maps: initial flags surface flags convert

Convert map flags before load for load maps files from games with
different flags meaning.
This commit is contained in:
Denis Pauk 2024-03-30 19:12:01 +02:00
parent c343f87928
commit d1e23ae740
20 changed files with 276 additions and 37 deletions

View File

@ -48,7 +48,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* **aimfix**: Fix aiming. When set to to `0` (the default) aiming is
slightly inaccurate, bullets and the like have a little drift. When
set to `1` they hit exactly were the crosshair is.
* **busywait**: By default this is set to `1`, causing Quake II to spin
in a very tight loop until it's time to process the next frame. This
is a very accurate way to determine the internal timing, but comes with
@ -59,42 +59,42 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* **cl_maxfps**: The approximate framerate for client/server ("packet")
frames if *cl_async* is `1`. If set to `-1` (the default), the engine
will choose a packet framerate appropriate for the render framerate.
will choose a packet framerate appropriate for the render framerate.
See `cl_async` for more information.
* **cl_async**: Run render frames independently of client/server frames.
* **cl_async**: Run render frames independently of client/server frames.
If set to `0`, client, server (gamecode) and the renderer run synchronous,
(like Quake2 originally did) which means that for every rendered frame
a client- and server-frame is executed, which includes the gamecode and
physics/movement-simulation etc. At higher framerates (above 95 or so)
this leads to movement bugs, like being able to jump higher than expected
(kind of like the infamous Quake 3 125Hz bug).
(kind of like the infamous Quake 3 125Hz bug).
For `cl_async 0`, *vid_maxfps* (or, if vsync is enabled, the display
refresh rate) is used and *cl_maxfps* is ignored.
If *cl_async* is set to `1` (the default) the client is asynchronous,
which means that there can be multiple render frames between client-
and server-frames. This makes it possible to renderer as many frames
as desired without physics and movement problems.
as desired without physics and movement problems.
The client framerate is controlled by *cl_maxfps*,
the renderer framerate is controlled by *vid_maxfps*.
the renderer framerate is controlled by *vid_maxfps*.
As client/server frames ("packet frames") are only run together with
a render frame, the *real* client/server framerate is always rounded to
a fraction of the renderframerate that's closest to *cl_maxfps*.
a fraction of the renderframerate that's closest to *cl_maxfps*.
So if for example *vid_maxfps* is `60` and *cl_maxfps* is `50`, it will
be rounded to `60` and every renderframe is also a packet frame.
be rounded to `60` and every renderframe is also a packet frame.
If *vid_maxfps* is `60` and *cl_maxfps* is `40`, it will be rounded to
`30` and every second render frame is also a packet frame.
It seems like the best working packet framerate is `60` (which means that
the render framerate should be a multiple of that), otherwise values
between `45` and `90` seem to work ok, lower and higher values can lead
to buggy movement, jittering and other issues.
to buggy movement, jittering and other issues.
Setting *cl_maxfps* to `-1` (the default since 8.02) will automatically
choose a packet framerate that's *both* a fraction of *vid_maxfps*
(or display refreshrate if vsync is on) *and* between 45 and 90.
* **cl_http_downloads**: Allow HTTP download. Set to `1` by default, set
to `0` to disable.
@ -142,12 +142,12 @@ Set `0` by default.
* **cl_showfps**: Shows the framecounter. Set to `2` for more and to
`3` for even more informations.
* **cl_showspeed**: Shows the players speed. Set to `1` to display both
overall speed and (horizontal speed) in Quake Units (QU) respectfully at
the top right corner of the screen. Set to `2` to show only the horizontal
the top right corner of the screen. Set to `2` to show only the horizontal
speed under the crosshair.
* **cl_model_preview_start**: start frame value in multiplayer model preview.
`-1` - don't show animation. Defaults to `84` for show salute animation.
@ -221,8 +221,8 @@ Set `0` by default.
The Reckoning. This cvar is disabled by default to maintain the
original gameplay experience.
* **g_machinegun_norecoil**: Disable machine gun recoil in single player.
By default this is set to `0`, this keeps the original machine gun
* **g_machinegun_norecoil**: Disable machine gun recoil in single player.
By default this is set to `0`, this keeps the original machine gun
recoil in single player. When set to `1` the recoil is disabled in
single player, the same way as in multiplayer.
This cvar only works if the game.dll implements this behaviour.
@ -256,6 +256,13 @@ Set `0` by default.
* **gametype**: replace menu to different mod type without change mod name in game variable.
* **maptype**: convert surface map flags from different game on load:
* 0: Quake2,
* 1: Heretic2,
* 2: Daikatana,
* 3: Kingpin,
* 4: Anachronox.
* **nextdemo**: Defines the next command to run after maps from the
`nextserver` list. By default this is set to the empty string.
@ -415,16 +422,16 @@ Set `0` by default.
and scales the window (and thus the requested resolution) by the
scaling factor of the underlying display. Example: The displays
scaling factor is 1.25 and the user requests 1920x1080. The client
will render at 1920\*1.25x1080\*1.25=2400x1350.
will render at 1920\*1.25x1080\*1.25=2400x1350.
When set to `0` (the default) the client leaves the decision if the
window should be scaled to the underlying compositor. Scaling applied
by the compositor may introduce blur and sluggishness.
by the compositor may introduce blur and sluggishness.
Currently high dpi awareness is only supported under Wayland.
* **vid_maxfps**: The maximum framerate. *Note* that vsync (`r_vsync`)
* **vid_maxfps**: The maximum framerate. *Note* that vsync (`r_vsync`)
also restricts the framerate to the monitor refresh rate, so if vsync
is enabled, the game won't render more than frame than the display can
show. Defaults to `300`.
show. Defaults to `300`.
Related to this: *cl_maxfps* and *cl_async*.
* **vid_pauseonfocuslost**: When set to `1` the game is paused as soon
@ -453,7 +460,7 @@ Set `0` by default.
- `GL_LINEAR`: Bilinear filtering, mipmaps not used
- `GL_LINEAR_MIPMAP_NEAREST`: The default - Bilinear filtering when
scaling up, using mipmaps with nearest/no filtering when scaling down
Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`

