Commit graph

2264 commits

Author SHA1 Message Date
Yamagi Burmeister
22ade5dc7f Add a "configuration guide", explaining the most common options. 2018-11-07 16:38:41 +01:00
Yamagi Burmeister
544787a6b3 Update the packaging guide to be generic.
The packaging guide contained a lot if informations for the 6.x -> 7.x
migration. Since 7.x has long been done remove that instructions and
clarify the generic ones.
2018-11-07 16:38:41 +01:00
Yamagi Burmeister
9f65dcb679 Move the packaging guide into our new doc/ directory. 2018-11-07 16:38:41 +01:00
Yamagi Burmeister
edd3b1da8a Update the cvarlist to match reality. 2018-11-07 16:38:41 +01:00
Yamagi Burmeister
1a6c1f5227 Move the cvar list into the new doc/ directory. 2018-11-07 16:38:41 +01:00
Yamagi Burmeister
ba4d17b300 Add our new installation guide.
It's heavly based on the old README.md, but reworked and clarified.
2018-11-07 16:38:41 +01:00
Yamagi Burmeister
37a840ba0b Bump the default value of vid_maxfps to 300.
This should be save now that the async client is working more or less
flawlessly and is required for high performance displays.
2018-11-06 17:55:05 +01:00
Yamagi Burmeister
3c21575a01 Describe the limitiations of GLimp_GetRefreshRate(). 2018-11-06 12:26:56 +01:00
Yamagi Burmeister
8d5734ce9d Only account pure packet frames for average paket frame times.
With this change the code matches the comment. While most packet frames
are renderer frames, we must not take the render frame time into account
when calculating the average time spend processing the packet frames. I
dont's think that this change makes any measureable difference since the
packet frame time is just a very small fraction of the renderer frame
time.
2018-11-06 11:45:36 +01:00
Yamagi
4155e8c26d
Merge pull request #340 from earth-metal/master
Minor bug-fixes: Case-insensitive file loading & Rogue dmflags display
2018-11-01 17:29:57 +01:00
Yamagi Burmeister
bfebcf0055 Remove unnecessary enforcement of the EUID and EGID.
I guess that these calls were added since dlopen() might ignore the
global LD_LIBRARY_PATH if EUID != UID. In Yamagi Quake II this isn't
a problem because we're enforcing EUID == UID in main() and don't use
LD_LIBRARY_PATH anyways.

These calls broke the jack audio server and maybe some other programs.
The problem was debugged by @ScrelliCopter. This commit closes issue
#270.
2018-11-01 17:09:53 +01:00
earth-metal
feeba61721 Fix typo preventing display of Rogue "dmflag" options. 2018-11-01 08:58:18 -04:00
earth-metal
31627ef68b Fix case-insensitive file loading.
Allow usage of capitalization in directory names above the YQ2 working
dir when loading non-PAK/PK3 assets with capitalized "name" criteria.
2018-11-01 08:54:37 -04:00
Yamagi Burmeister
b9e5306c84 Fix memory allocation on Windows.
* Take the cache line roundings into account when allocating a hunk.
* Use size_t were apropriate.
* remove some unnecessary and likely broken calls.

Another case of: "How could this ever work"?
2018-10-25 18:44:24 +02:00
Yamagi Burmeister
60c12228c9 Correct average render / packet time calculations.
We need to reset the avgrenderframetime and avgpacketframetime variables
when we recalculate the average times spend rendering frame and / or
processing package frames. Otherwise the result will be much too high,
leading to lost frames down below. I wonder why nobody complained about
this until now.

