Commit graph

122 commits

Author SHA1 Message Date
Yamagi Burmeister
ec1733fb97 Rename 'intensity' to 'gl1_intensity', 2018-02-14 09:35:54 +01:00
Yamagi Burmeister
fe6e147c2b Update cvar documentation.
* Explain command line arguments.
* Document busywait and datadir.
* Distinguish between all renderers and all GL renders.
2018-02-14 09:11:51 +01:00
Yamagi Burmeister
b87465886e Rename gl_swapinterval to r_vsync. 2018-01-09 15:01:06 +01:00
Yamagi Burmeister
74ac58eb5a Rename gl_stereo* to gl1_stereo*. 2018-01-09 14:51:59 +01:00
Yamagi Burmeister
f0c4b4fd14 Rename gl_overbrightbits to gl1_overbrightbits. 2018-01-09 14:16:13 +01:00
Yamagi Burmeister
11ad28b711 Unify gl_mode and sw_mode in r_mode. 2018-01-09 14:03:45 +01:00
Yamagi Burmeister
e6b0e19cff Rename gl_maxfps to vid_maxfps. 2018-01-09 09:47:03 +01:00
Yamagi Burmeister
3a4496c239 Rename gl_farsee to r_farsee. 2018-01-09 09:32:07 +01:00
Yamagi Burmeister
03098715ee Rename gl_custom* to r_custom*. 2018-01-09 09:25:29 +01:00
Yamagi Burmeister
ae9d7e397f Rename gl_*scale to r_*scale. 2018-01-09 09:19:39 +01:00
Yamagi Burmeister
226e5922b9 Rename cl_drawfps to cl_showfps, to be consistent with other cvar.
And ensure that a nice message is printed to the console if anyone
enters the old cvar.
2018-01-06 16:26:28 +01:00
Daniel Gibson
f38d3475df Add documentation for package maintainers 2017-08-05 18:28:33 +02:00
Yamagi Burmeister
86649ebdac Mention crosshairscale in the cvarlast.md. 2017-06-21 10:22:29 +02:00
Daniel Gibson
23ea2ea034 GL3: Square particles with cvar gl3_particle_square
if that cvar is set to 1, particles aren't rendered as nice circles, but
as squares, like in the software renderer or in Quake1.

Also documented it in cvarlist.md and fixed some typos there
2017-06-20 18:31:32 +02:00
Yamagi Burmeister
a6704af878 Add al_driver and gl_nolerp_list to the cvarlist.md 2017-06-06 17:48:51 +02:00
Daniel Gibson
6e6c90bd8c cvarlist: fix some typos 2017-05-25 17:28:28 +02:00
Daniel Gibson
809246ca92 Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions) 2017-05-25 13:59:10 +02:00
Yamagi Burmeister
346b841e72 Fox whitespace errors. 2017-05-25 10:21:16 +02:00
Yamagi Burmeister
f02bd475bd Add a list off (nearly) all added console variables and their meaning. 2017-05-25 10:07:33 +02:00
Yamagi Burmeister
b124d0cada Change the default screenshot binding to JPEG with Quality 90.
While here add a default binding for the power shield on w.
2017-04-10 19:22:23 +02:00
Yamagi Burmeister
6dab39d7d6 Finally remove the old README 2016-12-03 09:25:06 +01:00
Yamagi Burmeister
9f0b5d067b Use GL_ARB_point_parameters instead of GL_EXT_point_parameters.
While here switch GL_ARB_point_parameters to a new probing logic and
rename the Cvar to gl_pointparameters.
2016-08-06 09:50:16 +02:00
Yamagi Burmeister
83a9e20fa2 Preserve the old README as stuff/README.old 2016-06-25 10:07:59 +02:00
Valery Guskov
e9dcf8d09e added 3d crosshair model 2016-04-04 23:53:16 +03:00
svdijk
d5bd14d1e7 quake2-appbundle.zip: Update quake2.icns to the new icon 2015-11-18 19:41:03 +01:00
svdijk
b3ba71c09a Quake2.ico: Recreated to have the same margins as the source PNG
The ImageMagick command to generate the ICO was:

convert Quake2.png \
    \( -clone 0 -resize 16x16 \) \
    \( -clone 0 -resize 32x32 \) \
    \( -clone 0 -resize 48x48 \) \
    \( -clone 0 -resize 64x64 \) \
    \( -clone 0 -resize 96x96 \) \
    \( -clone 0 -resize 128x128 \) \
    \( -clone 0 -resize 256x256 \) \
    \( -clone 0 -resize 512x512 \) \
    -delete 0 Quake2.ico
2015-11-18 18:59:53 +01:00
svdijk
00b804c743 Quake2.png: Recreated to have the same margins as the source SVG 2015-11-18 18:54:02 +01:00
svdijk
ec9657134f Windows: icon.rc is a source file, so move it to the source directory. 2015-11-04 21:05:30 +01:00
Yamagi Burmeister
93540d4a63 Don't bind ESCAPE in yq2.cfg
This is unnecessary and since 5232088 a warning is printed.
2015-10-28 17:54:39 +01:00
Yamagi Burmeister
f125a4887f Add a new icon with much higher resoultion (suitable for Win 10).
This icon was supplied by Ryan as SVG. I've converted the raw SVG in a
PNG with size 512x512 (for Linux / Unix desktops) and an ICO (for
Windows). The ICO contains the levels 16x16 to 512x512 and should be
usable on high DPI screens.