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@ -26,6 +26,7 @@
*/
#include "../ref_shared.h"
#include "maps.h"
/*
=================
@ -416,6 +417,38 @@ Mod_CalcSurfaceExtents(const int *surfedges, mvertex_t *vertexes, medge_t *edges
}
}
static int
Mod_LoadSurfConvertFlags(int flags, maptype_t maptype)
{
const int *convert;
int sflags = 0;
int i;
switch (maptype)
{
case map_heretic2: convert = heretic2_flags; break;
case map_daikatana: convert = daikatana_flags; break;
case map_kingpin: convert = kingpin_flags; break;
case map_anachronox: convert = anachronox_flags; break;
default: convert = NULL; break;
}
if (!convert)
{
return flags;
}
for (i = 0; i < 32; i++)
{
if (flags & (1 << i))
{
sflags |= convert[i];
}
}
return sflags;
}
/*
=================
Mod_LoadTexinfo
@ -426,7 +459,7 @@ extra for skybox in soft render
void
Mod_LoadTexinfo(const char *name, mtexinfo_t **texinfo, int *numtexinfo,
const byte *mod_base, const lump_t *l, findimage_t find_image,
struct image_s *notexture)
struct image_s *notexture, maptype_t maptype)
{
texinfo_t *in;
mtexinfo_t *out, *step;
@ -457,7 +490,8 @@ Mod_LoadTexinfo(const char *name, mtexinfo_t **texinfo, int *numtexinfo,
out->vecs[1][j] = LittleFloat(in->vecs[1][j]);
}
out->flags = LittleLong(in->flags);
/* Convert flags for game type */
out->flags = Mod_LoadSurfConvertFlags(LittleLong(in->flags), maptype);
next = LittleLong(in->nexttexinfo);
if (next > 0)

