Commit graph

1686 commits

Author SHA1 Message Date
Yamagi Burmeister
a0a34e0a35 When an invalid muzzle flash offset is send, just return.
The original client crashed (or survived by pure luck) when muzzle
flash offsets >210 were send. Our fix was to bail out, but that broke
some buggy mods... So just return and print an optional debug message.

This fixes issue #153.
2016-10-23 18:36:43 +02:00
Daniel Gibson
10a8dfa388 Fix typo in ai_checkattack() leading to monsters running in place
this fixes #151
2016-10-23 17:55:04 +02:00
Yamagi Burmeister
7f996cc29e Don't smooth half height steps
This step height is used by several evelators, leading to stuttering due
to misspredictions. Additionally half height steps weren't smoothed by
the synchronous client.
2016-08-29 19:58:47 +02:00
Yamagi Burmeister
31c564a030 Setting the window position was unsupported for years. 2016-08-18 18:58:18 +02:00
Yamagi Burmeister
073d6ef837 Unify gl_cull and gl_nocull. 2016-08-18 18:25:23 +02:00
Yamagi Burmeister
b36e60e097 Remove gl_anisotropic_available. It's unnecessary... 2016-08-18 18:19:02 +02:00
Yamagi Burmeister
87f9084df1 Clamp overbright bits in warping surfaces to 1.
They oversaturate otherwise.
2016-08-17 21:12:52 +02:00
Yamagi Burmeister
1bbd8c04ff I think that steps between 94 and 98 are wrong, remove them.
Predicting these steps leads to a heavily stuttering elevator in
hangar1. I think that steps between 94 and 98 can't appear on stairs, so
just remove them. If I'm wrong we need a hack to the hack ontop of the
hack... ^^
2016-08-17 21:03:36 +02:00
Yamagi Burmeister
6ff41e6b2f Remove unused and broken functions for writing files. 2016-08-16 20:14:41 +02:00
Yamagi Burmeister
9af1af55a5 Allow reading player models from pak / pk2 / pk3 / zip files.
This fixes #119. As always I've chosen the least invasive way to solve
this problem. Trying to open players/$model/trix.md2 is hack, but solves
the problem without changes to filesystem.c and it's API.
2016-08-16 19:58:22 +02:00
Yamagi Burmeister
fb7c79c93b Be a tough boy and set cl_async to 1 2016-08-15 21:37:09 +02:00
Yamagi Burmeister
58d1fa02bc Switch overbright bits off by default to get the classic look 2016-08-15 21:36:33 +02:00
Yamagi Burmeister
88244bd4a4 Unbreak SDL 1.2 build. 2016-08-14 16:46:07 +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
0ba7614739 Use nanosleep() instead of a busy wait loop.
This cuts the cpu time requirements in half. Windows has no equivalent
for nanosleep(), so keep the busy loop.
2016-08-14 12:50:27 +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
93e9633382 Port step smoothing code from r1q2.
While the bugfix in a6f4a3b made the steping prediction working for
stairs, elevators are still stuttering. r1q2s code solves this problem
and is a little bit faster. Use it instead.
2016-08-14 12:45:16 +02:00
Yamagi Burmeister
f16928f2cf Implement a better hack for warping surfaces regarding lightning.
The old hack was sufficient for classic rendering, but break with
gl_overbrightbits enabled. See the inline comment for details.
2016-08-13 12:18:31 +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
a6f4a3b309 Don't predict one frame too far.
We're missusing the current frame to pass data from the input subsystem
to the movement prediction without a server frame. While we can use the
current frame for the movements itself, it's not finished and thus
unsuitable for stair step prediction. Also oldframe is determined
wrongly. As a result the player "jumps" over stairs.
2016-08-11 19:11:33 +02:00
Yamagi Burmeister
a9853ae44e Remove more dead cvars. 2016-08-11 19:07:08 +02:00
Yamagi Burmeister
02725785dd Apply gl_overbrightbits to dynamic lightmaps.
Without this the dynamic lightning is too dark in contrast du the rest
of the world when gl_overbrightbits is 2 or even 4.
2016-08-08 21:06:59 +02:00
Yamagi Burmeister
347cdb7f81 Some more fixes to gl_overbrightbits in non multitexturing case.
- Apply overbright bits only to static lightmaps and not dynamic ones.
- Apply overbright bits to alias models.
2016-08-07 10:39:22 +02:00
Yamagi Burmeister
f8ac496b69 Bump version number to 6.00pre 2016-08-07 10:14:07 +02:00
Yamagi Burmeister
a6d77401ba Remove now unused variable 2016-08-07 10:12:56 +02:00
Yamagi Burmeister
5f4d4e533f Apply gl_overbrightbits only to full lightmap chains.
I think / guess / *fingers crossed* that this fixes the different
brightness levels between normal and multitexturing mode reported
in #147.
2016-08-06 19:21:34 +02:00
Yamagi Burmeister
f064c76eb2 Remove dead cvars and support code 2016-08-06 18:41:57 +02:00
Yamagi Burmeister
cd61504af8 gl_config.mtexcomb should depend on gl_config.multitexture 2016-08-06 18:28:02 +02:00
Yamagi Burmeister
dd36eee0f1 Apply gl_overbrightbits only at lightmaps, not normal textures. 2016-08-06 18:11:10 +02:00
Yamagi Burmeister
38a72e018a Implement gl_overbrightbits in non multitexturing mode
This is still slighty broken, looks the overbright bits are applied in
both R_DrawGLPoly() and R_DrawGLPolyChain(). Fix to come.
2016-08-06 17:06:37 +02:00
Yamagi Burmeister
a2400bc145 Clamp gl_overbrightbits to 0, 1, 2 or 4.
Most (all?) GPUs / OpenGL implementation doen't support more
2016-08-06 15:39:46 +02:00
Yamagi Burmeister
698e2a26ba Switch GL_ARB_texture_env_combine to our new probing logic 2016-08-06 15:32:08 +02:00
Yamagi Burmeister
5840bd570b Use vertex arrays in R_RenderLightmappedPoly.
This is done for normal surfaces only. To change SURF_FLOWING surfes I
need to find such a surface somewhere in the game...
2016-08-06 15:25:54 +02:00
Yamagi Burmeister
bcde80834f Probe GL_ARB_multitexture with our new proping logic
And rename gl_ext_multitexture to gl_multitexture.
2016-08-06 15:15:18 +02:00
Yamagi Burmeister
dafc41f509 Switch GL_ARB_texture_non_power_of_two to our new probing logic.
While at it rename R_Upload32Old to R_Upload32Soft.
2016-08-06 10:37:24 +02:00
Yamagi Burmeister
2e7166b157 Probe GL_EXT_texture_filter_anisotropic with our new logic 2016-08-06 10:18:58 +02:00
Yamagi Burmeister
43c9970772 Switch GL_EXT_paletted_texture to the new probing logic 2016-08-06 10:08:17 +02:00
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
4057376993 GL_EXT_compiled_vertex_array is unused. Remove it.
At can be added back, if it's ever needed.
2016-08-06 09:35:08 +02:00
Yamagi Burmeister
0967f051d8 Require OpenGL 1.4 2016-08-06 09:32:20 +02:00
Yamagi Burmeister
e4751e8c44 Use OpenGL multitexturing extensions to implement multitexturing...
This is a slighty revised version of id Software original code. Icculus
code may have some advantages on broken drivers or underpowered GPUs.
Today it's just a performance hook. This is a first step in fixing #147.
2016-08-05 18:38:48 +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
a70cc2d923 Switch the refresher to vertex arrays
This is based on work submitted by Scott "pickle" Smith. It's said that
vertex arrays are somewhat faster and more compatible than the old way.
This may remove support of some very, very old GPUs like the Riva128.
2016-08-04 21:11:31 +02:00
Yamagi Burmeister
4dcdb0dc17 Force GL_LIGHTMAP_FORMAT instead of gl_tex_solid_format.
This is more less cosmetics since gl_tex_solid_format == GL_RGB and
GL_LIGHTMAP_FORMAT == GL_RGBA. No measurable FPS change on Nvidia and
Intel. Based upon the OpenGL ES patch by Scott "pickle" Smith.
2016-08-04 21:11:31 +02:00
Yamagi Burmeister
275271c647 Always specify the alpha channel.
This is based upon the original OpenGL ES patch by Scott "pickle"
Smith. This change gives about the same frame rate on an 750TI but
about 3% more frames on an Ivy Bridge IGP with Mesa3D...
2016-08-04 21:11:31 +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
fa4eacc976 At OpenAL shutdown don't do not stop only the stream chan but all chans.
I'm not quite sure if this really makes a difference. But it's the only
idea I have regarding several "Quake II hangs at shutdown when OpenAL is
run with Pulseaudio backend" bugs.
2016-08-04 09:21:33 +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
f291693c59 Quit the game if a SDL_QUIT event is received. 2016-07-18 10:11:54 +02:00
Yamagi
7cb455459a Merge pull request #144 from smcv/source-date-epoch
savegame: ensure that BUILD_DATE is defined
2016-07-05 19:37:56 +02:00
Simon McVittie
38ff49e480 savegame: ensure that BUILD_DATE is defined
The game code does not include common.h, so it needs to redo this
part for builds without SOURCE_DATE_EPOCH, where BUILD_DATE will
not have been passed in from the outside.

