Commit graph

62 commits

Author SHA1 Message Date
Daniel Gibson
18bfa35f9b Allow switching VSync on/off without vid_restart (for SDL2) 2017-03-04 16:31:34 +01:00
Yamagi Burmeister
55d7842a02 Add back 'spectator' and 'password' cvars.
Those are special cvars that just need to be registered. They're used
in the servers userinfo structures. This closes issue #166.
2017-01-02 19:45:22 +01:00
Yamagi Burmeister
2b317075c7 Treat autoexec.cfg like every other config.
Until now autoexec.cfg was a special case. It was read several
times, whenever the 'game' cvar was altered or when the client was
restarted. But only if it was in the right directory in the right
position of the internal search path... Remove this altogether and
replace it by an ordinary 'exec autoexec.cfg' at startup.

This may break some mods that depend on an autoexec.cfg if the user has
his own version in ~/.yq2/. Such mods should use default.cfg instead.

This closes issue #163.
2016-12-13 17:03:11 +01:00
Yamagi Burmeister
fb7c79c93b Be a tough boy and set cl_async to 1 2016-08-15 21:37:09 +02:00
Yamagi Burmeister
4d9d555d8e When vsync is enabled, cap the desired rfps.
With vsync enabled the render times of consecutive frames can diverge.
The first frame arrives right at the next display frame and is rendered
without waiting time. The next frame has to wait 20ms. The leads to some
problems with the move prediction if the client is asynchronous. Fix
this by capping the desired frame rate at the display refresh rate. Also
make sure that the network framerate is never higher then the renderer
framerate.

With the commit the timing is always correct:
* With no limit as much frames as possible are rendered. In this case
  rfps > nfps and everything's good.
* With vsync enabled rfps > nfps or rfps == nfps is given. Also rfps
  will never exceed the display refresh rate.
* On slow hardware either rfps > nfps or an implicit rfpc == nfps is
  given.
2016-08-14 16:35:48 +02:00
Yamagi Burmeister
98683cbc31 Render the first frame right after the start.
Otherwise we would wait several client frames. This is a cosmetic change
without any visable effect.
2016-08-14 12:50:21 +02:00
Yamagi Burmeister
d6136cbba5 Bump cl_maxfps to 60.
Yesterday I chose setting cl_async to 0 since I saw some movement
changed with the async client enabled. Especially when clipping against
bevels the game started to stutter and there were small rendering
problems. After some debugging I realized that it is caused by slight
inaccuracies in the move prediction. When cl_maxfps is too low, the
movement error between two render frames becomes to big, leading to
misspositions. There're two ways to solve this problem:

* Processing more client frames. Most async clients I've looked on
  process 60 or even 90 render frames. I chose to stay at 60 since
  I was unable to see differences with higher rates.

* Changed to pmove.c and the pmove_t struct. Some multiplayer focused
  clients go that way. But there's a very high of breaking singleplayer
  movement and pmove_t is part of the server <-> game API. Additionally
  the network code must / should be altered. So this is unsuitable for
  YQ2.

Please note that there's still a change in movement. Before 4ae8706 and
when cl_async is set to 0 movement is dependend on the render framerate.
At low framerate bevel clipping isn't working too good, at high
framerates prediction causes physics changes like the famous 125hz bug.
With cl_async set to 1 the network framerate is stable, leading to a
more consistant behahiour.
2016-08-13 12:17:31 +02:00
Yamagi Burmeister
070d94ec77 Add a cvar cl_async, off by default.
Most (all?) clients implement the synchronous and the asynchronous
client by seperate code pathes. Instead of doing that we force the
asynchronous path to process one network frame for each render frame.
2016-08-11 19:36:42 +02:00
Yamagi Burmeister
a9853ae44e Remove more dead cvars. 2016-08-11 19:07:08 +02:00
Yamagi Burmeister
2baf97bdf6 Throttle the client to 1000 FPS.
This is more than enough for everyone and prevents wasting CPU time.
Without this change as many client frames as possible are rendered,
Quake II uses a complete core.
2016-08-05 07:49:47 +02:00
Yamagi Burmeister
7ea4db4ace Remove now unused function CL_SendCommand(). 2016-08-04 21:29:30 +02:00
Yamagi Burmeister
d15f5d5b97 Make sure CL_UpdateWindowedMouse() is called.
Without this the automatic mouse grab is not working.
2016-08-04 21:28:17 +02:00
Yamagi Burmeister
4ae8706d22 Make the client asynchronous, e.g. decouble net and refresh frames.
This is largely based upon the cl_async 1 mode from KMQuake2, which in
turn is based upon r1q2. The origins of this code may be even older...
Different to KMQuake2 the asynchonous mode is not optional, the client
is always asynchonous. Since we're mainly integrating this rather
fundamental change to simplify the complex internal timing between
client, server and refresh, there's no point in keeping it optional.