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@ -0,0 +1,180 @@
/*
* Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (c) 2005-2015 David HENRY
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* The maps file format
*
* =======================================================================
*/
/*
* Based on https://github.com/TrenchBroom/
*/
static const int heretic2_flags[32] = {
SURF_LIGHT, /* 0: Emit light from the surface, brightness is specified in the 'value' field */
SURF_SLICK, /* 1: The surface is slippery */
SURF_SKY, /* 2: The surface is sky, the texture will not be drawn,
* but the background sky box is used instead */
SURF_WARP, /* 3: The surface warps (like water textures do) */
SURF_TRANS33, /* 4: The surface is 33% transparent */
SURF_TRANS66, /* 5: The surface is 66% transparent */
SURF_FLOWING, /* 6: The texture wraps in a downward 'flowing' pattern
* (warp must also be set) */
SURF_NODRAW, /* 7: Used for non-fixed-size brush triggers and clip brushes */
0, /* 8: Make a primary bsp splitter */
0, /* 9: Completely ignore, allowing non-closed brushes */
0, /* 10: Tall wall. Purpose unknown */
0, /* 11: Alpha_tex. Purpose unknown */
0, /* 12: Animspeed. Purpose unknown */
0, /* 13: Undulate. Purpose unknown */
0, /* 14: Skyreflect. Purpose unknown */
0, /* 15: Unused */
0, /* 16: Unused */
0, /* 17: Unused */
0, /* 18: Unused */
0, /* 19: Unused */
0, /* 20: Unused */
0, /* 21: Unused */
0, /* 22: Unused */
0, /* 23: Unused */
0, /* 24: Metal. Sound when walked on */
0, /* 25: Stone. Sound when walked on */
0, /* 26: Unused */
0, /* 27: Unused */
0, /* 28: Unused */
0, /* 29: Unused */
0, /* 30: Unused */
0, /* 31: Unused */
};
static const int daikatana_flags[32] = {
SURF_LIGHT, /* 0: Emit light from the surface, brightness is
* specified in the 'value' field" */
SURF_LIGHT, /* 1: Fullbright */
SURF_SKY, /* 2: The surface is sky, the texture will not be drawn,
* but the background sky box is used instead */
SURF_WARP, /* 3: The surface warps (like water textures do) */
SURF_TRANS33, /* 4: The surface is 33% transparent */
SURF_TRANS66, /* 5: The surface is 66% transparent */
SURF_FLOWING, /* 6: The texture wraps in a downward 'flowing' pattern
* (warp must also be set) */
SURF_NODRAW, /* 7: Used for non-fixed-size brush triggers and clip brushes */
0, /* 8: Hint */
0, /* 9: Skip */
0, /* 10: Wood */
0, /* 11: Metal */
0, /* 12: Stone */
0, /* 13: Glass */
0, /* 14: Ice */
0, /* 15: Snow */
0, /* 16: Mirror */
0, /* 17: Holy Grond */
SURF_ALPHATEST, /* 18: Alphachan */
0, /* 19: Midtexture (Used together with Clear and Nodraw.) */
0, /* 20: Puddle */
0, /* 21: Water Surge */
0, /* 22: Big Water Surge */
0, /* 23: Bullet Light */
0, /* 24: Fog */
0, /* 25: Sand */
0, /* 26: Unused */
0, /* 27: Unused */
0, /* 28: Unused */
0, /* 29: Unused */
0, /* 30: Unused */
0, /* 31: Unused */
};
static const int kingpin_flags[32] = {
SURF_LIGHT, /* 0: Emit light from the surface, brightness is specified
* in the 'value' field */
SURF_SLICK, /* 1: The surface is slippery */
SURF_SKY, /* 2: The surface is sky, the texture will not be drawn,
* but the background sky box is used instead */
SURF_WARP, /* 3: The surface warps (like water textures do) */
SURF_TRANS33, /* 4: The surface is 33% transparent */
SURF_TRANS66, /* 5: The surface is 66% transparent */
SURF_FLOWING, /* 6: The texture wraps in a downward 'flowing' pattern
* (warp must also be set) */
SURF_NODRAW, /* 7: Used for non-fixed-size brush triggers and clip brushes */
0, /* 8: Make a primary bsp splitter */
0, /* 9: Skip, Completely ignore, allowing non-closed brushes */
0, /* 10: Specular */
0, /* 11: Diffuse */
SURF_ALPHATEST, /* 12: Alpha texture */
0, /* 13: Mirror */
0, /* 14: Wndw33 */
0, /* 15: Wndw66 */
0, /* 16: Unused */
0, /* 17: Unused */
0, /* 18: Unused */
0, /* 19: Water sound */
0, /* 20: Concrete sound */
0, /* 21: Fabric sound */
0, /* 22: Gravel sound */
0, /* 23: Metal sound */
0, /* 24: Metal light sound */
0, /* 25: Tin sound */
0, /* 26: Tile sound */
0, /* 27: Wood sound */
0, /* 28: Reflect fake */
0, /* 29: Reflect light */
0, /* 30: Unused */
0, /* 31: Unused */
};
/*
* Based on https://anachrodox.talonbrave.info/
*/
static const int anachronox_flags[32] = {
SURF_LIGHT, /* 0: Light */
SURF_SLICK, /* 1: Slick */
SURF_SKY, /* 2: Sky Flag */
SURF_WARP, /* 3: Warp */
SURF_TRANS33, /* 4: Trans33 */
SURF_TRANS66, /* 5: Trans66 */
0, /* 6: Unused */
SURF_NODRAW, /* 7: NoDraw */
0, /* 8: Hint */
0, /* 9: Skip */
0, /* 10: Unused */
0, /* 11: Unused */
0, /* 12: Unused */
0, /* 13: Unused */
0, /* 14: Unused */
0, /* 15: Unused */
0, /* 16: Alpha Banner */
SURF_ALPHATEST, /* 17: Alpha Test */
0, /* 18: No V-turbulence */
0, /* 19: Unused */
0, /* 20: Unused */
0, /* 21: Unused */
0, /* 22: Unused */
0, /* 23: Unused */
0, /* 24: Unused */
0, /* 25: Unused */
0, /* 26: Unused */
0, /* 27: Unused */
0, /* 28: Half Scroll */
0, /* 29: Quarter Scroll */
0, /* 30: Surface Fog */
0, /* 31: Surface Curve */
};