Signed-off-by: Simon McVittie <smcv@debian.org>
2016-07-05 18:29:54 +01:00
Yamagi
5323873476 Merge pull request #143 from smcv/link-libopenal
Optionally link libopenal at compile time
2016-07-05 19:13:57 +02:00
Yamagi
0da70104e2 Merge pull request #142 from smcv/source-date-epoch
Override __DATE__ from SOURCE_DATE_EPOCH if set
2016-07-05 18:50:31 +02:00
Simon McVittie
5887a9e79e Optionally link libopenal at compile time
In Linux distributions, having the executable depend on the right
libraries and arrange for them to be installed is straightforward,
and there's a lot of infrastructure for tracking which library
version a particular executable needs, including making sure we have
a version that contains all of the symbols that were used. Loading
libopenal at runtime defeats that infrastructure.

The ability to substitute a different-but-compatible libopenal,
or operate with reduced functionality without libopenal, might
still be desirable for generic/portable binary releases.

The CMake build system already linked the executable to
${OPENAL_LIBRARY} anyway, so it is already a hard dependency in that
build system.
2016-07-01 09:44:00 +01:00
Simon McVittie
c00707d449 Override __DATE__ from SOURCE_DATE_EPOCH if set
For deterministic/reproducible builds (where the same source and
toolchain can be verified to produce the same binary, allowing
maliciously substituted binaries to be detected) it is desirable to
take the software's idea of the build date from the build system;
otherwise, the real-time clock at the time of building affects the
result, making it non-reproducible.

