FREEBUFFERS() macro in do-while-loop
2011-02-10 18:56:18 +00:00
Zachary Slater
5e0d0efd2e http://www.angryflower.com/aposter.html
(minor English issues, most of which are via /dev/humancontroller)
2011-02-09 05:51:33 +00:00
Thilo Schulz
476e35f50e Make Q_vsnprintf() more standard conform in bg_lib.c, patch by devhc 2011-02-09 01:31:26 +00:00
Thilo Schulz
8cd4b77a1e Fix strcpy copying buffer into itself, thanks to Simon McVittie for reporting and the patch (#4894) 2011-02-08 23:16:03 +00:00
Thilo Schulz
8a3f2ff805 It's late, I'm tired. 2011-02-08 21:38:49 +00:00
Thilo Schulz
c257dc2cfa Fix memmove with new size_t typedef, thanks DevHC for reporting 2011-02-08 21:27:45 +00:00
Thilo Schulz
2b52867b74 Code cleanup patch by devhc 2011-02-08 18:19:31 +00:00
Thilo Schulz
9f786f4def - A few code cleanups in gamecode
- Add a bit of stuff from Zakk Middleton
2011-02-08 18:06:39 +00:00
Thilo Schulz
d2612c8a36 Fix levelshot so that it cannot be executed by remote clients (#4339) 2011-02-08 17:58:31 +00:00
Thilo Schulz
be4e459148 mage size_t typedef unsigned int instead of just int, thx devhc for suggesting 2011-02-08 17:25:45 +00:00
Thilo Schulz
a2715bc283 Fix buffer overflow, reported by Mads Lind 2011-02-06 20:35:46 +00:00
Thilo Schulz
387e33a4e3 Remove guid again because we don't want every play on the server to know all guids, thanks brain for reporting 2011-02-04 17:50:34 +00:00
Thilo Schulz
91f3c1596f Ben Millwood fixing his own stuff (#4598) 2011-02-04 16:09:05 +00:00
Thilo Schulz
01d7eaddf5 https://bugzilla.icculus.org/show_bug.cgi?id=4576 2011-02-04 15:07:32 +00:00
Thilo Schulz
d563deba76 Fix https://bugzilla.icculus.org/show_bug.cgi?id=4733 2011-02-04 14:44:17 +00:00
Thilo Schulz
774955c748 whatever devhc you're right 2011-02-03 17:34:26 +00:00
Thilo Schulz
cf791d14c5 - Fix bug #4769 remote server crash
- Fix potential 1-byte-buffer overflow in gamecode
2011-02-03 02:54:36 +00:00
Zachary Slater
5e2ccac7f0 remove the unused flags_t::field (/dev/hc again for this and previous checkin on Makefile, thanks!!!) 2011-01-27 07:20:56 +00:00
Zachary Slater
a4327ef965 Bugzilla #4753
Potential buffer overflow in UpdateTournamentInfo()
2010-10-25 06:39:11 +00:00
Thilo Schulz
cd8a5aaec8 Followup to #4733 2010-09-01 11:50:09 +00:00
Thilo Schulz
5fe2a61910 Second batch of bug fixes reported and patched by Zack "ZTurtleMan" Middleton:
#4740
#4741
#4742
#4743
#4744
2010-08-29 18:08:29 +00:00
Thilo Schulz
83a3e2ae1b First batch of bug fixes reported and patched by Zack "ZTurtleMan" Middleton:
#4736
#4730
#4731
#4732
#4733
#4735
#4736
#4737
#4738
#4739
2010-08-29 17:32:54 +00:00
Thilo Schulz
223b851b7b Commit two patches from SmokingGuns's Tequila, fixing problems with very fast movers and a typo in the string drawing function. (#4329) and (#4330) 2009-11-06 12:02:02 +00:00
Thilo Schulz
f5d79ea066 Fix bug where game freezes in infinite loop because it doesn't find a spawn point on maps with many bot/human-only spawnpoints. Thanks Pan for reporting this 2009-11-03 13:28:52 +00:00
Thilo Schulz
6fb304619b - Add Ben Millwood's implementation of strtod/strtol to bg_lib.c
- Add %s scanf patch from M. Kristall to scanf in bg_lib.c
2009-10-21 10:18:46 +00:00
Thilo Schulz
a97ab9f2fe Add guid to userinfo string, thanks Guillaume Bougard. https://bugzilla.icculus.org/show_bug.cgi?id=3570 2009-10-08 23:01:39 +00:00
Thilo Schulz
de9cf465cc Don't award assist bonuses to flag capturing player, https://bugzilla.icculus.org/show_bug.cgi?id=3260 2009-10-06 14:10:45 +00:00
Thilo Schulz
3a952ff196 Forgotten else 2009-10-03 23:32:17 +00:00
Thilo Schulz
b2c1618f36 Revert back color code change 2009-10-03 21:41:22 +00:00
Thilo Schulz
b433f3d01c - Modify color generating codes to only accept numbers and not alphabetical chars anymore
- Fix client clean name so that it cannot be tricked anymore, see https://bugzilla.icculus.org/show_bug.cgi?id=3313
2009-10-03 21:15:23 +00:00
Ryan C. Gordon
e2d63b1fea Enable -fvisibility=hidden on Linux.