While at it lower the security margin from 2% to just 1%. On the one
hand we need a small security margin, because Quake II is not that
precise and out average times spend may be too low. On the other hand
the margin must not be too large, because the bigger the margin is the
bigger is the risk of missing frames... Both 2% and 1% is very small,
in fact often they don't even make a difference because of float ->
int conversations. For example 16 * 0,02 = 0,32 -> cut to 0. But there
are some extrem cases were it matters and my empirical testing showed
that 1% is slighty better then 2%. At least on my system. An it's
better to f*ck up the timing for a small number of frames than missing
a frame. A broken timing is hard to recognize, a missed frame is much
more annoying.
2018-10-23 18:37:25 +02:00
Yamagi Burmeister
861cf25ddf Fix ogg_shuffle display in menu.
In issue #296 it was pointed out that the menu shows ogg_shuffle
always as disabled, even if it's set to 1. This was an oversight,
the menu code was still checking the ogg_squence cvar removed in
the big OGG/Vorbis refactoring. Update it to match reality.
2018-10-22 20:25:16 +02:00
Yamagi Burmeister
80ef326927 Fix map loading on OS X.
@DanielGibson pointed out that _SC_PAGESIZE itself is too big,
_SC_PAGESIZE - 1 is correct. Also apply a small performance
optimization by querying _SC_PAGESIZE only once.
2018-10-09 19:11:47 +02:00
Yamagi
cbe89b982a
Merge pull request #332 from 0lvin/softrender_cleanup
Softrender cleanup
2018-10-09 19:09:03 +02:00
Yamagi Burmeister
b876579d4d Hunk allocation for FreeBSD 2018-10-08 22:29:45 +03:00
Denis Pauk
64babe9422 Allocate hunk equal to filesize 2018-10-08 22:29:45 +03:00
Denis Pauk
659d8e15c5 Add support for 32k+ marksurfaces in map 2018-10-08 22:29:45 +03:00
Denis Pauk
316918c29b cleanup code in sw_surf 2018-10-08 22:29:45 +03:00
Denis Pauk
26e9c6e5c4 cleanup code in sw_polyse 2018-10-08 22:29:45 +03:00
Denis Pauk
c30cffd1ed Use local currentmodel 2018-10-08 22:29:45 +03:00
Denis Pauk
0ff5dc804d Use local currententity 2018-10-08 22:29:45 +03:00
Yamagi Burmeister
9e4bde0803 Reset debristhisframe at level end.
This shoouldn't be necessary but won't hurt either.
2018-10-07 12:19:33 +02:00
Yamagi Burmeister
bf6f2bd1e1 Give gibs and debris 250 health points.
This prevents gibs and debris being easily destroyed with the rocket
launcher but leaves enough room for the entities being destroyed by
elevators, doors and the like if necessary.
2018-10-07 11:47:06 +02:00
Yamagi Burmeister
ef55042cef Split the gibs per frame limit between gibs and debris.
The gibs and debris per frame must be limited to prevent server mem
map overflows. Until now debris and gibs were handled the same, the
debris spawned by rockets and grenates could prevent the actual gibs
of the killed monster from spawning.

Before this change 20 entities were spawned at max. Now up tp 40
enties can be spawned. This needs some testings.

Fixes issue 323.
2018-10-07 11:47:06 +02:00
Yamagi Burmeister
9525dc35a8 Some small cleanups to entity file support.
- Fix some compiler warning about wrong format strings.
- Comply to code style.
- Remove unnecessary comments.
2018-10-07 09:51:19 +02:00
NeonKnightOA
d036868600 Add support for external entity files (.ent files).
This was ported from KMQ2.
2018-10-07 09:50:54 +02:00
Yamagi Burmeister
08037e7328 Don't accelerate upper entities, let them be pushed by the lower ent.
A long time ago in 2b4f223 I introduced a small logic change to the
handling of stacked entities. If two entities were standing on each
other the original code set the movement speed of the upper entity
to 0. It would be pushed or dragged by the lower entity. I changed
that in way that the upper entity got the same speed as the lower
entity. With that change it wasn't pushed or dragged but moving on
it's own. I hoped to fix some of the 'elevator hurts player or monster'
bugs.

That hope was wrong, at a later time we quirked all elevators that hurt
the player. Additionally the change lead to physics bugs if entities are
standing on high speed elevators (more than 200 units per seconds). So
revert it.

The actual fix was already committed as part of 69b6e5a. This is just a
little cleanup commit, mainly for documentation purposes.