SOURCE_DATE_EPOCH is a distribution-neutral specification for how
to do that. It is meant to be set by meta-build systems such as
dpkg or RPM, using a date/time that is already part of the source code,
for example the date of the latest git commit, the date in
the package's debian/changelog, or the date in the RPM spec file.

See https://reproducible-builds.org/specs/source-date-epoch/ for the
specification of SOURCE_DATE_EPOCH, or https://reproducible-builds.org/
for more information on reproducible builds in general.
2016-07-01 09:41:23 +01:00
Simon McVittie
92668ca6b1 Fix spelling errors detected by lintian
Based on a patch by Fabian Greffrath against an earlier version of
yquake2.
2016-07-01 09:38:54 +01:00
Yamagi Burmeister
6d38cc8609 Bump version number to 5.35pre 2016-06-25 11:03:48 +02:00
Yamagi Burmeister
bb8be981d5 Bump version number to 5.34 2016-06-25 10:22:18 +02:00
Yamagi Burmeister
5a384c79b1 Switch from an arch whitelist to an "all archs are supported" approach.
The old whitelist was a leftover from the early days of YQ2. It should
run on most / all architectures, as long SDL supports them. As suggested
by smcv in issue #138 generate the OSTYPE and ARCH defines by the build
system instead of hardcoding it.

Savegame compatibility is provided by bumping the savegame version. Old
savegames are compared against the old OSTYPE and ARCH defined, new ones
against the new defines. This compatibility code should be removed
somewhere in the distant future.
2016-06-11 09:23:10 +02:00
Daniel Gibson
da6ad6953d Use software gamma for OSX, fix #134
Hardware gamma is broken, especially in fullscreen, and a Mac user told me
that setting HW/screen gamma on OSX is a bad idea anyway, because it resets
the monitor calibration.
The game /should/ look ok with vid_gamma 1 (if your display is configured
properly), but if you think it's too dark set it a bit higher and do
vid_restart.
2016-05-28 16:04:07 +02:00
Yamagi Burmeister
6f64efbd17 Disable gl_ext_multitexturing by default.
Multitexturing was enabled by default in 0f7b422. It gives a small but
on todays hardware neglectable performance boost, but caused several
problems over the years. For example gl_showtris doesn't work with it
and there's at least one render glitch in city3.bsp.
2016-05-01 09:01:39 +02:00
Yamagi Burmeister
b4d16ab6b3 Some additions to last commit:
- SOLID_BBOX seems to be more correct.
- Make debris SOLID_BBOX, too.
2016-04-29 17:40:33 +02:00
Daniel Gibson
07477e0f75 Make gibs solid so they move with conveyor belts etc, like in fact2
not sure if this has any drawbacks, seems to work good so far.

No idea why id apparently deactivated this at some point, maybe to
optimize performance?
2016-04-16 21:04:32 +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
Yamagi Burmeister
238ccb8adf Fix warnings with clang after the stereo merge 2016-04-07 16:57:32 +02:00
Valery Guskov
f6c596c1c5 better default configuration for 3d 2016-04-04 23:57:59 +03:00
Valery Guskov
9693004afb removed unused variable 2016-04-04 23:57:08 +03:00
Valery Guskov
248bebeca6 unncecessary newlines 2016-04-04 22:41:27 +03:00
Valery Guskov
d09c942b52 added pause changes from stereo-quake 2016-04-04 22:25:53 +03:00
Valery Guskov
45d3dd0a2f fixed loading display
i guess
2016-04-04 20:55:17 +03:00
Valery Guskov
135fb021e5 fixed viewports a bit 2016-04-04 19:33:18 +03:00
Valery Guskov
294a4dfbb9 cleaning up
removed non-minimal changes from porting stereo-quake
2016-04-04 00:25:20 +03:00
Valery Guskov
2e87216abf Revert "ported meatball crosshair"
This reverts commit 1e6f016fca.
2016-04-04 00:11:03 +03:00
Valery Guskov
bfa212f6ba correct models provide skin path 2016-04-03 19:26:16 +03:00
Valery Guskov
b3bea99597 added new code for 3d crosshair
original meat can be thrown out
2016-04-03 00:26:35 +03:00
Valery Guskov
1e6f016fca ported meatball crosshair
copied from http://www.quakewiki.net/archives/qdevels/quake2/12_1_98.html
2016-04-02 01:24:14 +03:00
Valery Guskov
b662cb9979 added split view basic support 2016-04-01 16:22:28 +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
Daniel Gibson
7f7ba1870b Bump version to 5.34pre 2016-01-30 20:03:33 +01:00
Daniel Gibson
50fe9cfdbc Bump version to 5.33 2016-01-30 19:48:00 +01:00
Daniel Gibson
703cec74e7 Fix fix for not sending Char_Event to console when not opened
turns out the if the console is opened while no game is currently
running, cls.key_dest is not key_console but still key_game.
Changing it to key_console in those cases blows up in interesting ways.
So in Char_Event() we send events to the console in those cases.
2016-01-30 18:43:32 +01:00
Daniel Gibson
4a762c0002 Don't send Char_Event to Console if it isn't opened 2016-01-30 17:46:34 +01:00
Daniel Gibson
0fb8d80507 Small improvements to input code 2016-01-30 17:46:34 +01:00
Daniel Gibson
dc155cca9c Workaround for better AZERTY-Keyboard support
The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188

As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have scancodes
which we need scancodes to identify the keys.