This will prevent further symbol clashes, and makes the shared libraries
 10 to 20 percent smaller.

We should enable this on other platforms, too, if we can guarantee they'll
 use gcc 4.0 or later and the platform supports it.
2009-09-15 02:48:17 +00:00
Ryan C. Gordon
af303a4813 SetTeam fix from Martin Doucha.
"Actually, client->ps.clientNum is unsafe. We had a little hunt for this some
time ago in Tremulous last year (it caused kick failures, annoying popup
windows and other nasty bugs). The problem is that a following spectator gets
full copy of client->ps of the followed player including clientNum. If you then
try to use this "shared" clientNum, you might affect someone else than you
wanted.

r1019 changes are safe as long as bots don't spectate players. However, a brief
grep on current code has revealed unsafe client->ps.clientNum usage in
SetTeam(). If a following spectator uses team command when forced balance is
on, it'll count teams incorrectly and send the error message to the followed
player instead. Here's the fix."

  Fixes Bugzilla #2986.
2009-09-14 15:45:52 +00:00
Ludwig Nussel
40e4a2e5c4 fix name compare in 'follow' command (#4013) 2009-05-08 09:31:26 +00:00
Ludwig Nussel
6b4f3aaed2 add missing trap_RealTime prototype (#4015) 2009-05-08 09:17:06 +00:00
Ludwig Nussel
f2198c70e7 fix potential segfault (found by DerSaidin in xreal) 2009-01-23 20:12:45 +00:00
Ludwig Nussel
f5aae78481 security fix: prevent command injection via callvote 2009-01-17 23:09:58 +00:00
Ludwig Nussel
c754d6fdfb fix strict aliasing issues
Patch by Przemysław Iskra (#3805)
2008-11-03 17:03:54 +00:00
Ludwig Nussel
21a208cb82 pass the correct size to Q_vsnprintf (Ian Lindsay) 2008-06-20 07:08:42 +00:00
Thilo Schulz
401f7521ff Make cast-workaround to unsigned int use sizeof operator. 2008-03-26 03:13:30 +00:00
Thilo Schulz
bb47026b5f - Replace vsprintf function in bg_lib.c with vsnprintf implementation started by Patrick Powell.
- Remove all calls to vsprintf in the engine and gamecode and replace them with calls to vsnprintf.
2008-03-25 21:36:09 +00:00
Tim Angus
59c231c6c6 * (bug 3412) %s expansion security patch (DevHC) 2008-01-22 23:44:10 +00:00
Tim Angus
3f3c827bcd * Remove all the crappy old bat/sh QVM building scripts 2007-11-16 22:41:01 +00:00
Tim Angus
31c24bd0d2 * (bug 3393) Blank user names still possible (Michael Jard <kfaust@gmail.com>)
* (bug 3363) Download percentage overflow (Martin Doucha <next_ghost@quick.cz>)
* (bug 3390) MSVC project (Julian Priestley <juzley@gmail.com>)
* For OS X and MinGW ports, don't -I code/SDL when USE_LOCAL_HEADERS is 0
2007-11-02 23:36:23 +00:00
Tim Angus
b5074539ae * Sigh 2007-10-22 19:08:33 +00:00
Tim Angus
4eb569b706 * Rename g_logfile back to g_log, but keep the cvar variable as is (see r128) 2007-10-22 19:06:38 +00:00
Tim Angus
eb217f7364 * Add missing ) 2007-09-24 10:01:10 +00:00
Tim Angus
7562caa310 * Move the conditional compilation of bg_lib.c from the Makefile to cpp in
order to force dependency generation on bg_lib.*
* Make testing USE_ defines more consistent
2007-09-22 20:32:11 +00:00
Tim Angus
60260f1c60 * (bug 3318) Restrict color escape characters to alphanumerics 2007-09-21 12:33:50 +00:00
Tim Angus
672cfbf16f * Merge unified-sdl to trunk