The ImageMagick command to generate the ICO was:

convert quake2.png -bordercolor white -border 0  \
    \( -clone 0 -resize 16x16 \) \
    \( -clone 0 -resize 32x32 \) \
    \( -clone 0 -resize 48x48 \) \
    \( -clone 0 -resize 64x64 \) \
    \( -clone 0 -resize 96x96 \) \
    \( -clone 0 -resize 128x128 \) \
    \( -clone 0 -resize 256x256 \) \
    \( -clone 0 -resize 512x512 \) \
    -delete 0 quake2.ico

This closes issue #106.
2015-10-25 06:55:01 +01:00
Yamagi Burmeister
dcf1fb2501 Move the new cmake directory into stuff/ to keep the top level clean 2015-08-11 21:24:17 +02:00
jarvik7
2255c15bd9 Fixed app template zip
Removed resource fork
2015-03-29 13:24:16 +09:00
jarvik7
bac4a6a930 Remove more old OS X build cruft
Deleted frameworks from inside the .app template.
Install them with home-brew before compiling:
libogg
libvorbis
libjpeg
openal-soft
sdl2

Note, current compilation is dynamic linking, so the end user will also
need these dependencies installed. Will change to static linking or
copying the libs into the .app through makefile in a future commit.

Unfortunately we can’t generate the whole .app in the makefile as we
are relying on a third party app for the game selector GUI. This could
be replaced in yquake2 code, but I don’t know ObjectiveC :O Maybe it’s
a good opportunity to learn.
2015-03-29 12:34:12 +09:00
jarvik7
e85b6999a7 Re-add OS X support
No changes to source were needed, just to makefile.
The build process is now also different.
Frameworks are no longer needed, but you will need to get some packages
from Homebrew to compile.

Install homebrew, then get the following packages before compiling.

openal-soft
libogg
libvorbis
sdl2
2015-03-21 16:39:55 +09:00
Yamagi Burmeister
177b424ba1 Remove Mac OS X support
No, this is not a rage quit but the result of a long discussion. There
are several reasons for us to drop OS X support:

- OS X support was always more or less hacky. For example is was never
  really integrated into the build system and some features like the
  OpenAL sound backend never worked well.
- The OS X support never grew into the new world based upon SDL2.
- It was broken since at least Lion which was released 4 years ago.
- None of the developers has a Mac or plans to buy one. Supporting
  a software for a platform not used by the developers is more or
  less impossible.
- And despite several appeals no one from the OS X community ever
  stept up and send patches.

Removed are:
- Makefile support
- The OpenAL quirks
- The Cocoa bindings
- The framworks

Not removed is:
- Savegame support
- Memory management support
- Platform detection
- OpenGL and SDL includes

So, if someone steps up and does a modern, fully integrated port based
upon SDL2 we're happy to merge it back. The requirements are:
- It must be a clean port, without any hacks
- Full build system integration must be provided
- The port must be maintained even after it was merged. At every release
  binaries must be build, API / ABI changes with new OS X versions must
  be tracked.
2015-03-20 17:33:46 +01:00
Yamagi Burmeister
76b9e71807 Finally remove mkdir.exe 2014-02-08 10:08:04 +01:00
Yamagi Burmeister
70d2aa21b7 Remove stuff/win32-libs
Those libraries are too old and not needed anymore. Better use those
that are part of the build environment.
2014-01-27 17:50:07 +01:00
svdijk
3c62c2be5a ogg/cda: move defaults from yq2.cfg to engine 2013-05-08 20:06:53 +02:00
svdijk
01520fddc5 yq2.cfg: fix typo 2013-05-01 21:31:43 +02:00
Yamagi Burmeister
2344637ed4 Update Windows openal32.dll to version 1.15.1 2013-01-06 17:17:58 +01:00
Yamagi Burmeister
7e7d5d0f99 Update the appbundle to use the new frameworks 2013-01-04 18:37:01 +01:00
Yamagi Burmeister
f9b3fb2cde Update the frameworks to use @rpath 2013-01-03 20:11:56 +01:00
Yamagi Burmeister
36dd56c5c8 Update the frameworks to use symlinks instead of copies 2012-12-26 19:34:45 +01:00
Yamagi Burmeister
6eee5ee316 Update the appbundle
- Use symlinks instead of copies
- Give a hint what to do if no game data was found