While at it I unified handling of SDL_KEYDOWN and SDL_KEYUP, the code
is almost identical anyway, apart from one bool argument to Key_Event().

We track this problem in #81
2016-01-30 17:46:34 +01:00
svdijk
31ffb96614 Console: Adjust line length based on scale 2015-12-19 20:36:25 +01:00
svdijk
5c54521199 Screen: Clamp scale to a minimum of 1, except for the HUD 2015-12-19 20:34:02 +01:00
svdijk
54b6d276b2 Screen: Make SCR_Get*Scale() callable before SCR_Init(). 2015-12-19 20:18:17 +01:00
svdijk
354d2ff789 Menu: Some alignment fixes for scaled menus 2015-12-13 11:48:02 +01:00
Daniel Gibson
ca4bab172e Make "no such (old)frame" warnings developer-only
those "problems" don't really matter, so don't spam the console with
it (unless you've enabled developer messages).

"Fixes" https://github.com/yquake2/xatrix/issues/7
2015-12-12 20:17:40 +01:00
svdijk
3e5ac1c15a Draw: Also don't lerp crosshairs 2015-11-24 14:19:16 +01:00
svdijk
0880bef8c8 Draw: Handle "nolerp" of console characters through a cvar 2015-11-24 14:16:18 +01:00
svdijk
44969748fb HUD: Fix centering of scaled crosshair 2015-11-20 22:04:27 +01:00
svdijk
712016783b UI scaling: Clamp the scale to avoid "over-scaling"
This clamps the UI scale, limiting the relative size of the UI
elements to what they would be at scale 1 in a 320x240 resolution.
Allowing bigger scales is not useful, and would make it possible
for the user to shoot him-/herself in the foot by setting a
"too big" UI scale value in the menu. (Since this would mess up
the menu, it could be hard te recover from for a casual user.)
2015-11-20 18:47:08 +01:00
svdijk
9964b2f3df q2icon.xbm: Make this a bit more like the new icon 2015-11-18 20:52:19 +01:00
svdijk
4194ff24dd q2icon64.h: Recreated to have the same margins as the source SVG 2015-11-18 19:58:08 +01:00
svdijk
8a9741dd89 Videomenu: Minor optimization to GetCustomValue for subsequent calls 2015-11-16 22:23:15 +01:00
svdijk
8d7f4a74e6 Videomenu: Simplify uiscale initialization 2015-11-16 19:26:46 +01:00
svdijk
a6b3bfd35a qmenu.c: Some whitespace changes for consistency. 2015-11-16 19:18:50 +01:00
svdijk
de8c50bcb9 Videomenu: Make the "custom" value handling less error prone. 2015-11-16 19:11:00 +01:00
svdijk
1804fad355 Videomenu: Add integer scaling options up to 6x 2015-11-09 22:14:45 +01:00
svdijk
e92b54990d Videomenu: Also include crosshair_scale in the ui scale option 2015-11-09 22:09:48 +01:00
svdijk
8d9cdc0768 Videomenu: Limit the ui scale option to integer values
Fractional values look ugly. If people really want this they can set this from the console, we won't "advise" it from the menu.
2015-11-08 18:20:54 +01:00
svdijk
0cdf927d3e Default the various scale variables to "-1" (automatic) 2015-11-08 12:48:27 +01:00
svdijk
64d4e8e619 Videomenu: Change the HUD scale option to a more generic UI scale option 2015-11-08 12:46:38 +01:00
svdijk
dae3de4b73 Videomenu: Don't mess up custom hudscale setting upon "apply" 2015-11-08 11:15:36 +01:00
svdijk
57c494cfd6 Fix compiler warning in stb_image.h 2015-11-05 19:51:22 +01:00
svdijk
97f9494400 Windows: Use a relative path for the icon. 2015-11-04 21:08:25 +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
Daniel Gibson
4cbe5f25e0 Fix volume of looped sounds in OpenAL backend, fixes #111
AL_PlayChannel() is only called by AL_AddLoopSounds() and
S_IssuePlaysound() - but only the latter set a volume there.
Because of that, loopsounds weren't hearable anymore after the last
commit which removed adding s_volume to all volumes in AL_PlayChannel().
This is fixed by setting the volume for looped sounds in
AL_AddLoopSounds() as well.
Looped sounds don't seem to have a customizable volume and are always
played at full volume (the volume is only changed by distance, but
OpenAL does that automatically).
2015-11-02 01:48:52 +01:00
Daniel Gibson
4e13e3ee69 Uncouple s_volume from raw samples (Ogg playback and cinematics) 2015-11-01 18:02:22 +01:00
Daniel Gibson
fd31e0060d Remove CD music enable box and introduce OGG volume slider in menu
The CD music enable / disable box wasn't used by many users for two
reasons: CD music playback needs a CDROM drive with analog output.
Such drives aren't available for at least 10 years. And CD music is
unsupported with SDL2. A OGG volume slider is much more usefull.
2015-11-01 17:45:09 +01:00
Daniel Gibson
12604bebe9 Change version to 5.33pre, changes for arbitrary length version strings
Con_DrawConsole() assumed that the version string was always 21chars
long, we changed it to allow longer strings with other lenghts.
In Unix main() we changed the code for underlining
"Yamagi Quake II $version" with === so the underlining is as long
as the underlined string.
2015-11-01 17:15:10 +01:00
Yamagi Burmeister
92d48735f5 Bump version number to 5.32 2015-10-31 16:54:04 +01:00
Yamagi Burmeister
4b7b29c339 Don't stop the filesearch if the first try fails.
It was a wrong (and maybe stupid) assumption, that the config dir
(~/.yq2) is always the first element of the search path. When there's
at least one pak file in the config dir, it's added at a random
location. Work around this by probing all directories. This fixes
issue #107.
2015-10-28 07:41:58 +01:00
Yamagi Burmeister
7058052aea It's 'filename', not 'name'.
Pointyhead to: Yamagi
2015-10-28 07:31:06 +01:00
Yamagi Burmeister
1d709e5e27 Move file name check to prevent spurious "refusing to download messages
Moving the check under the "do we have the file localy" check prevents
spurious "Refusing to download a path with .." messages with some game
data. The tank commander skin is one example. This change has no
security impact since FS_LoadFile() just opens and closes the file.