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@ -102,6 +102,7 @@ cvar_t *r_customwidth;
cvar_t *r_customheight;
cvar_t *r_retexturing;
cvar_t *r_maptype;
cvar_t *r_scale8bittextures;
cvar_t *r_nolerp_list;
@ -1239,6 +1240,7 @@ R_Register(void)
r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
r_validation = ri.Cvar_Get("r_validation", "0", CVAR_ARCHIVE);
r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
r_maptype = ri.Cvar_Get("maptype", "0", CVAR_ARCHIVE);
/* don't bilerp characters and crosshairs */
r_nolerp_list = ri.Cvar_Get("r_nolerp_list", DEFAULT_NOLERP_LIST, CVAR_ARCHIVE);

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@ -709,7 +709,7 @@ Mod_LoadBrushModel(model_t *mod, const void *buffer, int modfilelen)
mod_base, &header->lumps[LUMP_PLANES]);
Mod_LoadTexinfo(mod->name, &mod->texinfo, &mod->numtexinfo,
mod_base, &header->lumps[LUMP_TEXINFO], (findimage_t)R_FindImage,
r_notexture);
r_notexture, r_maptype->value);
if (header->ident == IDBSPHEADER)
{
Mod_LoadFaces(mod, mod_base, &header->lumps[LUMP_FACES], bspx_header);

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@ -175,6 +175,7 @@ extern cvar_t *r_customwidth;
extern cvar_t *r_customheight;
extern cvar_t *r_retexturing;
extern cvar_t *r_maptype;
extern cvar_t *r_scale8bittextures;
extern cvar_t *r_validation;

