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Add gl_farsee (by Richard Allen)
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5 changed files with 26 additions and 4 deletions
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@ -1,6 +1,10 @@
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Quake II 4.03 to 4.04
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- Change the behavior of hotkey menus to fix some
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strange bugs and memory leaks in the menu system.
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- Add the "gl_farsee" cvar. When set to "1" Quake II
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renders maps up to 4096x4096 units instead of being
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limited to 2300x2300. The default is "0". (by Richard
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Allen)
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Quake II 4.02 to 4.03
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- Fix wrong function call in the Quake II file system.
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4
README
4
README
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@ -472,4 +472,8 @@ My mod craches at startup.
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the working directory by hand:
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mkdir -p ~/.yq2/$moddir
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Only parts of the maps are rendered!
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- By default the maximum view distance is 2300 units. You can widen it
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up to 4096 units by setting "gl_farsee" to "1",
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==============================================================================
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@ -165,6 +165,7 @@ extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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extern cvar_t *gl_norefresh;
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extern cvar_t *r_lefthand;
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extern cvar_t *gl_farsee;
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extern cvar_t *gl_drawentities;
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extern cvar_t *gl_drawworld;
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extern cvar_t *gl_speeds;
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@ -98,6 +98,7 @@ cvar_t *gl_novis;
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cvar_t *gl_nocull;
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cvar_t *gl_lerpmodels;
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cvar_t *r_lefthand;
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cvar_t *gl_farsee;
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cvar_t *gl_lightlevel;
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cvar_t *gl_overbrightbits;
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@ -714,7 +715,11 @@ R_SetupGL ( void )
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screenaspect = (float) r_newrefdef.width / r_newrefdef.height;
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qglMatrixMode( GL_PROJECTION );
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qglLoadIdentity();
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R_MYgluPerspective( r_newrefdef.fov_y, screenaspect, 4, 4096 );
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if (gl_farsee->value == 0) {
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R_MYgluPerspective( r_newrefdef.fov_y, screenaspect, 4, 4096 );
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} else {
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R_MYgluPerspective( r_newrefdef.fov_y, screenaspect, 4, 8192 );
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}
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qglCullFace( GL_FRONT );
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@ -933,6 +938,7 @@ void
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R_Register ( void )
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{
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r_lefthand = ri.Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE );
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gl_farsee = ri.Cvar_Get( "gl_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE );
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gl_norefresh = ri.Cvar_Get( "gl_norefresh", "0", 0 );
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gl_fullbright = ri.Cvar_Get( "gl_fullbright", "0", 0 );
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gl_drawentities = ri.Cvar_Get( "gl_drawentities", "1", 0 );
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@ -582,9 +582,16 @@ R_MakeSkyVec ( float s, float t, int axis )
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vec3_t v, b;
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int j, k;
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b [ 0 ] = s * 2300;
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b [ 1 ] = t * 2300;
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b [ 2 ] = 2300;
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if ( gl_farsee->value == 0 ) {
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b [ 0 ] = s * 2300;
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b [ 1 ] = t * 2300;
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b [ 2 ] = 2300;
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} else {
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b [ 0 ] = s * 4096;
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b [ 1 ] = t * 4096;
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b [ 2 ] = 4096;
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}
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for ( j = 0; j < 3; j++ )
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{
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