While at it tighten the condition to prevent pathes with colons (this
condition is added at the server side, too) and pathes starting with
slashes and dots.
2015-10-27 17:38:28 +01:00
Daniel Gibson
17e791e528 shut up GCC warning about memset with 0bytes in Con_CenteredPrint()
yeah, if l<0 memset would have be called with length 0, which does not
really matter but was easily to prevent by only doing it if l>0.
2015-10-25 22:39:06 +01:00
Daniel Gibson
951fc2ffb7 Prettier Windowicon when using SDL2
for some reason this doesn't work properly with SDL1.2, so we keep
the old code for that.
2015-10-25 17:55:41 +01:00
Daniel Gibson
5ee1136ab5 Fix duplicate input through an activated keypad.
When the keypad was activated key presses were processed twice.
Once as a normal char event and once as a key event (not marked
as special). The key event to console character translation
function turned the key event into a second character...
2015-10-25 17:34:28 +01:00
Yamagi Burmeister
7456daf65f Do not display baseq2 savegames in mods / addons
The savegame list is generated by calling FS_FOpenFile() for each
possible savegame name. When a file handle is returned the savegame
exists, otherwise the savegame slot is empty. But FS_FOpenFile()
searches in every directory known to the VFS. If a savegame file
isn't found in $moddir but in baseq2, the file in baseq2 is opened
and a baseq2 savegame is displayed in the mods / addons savegame menu.

The fix is compromise between a clean solution and invasiveness:

- Refactor FS_FOpenFile() to include FS_FOpenFileRead(). FS_FOpenFile()
  was used only to open read only files, limit its's possibilities to
  do exactly that.
- Introduce a new flag "gamedir_only" to FS_FOpenFile(). When true
  only the gamedir directories are searched and not other directories
  like baseq2.
- Change all callers to FS_FOpenFile()s new signature.
- Use the new gamedir_only flag to limit the searchpath for savegames
  to the gamedir.
2015-10-25 16:44:22 +01:00
Yamagi Burmeister
2e82fe85fd Remove a bunch of unused VFS functions. 2015-10-25 08:48:19 +01:00
Simon McVittie
c20dbc7dac If SYSTEMWIDE, override the default basedir instead of adding a path
This makes it behave a little more like -basedir in Quake 1 and
fs_basepath in ioquake3.

This lets "+set basedir" take precedence over the SYSTEMDIR,
which is useful if you have the demo and full-game data installed
in different base directories to be able to test the demo for
regressions.
2015-10-23 19:30:42 +02:00
Yamagi Burmeister
de5849caf5 Reset gibsthisframe and lastgibframe at map change
Without this change the conditionals at g_misc.c:199 and 381 wouldn't
trigger until level.framenum reach it's previous value, resulting in
much to few debris or gibs being thrown. This fixes #104.

Many thanks to maraakate for the analysis and the idea how to fix it.
2015-10-23 19:24:52 +02:00
Yamagi
3c71ac6a08 Merge pull request #103 from mackron/brightness_fix
Apply gl_overbrightbits to regular meshes.
2015-10-23 15:06:38 +02:00
David Reid
3e0773fee4 Don't apply gl_overbrightbits to regular meshes when it's set to 0.
This should now be consistent with walls.
2015-10-23 09:39:54 +10:00
David Reid
33ad02b0d0 A couple more fixes to menu scaling.
Relates to issue #87. This should be the last commit for the menu scaling.
2015-10-22 22:06:48 +10:00
David Reid
dc53635f46 Fix alignment in the Multiplayer -> Player Setup menu.
Relates to issue #87.
2015-10-22 21:41:58 +10:00
David Reid
585e7dbfda Fix alignment in Multiplayer -> Join Network Server -> Address Book menu.
Relates to issue #87.
2015-10-22 21:04:45 +10:00
David Reid
490c5c15a3 Fix alignment in the key bindings menu.
Relates to issue #87.
2015-10-22 20:52:41 +10:00
David Reid
c623d5639c A bunch of alignment fixes to menus.
So far, fixed menus include:
 - Multiplayer
 - Multiplayer -> Start Network Server
 - Multiplayer -> Start Network Server -> Deathmatch Flags
 - Options
 - Video Options

Related to issue #87.
2015-10-22 20:36:41 +10:00
David Reid
fc33d5df64 Fix incorrect positioning of centered strings when scaling is applied.
This partially address issue #87.
2015-10-22 18:08:46 +10:00
David Reid
a856002772 Apply gl_overbrightbits to regular meshes.
This addresses issue #54. This commit also removes a couple of redundant OpenGL calls.
2015-10-22 16:26:44 +10:00
Daniel Gibson
1977570b17 Make sure not all OpenAL sources are relative, fix #100
OpenAL sources are reused in Quake2, so if a source has once been used
for a sound coming from the view entity, it'd stay relative, unless
told not to.