Both suggested by W. Beser
2012-12-26 19:30:46 +01:00
Yamagi Burmeister
364f0b044b framworks -> frameworks (spotted by many) 2012-12-26 09:21:11 +01:00
svdijk
a6de9b13d8 Fix an unfortunate typo in yq2.cfg. 2012-12-09 17:56:53 +01:00
Yamagi Burmeister
dbdfaac827 Add the Quake II barebone app bundle
This one was build by W. Beser and I made some modifications:
- Replace the Frameworks with our "official" one. I think that's
  superfluous but doesn't hurt either.
- Remove the prebuild binaries.
- Extend the launch script to check for the game data.
I'm the one to blame if problems arise :)
2012-11-18 10:47:55 +01:00
Yamagi Burmeister
9de34c9ef9 Move osx-frameworks to osx/frameworks 2012-11-18 10:47:12 +01:00
Yamagi Burmeister
ad44779c68 Add teh "official" OS X frameworks
These are the frameworks that'll be used for release builds
2012-11-04 09:29:14 +01:00
svdijk
7258a7ea31 stuff/yq2.cfg: Fix some typos and whitespacing. 2012-10-30 20:36:34 +01:00
Yamagi Burmeister
e3d6aa31a8 Put a warning at the beginning of yq2.cfg 2012-07-21 10:15:07 +02:00
Yamagi Burmeister
55a65bb53e Add openal32.dll for Windows
This is another support library for Windows, to be distributed with
Quake II. This is the official release of openal-soft
2012-07-09 15:53:26 +02:00
Yamagi Burmeister
e97ed12483 Add SDL.dll for Windows
This is an known to be good SDL.dll for Quake II. Add it to the git
repo, because most SDL.dll out there are broken or incomplete.
2012-07-09 15:49:19 +02:00
Yamagi Burmeister
1f6d0282ee Add an application icon for Windows
The Windows icon is embedded into the executable. It's the same as under
Unix platforms, just converted into .ico.
2012-06-11 11:13:10 +02:00
Yamagi Burmeister
bf590cbba5 Clean up the Makefile 2012-06-05 10:37:34 +02:00
Yamagi Burmeister
3397eb0f30 Add uncrustify.cfg 2012-06-04 09:13:29 +02:00
Christoph Mallon
57bbdebb44 Redo "Simplify usage of $GSC_PID.", which was accidently undone. 2012-04-30 12:51:36 +02:00
Yamagi Burmeister
cdaf1ef5c4 Resolve conflict in quake2-start.sh 2012-04-30 09:04:35 +02:00
Christoph Mallon
38da4b8eee Use set -eu. 2012-04-30 09:03:59 +02:00
Christoph Mallon
2d7f2ce464 Use "$@" instead of $*. 2012-04-30 09:00:42 +02:00
Christoph Mallon
7ee419c0fb Do not hardcode the track numbers. 2012-04-30 09:00:34 +02:00
Christoph Mallon
2b16d9eee8 Reactivate gnome-screensaver and unclutter in the reverse order they are deactivated.
Conflicts:

	stuff/quake2-start.sh
2012-04-30 08:59:25 +02:00
Christoph Mallon
d31e4a531d Use set -eu. 2012-04-30 08:43:48 +02:00
Christoph Mallon
3247c952a4 Simplify "[ $($FOO | grep $BAR | wc -l) -gt 0 ]" to "$FOO | grep -q $BAR". 2012-04-30 08:43:48 +02:00
Christoph Mallon
7c4daf24b1 Simplify usage of $GSC_PID. 2012-04-30 08:43:48 +02:00
Christoph Mallon
d3fa38bca9 Use plain echo, not echo -e 2012-04-30 08:43:08 +02:00
Christoph Mallon
ab034114b4 Whitespace fixes. 2012-04-30 08:25:59 +02:00
Daniel Gibson
2c851b052d Enable core dumps in quake2-start.sh script 2012-04-29 17:04:57 +02:00
Yamagi Burmeister
292ed674a2 Swap weapprev with weapnext. This is more reliable due to the way
commands are parsed.
2011-10-11 19:45:21 +00:00
Yamagi Burmeister
88be087f84 Do not overwrite the newgame command. This will break the addons 2011-10-11 09:21:05 +00:00
Yamagi Burmeister
05774cc25e Convert to unix lineendings 2011-10-09 17:58:24 +00:00
Yamagi Burmeister
d4a60e7b77 - Add yq2.cfg to the code, an example to stuff/ and metion it in the
README
- Rename tools/ to stuff/
2011-10-09 17:55:10 +00:00