This closes #320.
2018-10-07 09:31:31 +02:00
Daniel Gibson
f2a73b3919 Switch to Enforcers bloody skin when he's killed, fixes #331
When killing the enforcer with one shot (instead of damaging him first
without killing, which will switch to the bloody skin), the skin wasn't
changed. Now it is.
2018-10-03 17:44:32 +02:00
Yamagi
c794107dff
Merge pull request #321 from ElkanRoelen/master
Fix the MacOS build
2018-10-01 17:33:36 +02:00
Yamagi
881d9afda6
Merge pull request #322 from Smilo-platform/master
Fix IPV6 networking
2018-10-01 17:33:04 +02:00
Yamagi Burmeister
2909710b8c Don't stop processing dlights if one of them had a radius of 0.
I don't know if this has any visible effects. This was reported in
issue #333.
2018-09-30 19:59:07 +02:00
Yamagi Burmeister
69b6e5ad48 Redo 95bbb99 in a more correct manner.
1) Do not increment the frame rate returned by SDL by 1. Incrementing
   is unnessecary, more or less up to date versions on Nvidias, AMDs
   and Intels GPU driver on relevant platform return an value that's
   either correct or rounded up to next integer. And SDL itself also
   rounds up to the next integer. At least in current versions. In fact,
   incrementing the value by one is harmfull, it messes our internal
   timing up and leads to subtile miss predictions. Working around that
   in frame.c would add another bunch of fragile magic... So just do
   it correctly. If someone still has broken GPU drivers or SDL versions
   that are rounding down the could set vid_displayrefreshrate.
2) The calculation of the 5% security margin to pfps in frame.c was
   wrong. It didn't take into account that rfps can be slightly wrong
   in the first place, e.g. 60 on an 59.95hz display. Correct it by
   comparing against rfps including the margin and not the plain value.
2018-09-30 19:47:48 +02:00
Yamagi Burmeister
012ab85b31 On Windows we need to pass wchar strings to remove().
Until now the server just called remove() to delete the servers state
from the HDD. That was fine on Linux were UTF-8 is used but failed
silently on Windows in case that the working dir path had some Unicode
characters. Replace remove() by Sys_Remove(), on Linux it's just a
wrapper around remove() on Windows it does a UTF8->UTF-16 conversion
and calls _wremove(). This fixes issue 318.
2018-09-30 18:57:06 +02:00
Yamagi Burmeister
70ee5bcc4a Revert "Rework GLimp_GetRefreshRate(), fix a stupid bug."
After some pondering I realised that the changes was stupid. It
introduces some new subtile bugs, for example in some cases SDL
still rounds 59.95hz down to 59hz...
2018-09-30 18:42:21 +02:00
Unknown
2f646afe02 Merge branch 'feature/server_start_stop_hooks' 2018-09-12 08:55:19 +02:00
Unknown
79bcd35a3d Changed ipv6 address 2018-09-12 08:55:13 +02:00
Unknown
5db0fdd713 Merge branch 'master' into feature/server_start_stop_hooks 2018-09-11 15:40:22 +02:00
Unknown
220f0a940a Fixed ipv6 address to use 0.0.0.0 instead of 127.0.0.1 2018-09-11 15:35:21 +02:00
Unknown
5f8dbaa7f1 Merge branch 'bugfix/ipv6_network_fix' 2018-09-11 15:09:55 +02:00
Unknown
233f7a9a3a Merge branch 'master' into bugfix/ipv6_network_fix 2018-09-11 15:07:56 +02:00
Unknown
b5b491710c Fixed incorrect ipv6 local address 2018-09-11 15:07:37 +02:00
Elkan Roelen
0720409d3e
Update network.c
Fix IPV6 for MacOS - probably other OS'es too.
2018-09-11 15:06:44 +02:00
Elkan Roelen
0043977566
Fix macOs build 2018-09-11 15:05:19 +02:00
Elkan Roelen
91a2050394
Merge pull request #1 from ElkanRoelen/bugfix/fix_OSX_build
Update Makefile
2018-09-10 20:49:02 +02:00
Elkan Roelen
7e81862140
Update Makefile 2018-09-10 20:46:06 +02:00
Yamagi Burmeister
95bbb9900b Rework GLimp_GetRefreshRate(), fix a stupid bug.
In the old world GLimp_GetRefreshRate() was called once at renderer
startup. Now in the new world with SDL 2.0 only it's called every frame
and thus the target framerate git increased by one every frame... That
lead to subtile timin problem in case that the vsync is enabled.

While here remove the hack added for some Windows GPU drivers by AMD.
Older versions returned 59 on 59.95hz displays, leading to small timing
problems. This is fixed in newer version so we don't need to work around
it. Removing the hack gives us somewhat more overall timing precision.

If someone really needs the hack vid_displayrefresh can be set to 60 to
get the old behaviour.
2018-09-08 19:05:10 +02:00