So now I set source's AL_SOURCE_RELATIVE to AL_TRUE or AL_FALSE in
AL_PlayChannel(), depending on the source coming from the player or not.

Thanks a lot to Tommi Teistelä for identifying the problem and pushing
me in the right direction!
2015-10-19 18:20:47 +02:00
Yamagi Burmeister
87ed67fd3d Revert "Cleanup vector math"
This reverts commit 123e409a2e.

This commit breaks several float calculations in subtiles ways. For
example grenates drift to the left. In fact, it's another example why
I'm so hesitant to merge anything that's not a fix for a clearly
reproducable bug. This fixes #99.
2015-10-19 18:20:47 +02:00
Daniel Gibson
5232088b02 Don't allow binding the "console keys" (^, ~, `) or Escape
should hopefully fix #93, which seemed to be caused by ^ and ` being
bound to toggleconsole in default.cfg (as shipped with Q2) *and*
in code, so it'd be called twice and cancel each other out.

It even warns if someone tries to bind those keys and includes an ugly
hack to *not* warn when it's done in default.cfg, to minimize confusion.
2015-10-19 18:20:47 +02:00
Sean Dwyer
159a3b8607 Add a cvar to switch behavior when misc track 0 is requested
OGG_OpenName(): add ogg_ignoretrack0 cvar to set whether we respect
default playback behaviour when track 0 is requested to be played via
standard cd audio playback.

Submitted by: ewe2
2015-10-19 18:18:44 +02:00
Yamagi Burmeister
123e409a2e Cleanup vector math
This work was submitted by Dmitry Antipov. We stick to macros instead of
inline functions since they're in line with the rest of the code base.
This patch removes several unused functions and tranfers most of the
rest into macros.
2015-10-01 15:47:37 +02:00
Yamagi Burmeister
432fdc271b Send view entity sounds from (0,0,0) and mark them AL_SOURCE_RELATIVE.
This was suggested by kcat at https://github.com/kcat/openal-soft/issues/19
This may fix #88.
2015-09-24 19:02:35 +02:00
Yamagi Burmeister
eba4ce95d4 Rename SCR_GetScale() to SCR_GetDefaultScale() 2015-09-14 19:23:44 +02:00
Yamagi Burmeister
f2e53e657b Fix crosshair_scale
The crosshair_scale cvar was broken a long time ago at Icculus Q2 or
even back at it. The fix is easy... This is part of issue #87.
2015-09-14 19:05:08 +02:00
Yamagi Burmeister
72a22b8915 Remove unreachable code 2015-09-09 08:23:23 +02:00
Yamagi Burmeister
0eb660609b Bump the version number to 5.31 2015-09-08 17:08:08 +02:00
Yamagi Burmeister
8da7a40142 FS_SetGamedir: reject "." as game directory. also reject empty string.
Submitted by: Ozkan Sezer
2015-09-03 20:35:09 +02:00
Yamagi Burmeister
8e61ccecca Remove unneed GetGameAPI() prototype.
Based upon a patch submitted by: Ozkan Sezer
2015-08-24 18:04:24 +02:00
Yamagi Burmeister
bd025ae5c5 Fix an off-by-one in memmove() call in SV_Map()
Submitted by: Ozkan Sezer
2015-08-24 18:02:08 +02:00
Yamagi Burmeister
c0fac70763 Cbuf_Execute: do not change 'i' if it overflowed sizeof line.
Submitted by: Ozkan Sezer
2015-08-24 18:00:57 +02:00
Yamagi Burmeister
a4d0d89720 Fix several potential security vulnerabilties
Submitted by: Ozkan Sezer
2015-08-24 17:58:19 +02:00
Yamagi Burmeister
5ad7b1e72d Fix several printf in the client.
Submitted by: Ozkan Sezer
2015-08-24 17:52:57 +02:00
Yamagi Burmeister
cfefe0c00c Fix a divinely dumbassed mistake of global 'i' and 'corners' variables.
Submitted by: Ozkan Sezer
2015-08-24 17:48:54 +02:00
Yamagi Burmeister
19cf5a63c7 Info_RemoveKey: use memmove instead of strcpy for overlapping memory areas.
Submitted by: Ozkan Sezer
2015-08-24 17:47:18 +02:00
Yamagi Burmeister
c17126278e SV_Physics_Pusher: fix the 'memory corrupted' check
Submitted by: Ozkan Sezer
2015-08-24 17:43:22 +02:00
Yamagi Burmeister
91245e3b70 Fix several printf format string errors in games' code
Submitted by: Ozkan Sezer
2015-08-24 17:42:01 +02:00
Yamagi Burmeister
126eb09a1e Fix missplaced brackets in boss32.c
Bad braces were added back in 2001 in icculus.org/quake2:
http://svn.icculus.org/quake2/trunk/src/game/m_boss32.c?r1=2&r2=26