The old cl_maxfps cvar controls the network frames. 30 frames should be
enough, even Q3A hasn't more. The new gl_maxfps cvar controls the render
frames. It's set to 95 fps by default to avoid possible remnant of the
famous 125hz bug.
2016-08-04 17:36:42 +02:00
Yamagi Burmeister
978eec1a8d Add an explicit fflush() when writing the config.
Yes, fclose() flushes the stream and yes, this is unnecessary. But I've
seen at least two times partial written configs on Win 10. :(
2016-08-04 09:07:47 +02:00
Yamagi Burmeister
eaee1d71d5 Rename cl_stereo* cvars to gl_stereo*.
They're renderer cvars, not client cvars.
2016-04-07 17:01:09 +02:00
Valery Guskov
f6c596c1c5 better default configuration for 3d 2016-04-04 23:57:59 +03:00
Valery Guskov
0f8bda3c33 first attempt at porting separation support
ported from stereo-quake
http://www.benryves.com/products/stereoquake
2016-04-01 08:51:11 +03:00
Yamagi Burmeister
5ad7b1e72d Fix several printf in the client.
Submitted by: Ozkan Sezer
2015-08-24 17:52:57 +02:00
Daniel Gibson
1ce9bdba51 Implemented a persistent, per game/mod console history
it's saved in $HOME/.yq2/$mod/history.txt

While I was at it, I made the max number of lines in the history
configurable at compiletime by introducing a NUM_KEY_LINES #define
2015-05-20 14:59:32 +02:00
Yamagi Burmeister
db10e0db87 Untangle the input system from the refresher
In the old times the refresher was a stand alone DLL. For performance
reasons and to avoid laggy input parts of the input system were
implemented in this DLL. Now that the renfresher is part of the main
binary and initialized at client startup we can remove most of the
abstractions between input system, refresher and client. Also the
input system can be treated as a normal subsystem.

Changes:
- Untangle the VID_* stuff and the IN_* stuff. The functions
  called by function pointers in in_state are now called directly
  and 'struct in_state' was removed.

- Remove input.h and rename the appropriate backend functions.
  There's no longer a need for an abstraction layer between the
  input backend and the input frontend.

- Move input initialization and shutdown into CL_Init(), like it's
  already done for all other subsystems.

- Remove Key_ClearStates(). I'm pretty sure that's a left over from
  the old Win 9x backends and unnecessary.

- General cleanup.
2015-01-16 18:23:39 +01:00
Yamagi Burmeister
2795088e86 Initialize the screen handling code before the renderer
This change is needed to break a otherwise fatal cycle:
- The renderer calls VID_MenuInit()
- VID_MenuInit() calls SCR_GetMenuScale()
- SCR_GetMenuScale() relies on gl_menuscale which is still
  uninitialized at this time.
2014-06-24 19:11:53 +02:00
Yamagi Burmeister
18733b68ce Do not allow input devices to write to command buffer
Input devices should send key events and nothing more. The ability to
add commands into the input buffer was used by the joystick code
(removed long time ago) and as a dirty hack to work around limitations
of DirectInput.
2014-01-05 18:51:27 +01:00
svdijk
6472514c8f Lets not do the last two commits just before 5.11
Revert "change several strcat calls to Q_strlcat calls"
This reverts commit ab879f1bc7.