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@ -82,6 +82,7 @@ const hmm_mat4 gl3_identityMat4 = {{
cvar_t *gl_msaa_samples;
cvar_t *r_vsync;
cvar_t *r_retexturing;
cvar_t *r_maptype;
cvar_t *r_scale8bittextures;
cvar_t *vid_fullscreen;
cvar_t *r_mode;
@ -209,6 +210,7 @@ GL3_Register(void)
r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
r_maptype = ri.Cvar_Get("maptype", "0", CVAR_ARCHIVE);
r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
gl3_debugcontext = ri.Cvar_Get("gl3_debugcontext", "0", 0);
r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
@ -323,9 +325,6 @@ GL3_Register(void)
//r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
//gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
//r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
gl1_stereo_anaglyph_colors = ri.Cvar_Get( "gl1_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );

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@ -710,7 +710,7 @@ Mod_LoadBrushModel(gl3model_t *mod, const void *buffer, int modfilelen)
mod_base, &header->lumps[LUMP_PLANES]);
Mod_LoadTexinfo(mod->name, &mod->texinfo, &mod->numtexinfo,
mod_base, &header->lumps[LUMP_TEXINFO], (findimage_t)GL3_FindImage,
gl3_notexture);
gl3_notexture, r_maptype->value);
if (header->ident == IDBSPHEADER)
{
Mod_LoadFaces(mod, mod_base, &header->lumps[LUMP_FACES], bspx_header);

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@ -507,6 +507,7 @@ extern void GL3_UpdateUBOLights(void);
extern cvar_t *gl_msaa_samples;
extern cvar_t *r_vsync;
extern cvar_t *r_retexturing;
extern cvar_t *r_maptype;
extern cvar_t *r_scale8bittextures;
extern cvar_t *vid_fullscreen;
extern cvar_t *r_mode;

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@ -78,6 +78,7 @@ const hmm_mat4 gl4_identityMat4 = {{
cvar_t *gl_msaa_samples;
cvar_t *r_vsync;
cvar_t *r_retexturing;
cvar_t *r_maptype;
cvar_t *r_scale8bittextures;
cvar_t *vid_fullscreen;
cvar_t *r_mode;
@ -205,6 +206,7 @@ GL4_Register(void)
r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
r_maptype = ri.Cvar_Get("maptype", "0", CVAR_ARCHIVE);
r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
gl4_debugcontext = ri.Cvar_Get("gl4_debugcontext", "0", 0);
r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
@ -319,9 +321,6 @@ GL4_Register(void)
//r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
//gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
//r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
gl1_stereo_anaglyph_colors = ri.Cvar_Get( "gl1_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );

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@ -710,7 +710,7 @@ Mod_LoadBrushModel(gl4model_t *mod, const void *buffer, int modfilelen)
mod_base, &header->lumps[LUMP_PLANES]);
Mod_LoadTexinfo(mod->name, &mod->texinfo, &mod->numtexinfo,
mod_base, &header->lumps[LUMP_TEXINFO], (findimage_t)GL4_FindImage,
gl4_notexture);
gl4_notexture, r_maptype->value);
if (header->ident == IDBSPHEADER)
{
Mod_LoadFaces(mod, mod_base, &header->lumps[LUMP_FACES], bspx_header);

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@ -497,6 +497,7 @@ extern void GL4_UpdateUBOLights(void);
extern cvar_t *gl_msaa_samples;
extern cvar_t *r_vsync;
extern cvar_t *r_retexturing;
extern cvar_t *r_maptype;
extern cvar_t *r_scale8bittextures;
extern cvar_t *vid_fullscreen;
extern cvar_t *r_mode;

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@ -356,7 +356,7 @@ extern void Mod_CalcSurfaceExtents(const int *surfedges, mvertex_t *vertexes,
medge_t *edges, msurface_t *s);
extern void Mod_LoadTexinfo(const char *name, mtexinfo_t **texinfo, int *numtexinfo,
const byte *mod_base, const lump_t *l, findimage_t find_image,
struct image_s *notexture);
struct image_s *notexture, maptype_t maptype);
extern void Mod_LoadSurfedges(const char *name, int **surfedges, int *numsurfedges,
const byte *mod_base, const lump_t *l);
extern mleaf_t *Mod_PointInLeaf(const vec3_t p, mnode_t *node);