Submitted by: Ozkan Sezer
2015-08-24 17:35:09 +02:00
Yamagi Burmeister
565f7f6e67 Let the Makefile generate a game.dynlib on OS X
This should have been done years ago, .dynlib is the canocial extension
for libraries on OS X. In a broader sense this simplifies the CMake
build system a little bit, since CMake enforces .dynlib for OS X
libraries.
2015-08-12 18:55:35 +02:00
Bradley Clemetson
2d20c5c801 Compiles on Linux with OpenAL support, SDL1/2 support.
Added build options for Zip/Ogg/OpenAL (On if available)
2015-08-10 22:55:01 -07:00
Bradley Clemetson
e55f7e7aeb
Now builds fully on OS X 2015-08-08 20:19:03 -07:00
Yamagi Burmeister
22a321d462 Fix animated textures on transparent surfaces
As Jack Whitham noticed [0], animated textures freeze at their first
frame if they're on a transparent surface. This can be seen in base3
(Com Centre), for example. At least for the OpenGL renderer this is
caused by the fact that the animation chain is never forwarded if the
texture is bound to a transparent surface. The fix is to do exactly
that...

I can only speculate why the animations on transparent surfaces were
never used / implemented. Maybe performance issues or it was just
forgotten.

0: http://blog.jwhitham.org/2015/04/more-fun-with-floating-point-numbers.html
2015-06-22 21:10:25 +02:00
Yamagi Burmeister
7ddbedc9c5 Enable hudscaling by default
The default value is now -1 aka "auto". If someone wants to disable it
hew can do so in the menu.
2015-06-06 20:56:39 +02:00
Yamagi Burmeister
50ad12ce13 Add a video menu entry to set the HUD scaling factor 2015-06-06 20:45:05 +02:00
Daniel Gibson
b5d810e5d8 Merge pull request #74 from yquake2/fix-max_ospath
Set MAX_OSPATH to 4096 for !Windows + Fixes for that
2015-05-31 18:28:57 +02:00
Daniel Gibson
d19cace026 Set MAX_OSPATH to 4096 for !Windows + fixes for that
sounds easy, right?
Except some genius decided to save CVAR_LATCH cvars in buffers of
MAX_OSPATH length into savegames.. so just changing MAX_OSPATH
breaks savegame compatibility.
Fortunately, this assumption only matters in SV_WriteServerFile() and
SV_ReadServerFile() so I worked around it by introducing a
platform-specific LATCH_CVAR_SAVELENGTH (because MAX_OSPATH was 256 on
Windows but 128 on other systems..)
2015-05-23 02:02:27 +02:00
Daniel Gibson
e62776fa08 global console-history instead of per-mod history 2015-05-22 23:42:23 +02:00
Daniel Gibson
c79257b5d8 Don't save consecutive duplicate commands to console history
.. I don't want to scroll through 20x /quit in the history..
2015-05-22 23:36:56 +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
Daniel Gibson
41ea8879e7 Fix bug with high velocities in vents in 32bit builds, fix #71
See https://github.com/yquake2/yquake2/issues/71
and https://github.com/yquake2/xatrix/issues/4

In ClientThink(), the float value ent->velocity[i]*8 is saved into
a short and if the value is too big for a short, in 32bit gcc builds
the short is set to SHRT_MIN, resulting in the player being pressed
down instead of up.
Now we put the result in a 32bit int first (which should be big enough)
and assign the int to the short. This still overflows, but with -fwrapv
at least in a defined way (most probably the same way the original
binaries did).

And while I was at it, when the game lib is loaded, it prints the date
it was built, this is especially interesting for our Win32 binaries.
2015-05-17 18:52:18 +02:00
Daniel Gibson
4e547feb2c *Really* support K_CAPSLOCK, K_COMMAND, K_POWER, K_PAUSE
we had constants for them in keyboard.h, but no mappings to name strings in
keynames[] in cl_keyboard.c, so they couldn't be bound.
2015-05-10 02:32:27 +02:00
Daniel Gibson
0b9ac6cb99 Fix "mark keys up when focus is lost" code, fixes #68
It didn't build on SDL1.2 (I though we tested that?!) and didn't work
with SDL2 either.

Now it builds and actually works with both SDL1.2 and 2.0
2015-04-14 00:51:38 +02:00
Daniel Gibson
e6646fb1e4 Bumped version to 5.30 2015-04-11 21:16:47 +02:00
Daniel Gibson
3cd9c76052 Fix fucking misleading comment in FS_AddGameDirectory()
that's not for *numbered* pak's, but all paks starting with "pak"!
2015-04-11 21:04:37 +02:00
Daniel Gibson
544a464eea Implement gamedata loading from binary path
even if $PWD is not the same path as the executable is in, the game
will look for game data in directories next to the executable.
2015-04-11 20:11:42 +02:00
Yamagi Burmeister
d2f7d27ad0 In case of focus loss, mark all keys up
Daniel is more or less sure that a stuck Alt key can occure if the user
switches through several windows by Alt-Tab. That sounds resonable,
because the keyup event for Alt may happen when the focus is not on
Quake II. In that case SDL2 misses it and for Quake II the key stays
down. Solve this by capturing the focus loss event and mark all keys
as up.
2015-03-31 21:23:04 +02:00
Yamagi Burmeister
aff37eda16 Make sure that no key is being marked down
It's apparently not enough to clear key repeats, we'll need to clear
the down states too. Without this Alt stays pressed after toggeling
fullscreen trhough Alt-Enter.
2015-03-30 21:22:55 +02:00
Yamagi Burmeister
02156e03ec Fix fullscreen switch on Alt-Enter
Switching to fullscreen through a SDL2 call is nice, but the renderer
needs to be reinitialized. Without it some things will break, for
example the gamma setting.
2015-03-30 20:57:32 +02:00
Yamagi
06834d1fb5 Merge pull request #65 from Jarvik7/OSX
OSX
2015-03-29 19:14:56 +02:00
jarvik7
150fb8b132 Remove old OS X cruft
This isn’t actually being used.
2015-03-29 12:22:40 +09:00
Daniel Gibson
a96218eb0a Simplify the mouse grabbing/relative mouse mode magic
basically, tell SDL each frame if you want stuff grabbed or not
+ make sure to ungrab when destroying window (e.g. on vid_restart)
2015-03-27 18:56:16 +01:00
Yamagi Burmeister
c1f5f62382 Remove the SDL.h even in !DEDICTED_SERVER builds
It was used for SDL on APPLE only. I just missread the code. :(
2015-03-20 17:45:57 +01:00
Yamagi Burmeister
531ee80ab4 We need to apply the lightmap.
This fixes #61. The issue was found and patched by ppsspp-gamer.
2015-03-20 17:41:52 +01:00
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
Daniel Gibson
47cde06e27 Use stb_image for retexturing support, also support png, no more libjpeg
Retexturing support is now always on (you can still switch it off with
the gl_retexturing  CVAR), as we don't have the additional libjpeg
dependency anymore.