Revert "change (v)sprintf calls to (v)snprintf calls"
This reverts commit b46e210d76.
2013-05-18 18:59:39 +02:00
svdijk
ab879f1bc7 change several strcat calls to Q_strlcat calls 2013-05-17 22:25:18 +02:00
svdijk
e07294b6b1 replace most strncpy calls (several of them wrong) by Q_strlcpy calls 2013-05-11 14:44:36 +02:00
svdijk
3c6a57129e cinematics: force 4:3 aspect ratio (new cvar cin_force43) 2013-04-22 20:44:47 +02:00
svdijk
561add00a8 cl_main:CL_UpdateWindowedMouse() optimization. 2012-11-16 20:30:59 +01:00
svdijk
247e2baa3a More mouse grab/release tuning. 2012-11-14 21:08:07 +01:00
svdijk
eb8a2d792f Minor console mouse release tweak. 2012-11-05 21:33:44 +01:00
svdijk
64632bbc3b client/cl_main.c:UpdateWindowedMouse(): release mouse in menu. 2012-10-30 20:36:23 +01:00
svdijk
76e3480ccb Some rewriting of windowed_mouse setting, in preparation of releasing the mouse in the menu. 2012-10-30 20:36:15 +01:00
Ricardo Garcia
74beca0d11 Add "horplus" cvar to get Hor+ behavior with default FOV
If "horplus" is set, the "fov" cvar is interpreted as the horizontal FOV
in a 4:3 screen, and is adapted automatically to the current screen
aspect ratio accordingly. If not set, use the old Vert- approach.

In addition, "horplus" can also be set from the video menu by selecting
the "Auto" option for aspect ratio, which also resets the FOV value to the
standard 90 degrees.

Finally, add a 5:4 aspect ratio (1280x1024) and correct the 16:9 angle
slightly.
2012-10-28 10:20:46 +01:00
Yamagi Burmeister
a79b705c13 Make cl_maxfps persistent 2012-10-06 09:15:32 +02:00
Yamagi Burmeister
b52336850f Reformat the client 2012-07-22 15:34:45 +02:00
Yamagi Burmeister
e8eea857e4 Fix another buffer overflow, this time when writing the config.cfg
This overflow is a problem on all platforms but manifested itself
especially on a german Windows XP due to it's long profile path.
2012-06-10 18:45:14 +02:00
Yamagi Burmeister
e9c90e16a9 Change atoi() to strtol() 2012-06-04 09:13:28 +02:00
Christoph Mallon
ab034114b4 Whitespace fixes. 2012-04-30 08:25:59 +02:00
Yamagi Burmeister
03015a686b Hide music playback from CD behind CDA 2012-04-25 08:53:25 +00:00
Yamagi Burmeister
9d60a5de6a Hide OGG/Vorbis support under OGG 2012-04-25 08:24:38 +00:00
Yamagi Burmeister
b282f41093 Begrenze cl_maxfps per Default auf 95 2010-11-27 11:56:50 +00:00
Yamagi Burmeister
8b3002b1dd Benenne alle r_ CVAR in gl_ um 2010-10-24 08:50:01 +00:00
Yamagi Burmeister
ca1f64c016 Behebe das Problem, dass CL_Shutdown() rekursiv ein weiteres Mal
aufgerufen wird. Danke an caedes für das entgödeln.
2010-10-19 16:21:02 +00:00
Yamagi Burmeister
7edacb5638 - Reiße das Clipboard raus, funktionierte eh nicht
- Entferne weiteren toten Code
2010-10-19 08:34:59 +00:00
Yamagi Burmeister
67ef502a93 - Reduce sounds to 96
- Increase com_maxfps to 120
2010-10-01 16:11:00 +00:00
Yamagi Burmeister
0c020c4ee4 Intelligentere Deafults:
rate 8000 ist mehr als ausreichend bei allem, was kein Modem mehr ist.
s_mixahead 0.14 ist besser als 0.2, außer man will ein leichtes soundlag
cl_maxfps auf 60. Das reicht und verhindert bugs
2010-07-13 18:42:12 +00:00
Yamagi Burmeister
787686a976 Dateiheader neu formatiert und "particles.h" entfernt 2010-07-13 18:19:42 +00:00
Yamagi Burmeister
6fd3a53119 Die Reste vom Joystick entfernt 2010-07-13 18:04:07 +00:00
Yamagi Burmeister
974aeeea41 cl_newfx.c auf andere Dateien verteilt und entfernt 2010-06-18 16:28:25 +00:00
Yamagi Burmeister
ca2cbd5da6 Den Autodownload-Code in eine eigene Datei 2010-06-18 16:15:33 +00:00
Yamagi Burmeister
286f180e08 Den generischen Netzwerkkram in eine eigene Datei 2010-06-18 16:07:51 +00:00