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@ -398,6 +398,7 @@ extern cvar_t *sw_waterwarp;
extern cvar_t *sw_gunzposition;
extern cvar_t *r_validation;
extern cvar_t *r_retexturing;
extern cvar_t *r_maptype;
extern cvar_t *r_scale8bittextures;
extern cvar_t *r_palettedtexture;

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@ -148,6 +148,7 @@ cvar_t *sw_custom_particles;
static cvar_t *sw_anisotropic;
cvar_t *sw_texture_filtering;
cvar_t *r_retexturing;
cvar_t *r_maptype;
cvar_t *r_scale8bittextures;
cvar_t *sw_gunzposition;
cvar_t *r_validation;
@ -382,6 +383,7 @@ R_RegisterVariables (void)
sw_texture_filtering = ri.Cvar_Get("sw_texture_filtering", "0", CVAR_ARCHIVE);
sw_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
r_maptype = ri.Cvar_Get("maptype", "0", CVAR_ARCHIVE);
r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
sw_gunzposition = ri.Cvar_Get("sw_gunzposition", "8", CVAR_ARCHIVE);
r_validation = ri.Cvar_Get("r_validation", "0", CVAR_ARCHIVE);

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@ -550,7 +550,7 @@ Mod_LoadBrushModel(model_t *mod, const void *buffer, int modfilelen)
mod_base, &header->lumps[LUMP_PLANES]);
Mod_LoadTexinfo(mod->name, &mod->texinfo, &mod->numtexinfo,
mod_base, &header->lumps[LUMP_TEXINFO], (findimage_t)R_FindImage,
r_notexture_mip);
r_notexture_mip, r_maptype->value);
if (header->ident == IDBSPHEADER)
{
Mod_LoadFaces(mod, mod_base, &header->lumps[LUMP_FACES], bspx_header);

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@ -137,6 +137,7 @@ extern cvar_t *vk_molten_fastmath;
extern cvar_t *vk_molten_metalbuffers;
#endif
extern cvar_t *r_retexturing;
extern cvar_t *r_maptype;
extern cvar_t *r_scale8bittextures;
extern cvar_t *r_nolerp_list;
extern cvar_t *r_lerp_list;

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@ -132,6 +132,7 @@ cvar_t *vk_mip_nearfilter;
cvar_t *vk_sampleshading;
cvar_t *vk_device_idx;
cvar_t *r_retexturing;
cvar_t *r_maptype;
cvar_t *r_scale8bittextures;
static cvar_t *vk_underwater;
cvar_t *r_nolerp_list;
@ -1177,6 +1178,7 @@ R_Register(void)
vk_molten_metalbuffers = ri.Cvar_Get("vk_molten_metalbuffer", "0", CVAR_ARCHIVE);
#endif
r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
r_maptype = ri.Cvar_Get("maptype", "0", CVAR_ARCHIVE);
r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
vk_underwater = ri.Cvar_Get("vk_underwater", "1", CVAR_ARCHIVE);
/* don't bilerp characters and crosshairs */

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@ -684,7 +684,7 @@ Mod_LoadBrushModel(model_t *mod, const void *buffer, int modfilelen)
mod_base, &header->lumps[LUMP_PLANES]);
Mod_LoadTexinfo(mod->name, &mod->texinfo, &mod->numtexinfo,
mod_base, &header->lumps[LUMP_TEXINFO], (findimage_t)Vk_FindImage,
r_notexture);
r_notexture, r_maptype->value);
if (header->ident == IDBSPHEADER)
{
Mod_LoadFaces(mod, mod_base, &header->lumps[LUMP_FACES], bspx_header);

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@ -39,6 +39,15 @@
#define EXTRA_LUMP_BRUSHSIDES 6
#define EXTRA_LUMP_LEAFS 1
typedef enum
{
map_quake2 = 0,
map_heretic2 = 1,
map_daikatana = 2,
map_kingpin = 3,
map_anachronox = 4,
} maptype_t;
extern int Mod_CalcLumpHunkSize(const lump_t *l, int inSize, int outSize, int extra);
extern void Mod_LoadVisibility(const char *name, dvis_t **vis, int *numvisibility,
const byte *mod_base, const lump_t *l);