* Bump Q3_VERSION to 1.35
2007-09-05 18:17:46 +00:00
Tim Angus
5e35d88b9b * (bug 3076) Map cycle breaks on empty or bot only servers (misanthropia)
* (bug 3303) Removal of never compiled code from cgame drawing functions (beast 
  <info@dbwatersports.com>)
* (bug 3297) Add missing limit to Q3 UI server info (beast
  <info@dbwatersports.com>)
* (bug 3029) Fix to shader hash table being overpopulated (identified by
  Stefan "#@" Langer <raute_at@gmx.de>)
2007-08-23 00:22:20 +00:00
Ludwig Nussel
557bb5a1ce fix null termination out of array bounds 2007-08-19 12:11:39 +00:00
Ludwig Nussel
3992f1a59c fix gcc 4.2 warnings about cast from pointer to integer (#3317) 2007-08-19 12:05:17 +00:00
Ludwig Nussel
a0316f9397 the address of 'classname' will always evaluate as 'true' 2007-07-19 08:05:50 +00:00
Ludwig Nussel
1b1e30edd9 fix bg_lib.h compilation with lcc 2007-06-27 10:06:15 +00:00
Ludwig Nussel
8e82c3d605 - tag more functions with gnu format attribute
- fix format string bugs. still some left
2006-12-30 12:32:54 +00:00
Ludwig Nussel
739409973a kick bots by client number instead of name to avoid problems with
weird names (reported by 'DD')
2006-12-29 11:41:35 +00:00
Thilo Schulz
5a195bdd7b Fix vsprintf bug, thanks to ensiform. 2006-11-25 10:54:41 +00:00
Thilo Schulz
2c14f02ee5 Revert "fix" because it was based on wrong assumptions and actually doesn't fix anything at all. 2006-07-17 19:15:36 +00:00
Thilo Schulz
57a5f2571a Fix wrong means of death message in server log. 2006-07-09 16:36:33 +00:00
Thilo Schulz
c116695ea7 - "baseq3" literal replacement patch (by Erik Auerswald) applied
- Commented setting of the cl_guid cvar because md5.c is not 64-bit safe.
2006-04-26 13:36:58 +00:00
Thilo Schulz
e7daf33d8e - botlib logfile now gets stored in the fs_game directory in fs_homepath. (patch from Erik Auerswald)
- Added proper error handling when fopening qconsole.log
- Fixed bug where r_chat.c gets loaded in botlib even when bot_nochat is 1.
2006-04-21 17:04:21 +00:00
Tim Angus
0018df2cfc * Output botlib.log in a sensible place (from Erik Auerswald) 2006-04-14 20:35:47 +00:00
Ludwig Nussel
4c242115dc - change long to intptr_t for 64bit windows compatability
- change vmMain arguments back to int. 64bit types are apparently not
  needed there. Only the syscall function needs them.
2006-02-18 19:07:23 +00:00
Tim Angus
da6fafaac7 * Removed advertising clause from BSD license as per mailing list discussion 2006-01-18 18:46:32 +00:00
Maik
252ede0472 msvc project files updated and moved to win32/msvc
temporary build dirs moved to win32/msvc/build
2005-12-12 17:38:03 +00:00
Zachary Slater
857a5e264e Updated msvc project files from > Michael Zoech! 2005-11-04 02:35:30 +00:00
Tim Angus
c41483634c * General decrufting:
* Removed Q3_STATIC and associated defines
* Removed MAC_STATIC
* Replaced __LCC__ with Q3_VM
* Removed bspc and splines directories
2005-10-29 23:13:09 +00:00
Tim Angus
05e8ab9538 * Added STATUS
* Updated TODO
* Moved ChangeLog to root
* Updated ChangeLog
* s/Foobar/Quake III Arena Source Code/
* Biggest patch EVAR. I wonder how many mail boxes this will fill...
2005-10-29 01:53:09 +00:00
Ludwig Nussel
0bf8e3a8b0 add x86_64 vm. experimental, not enabled by default. you need as for it
to work.
2005-10-27 21:13:47 +00:00
Tim Angus
3a2ad50406 * Moved various source files from their mod sdk locations to places more
appropriate for open source Q3
* This patch looks bigger than it really is, however it will probably break the
  VC and OS X builds (easy to fix though)
2005-10-26 19:45:21 +00:00
Tim Angus
d5af2e3d45 * Removed some Conscript 2005-10-25 13:34:47 +00:00
Six
8866ce3f8b Mac OS X needs Com_Memcpy and Com_Memset to be set to memcpy and memset. 2005-10-08 06:30:38 +00:00
Tim Angus
9d41e17e1f * Fixed some vm build warnings 2005-10-05 14:50:45 +00:00
Tim Angus
de1840a23a * Most obscure bug EVAR. Seems a library that SDL depends on (specifically libgthread-2.0) defines a symbol g_log. qagamei386.so also defines such a symbol, but since it is dynamically loaded at runtime, no collision check is performed. When the code is relocated therefore, all instances of g_log in qagamei386.so end up refering to the g_log in the library... and bad things happen. s/g_log/g_logfile/g. 2005-09-29 14:00:03 +00:00
Tim Angus
82f7989714 * Some game bug fixes from http://www.quake3world.com/ubb/Forum4/HTML/006208.html 2005-09-28 23:18:34 +00:00
Tim Angus
534da92fc0 * Fix to MinGW build 2005-09-26 20:39:57 +00:00
Tim Angus
909e96e41b * Some FreeBSD cleanups
* Removed the remainder of the RPM stuff from the Makefile
2005-09-26 20:09:18 +00:00
Tim Angus
4bc5c29115 * FreeBSD fixes/updates from Andreas Kohn 2005-09-25 22:04:51 +00:00
Tim Angus
fe14a45ad1 * Applied ajax's cleanup patch 2005-09-23 17:39:14 +00:00
Tim Angus
2b8395a4d0 * Replaced lots of __linux__ || __FreeBSD__ with __GNUC__
* MinGW port now uses asm versions of SnapVector and ftol
* Improved the handling of mangled symbols in vm_x86.c
2005-09-23 02:59:15 +00:00
Tim Angus
fcaf343d7f * Port to MinGW 2005-09-22 03:21:33 +00:00
Tim Angus
33a48a0336 * Fix to multiple buffer overflow bugs in CL_Rcon_f
* Fix to COM_ParseExt 1 byte overwrite bug
* Fixed some missing calls to trap_FS_FCloseFile
* Fixed q3msgboom and q3infoboom bugs
* Fixed some qboolean type confusion
* Above fixes from http://www.quakesrc.org/forums/viewtopic.php?t=5374
2005-09-19 17:45:29 +00:00
Ludwig Nussel
18fc0fb5f5 fix crash when starting a TA CTF game with shared libs (#2367) 2005-09-17 14:20:22 +00:00
Zachary Slater
f327407bb8 Cleanups from pomac! 2005-09-02 20:13:47 +00:00
Ludwig Nussel
a724f6b04f add s390, s390x and ia64. It builds, don't know if it runs tough. 2005-08-31 09:03:28 +00:00
Ludwig Nussel
1b62818a09 - add note about 64bit mods and the demo
- fix mod functions for 64bit
2005-08-30 22:38:59 +00:00
Ludwig Nussel
770c6808d0 fix warning 2005-08-30 21:25:08 +00:00
Ludwig Nussel
88171d6bb7 support for 64bit native mods 2005-08-30 20:30:17 +00:00
Ludwig Nussel
4fb1caf6bd make FloatSwap less ugly 2005-08-30 15:36:17 +00:00
Ludwig Nussel
5ae70d54b0 remove svn:executable property 2005-08-28 17:54:51 +00:00
Ludwig Nussel
eccd796b50 prepare for ppc support 2005-08-28 17:24:58 +00:00
Ludwig Nussel
4a1e2f8124 fix lcc and q3asm linux build 2005-08-28 12:35:05 +00:00
Zachary Slater
8b1d93b397 Patching from floam with some edits by myself:
I was working on a patch earlier to fix some more things up to be more
modern, and I added a couple lines from that cleanup patch I showed you
on irc. Some commented code was removed, some stuff was made to not be
broke (old head usage), the makefile should install things better, and a
a few GCC warnings were gagged. I also attempted to version it but
you'll probably want to change that to whatever versioning rules you
decide on using.
2005-08-28 03:46:44 +00:00
Zachary Slater
d54f831dd7 From ludwig: This one fixes a rendering error 2005-08-27 18:11:08 +00:00
Zachary Slater
f46ede91fb Ludwig's 1st diff: Some 64bit fixes for x86_64. Also fixes Makefile build. 2005-08-27 02:24:00 +00:00
Zachary Slater
59cce31e75 newlines fixed 2005-08-26 17:39:27 +00:00
Zachary Slater
5b755058f5 Itsa me, quake3io! 2005-08-26 04:48:05 +00:00
Travis Bradshaw
dbe4ddb103 The Quake III Arena sources as originally released under the GPL license on August 20, 2005. 2012-01-31 13:41:34 -06:00