stb_image is used for tga, jpg and the newly supported png, so the
old tga and jpeg loading code has been removed.

I furthermore cleaned up the somehow messy and possibly slightly broken
retexturing selection code in R_FindImage()
2015-03-20 17:33:37 +01:00
Yamagi Burmeister
046ae5c7eb Bump version number to 5.24 2015-03-13 17:59:14 +01:00
Daniel Gibson
6983d5dc3c R_Screenshot(): Write "yq2" image ID
because we can.
This should hopefully work around problems in old versions of gdk-pixbuf
that mistook TGAs without image ID as microsoft .ICO
2015-02-28 21:26:13 +01:00
Christoph Oelckers
d60dfa63bc - only #define GL constant if not already present (most likely only a problem on Windows.) 2015-02-28 20:31:07 +01:00
Christoph Oelckers
0d9a96bcc8 We have 2015 now so restricting textures to 256x256 seems a bit silly on modern hardware.
Check and use GL_ARB_texture_non_power_of_two and use it if present to allow using all textures unscaled. This makes a huge visual improvement since most skins are not power-of-two textures.

Conflicts:
	src/client/refresh/header/local.h
2015-02-28 20:31:07 +01:00
Yamagi Burmeister
104fd04e55 Boot the whole bloody anykeydown mess back in place.
Okay, I tried to solve this issue the gentle way. But apparently it's
not enough to track if a key is down. We must consider if the key is
just down or if it's already repeating... Therefor raise the white flag
and just put the original logic back in place. This may fix issue #57.
2015-01-31 11:23:32 +01:00
Yamagi Burmeister
3eca8d4e32 Use the same Sys_Microseconds() output for all CMDs
When we're building command we must make sure, that all command for
one keystroke will have the timestamp in microseconds. If that's not
the case the command may end up in differend server frames, breaking
things subtile. This may be part of bug #57, but I'm not sure.
2015-01-31 11:18:41 +01:00
Yamagi Burmeister
75280b4be8 Increase anykeydown
If we don't do this the special button state BUTTON_ANY is never
generated and the player can't leave the intermission. This fixes
bug #57.
2015-01-30 17:54:27 +01:00
Yamagi Burmeister
9bda84299c Mark all keys as "up" when the refresher is restarted
This is a less intrusive variant of the old Key_ClearState() function.
When the refresher is restarted or the menu is left, this function is
called to mark all keys as "up". That works around some corner cases
where a key is still marked "down" and thus the first stroke is detected
as a repetition.
2015-01-28 20:55:28 +01:00
Yamagi Burmeister
08f78ec3b5 Set SDL_EnableUNICODE() right after the window is created
This works around a bug in SDL 1.2 were the SDL_EnableUNICODE() state is
reset to false after the window is reacreated. Setting it in the render
backend ensures that no keystrokes are lost. This fixes #56.
2015-01-28 20:42:42 +01:00
Yamagi Burmeister
403d26d520 Process only keys between ASCII 32 and 126 as char events
This fixes bug #55 which ensued from special keys processed as char
and key events if SDL 1.2 was used.
2015-01-21 17:38:21 +01:00
Yamagi Burmeister
59ac327aba Solve some layer violations
- Handling of key combinations like Alt + Return or Shift + Escape
  clearly belong into the frontend. Now that the client won't clear
  the keystates any more it's save to handle them there.

- The 'force_centerview' command belongs into the client move stuff.
  I guess it was part of the backend sinces it messes with mouse
  handling. Since the renderer is now part of the client that's not
  necessary anymore.

- One can argue that +mlook and -mlook belong into client move stuff,
  too. But since we need there calculations in the backend anyway,
  leave things like they are.
2015-01-18 09:31:37 +01:00
Yamagi Burmeister
30fa1c5407 Use character events for some input subsystems
Until now Quake 2 used keysyms aka key events for everything, including
the console and the chat window. Since key events don't reflect if the
shift key is pressed, Quake 2 needed to convert the lower case chars to
upper case char through a hardcoded table. That lead to the problem that
the keyboard layout was utilised for lower case characters only.

Solve this long standing problem by refactoring both the input backend
and the frontends Key_Event() funktion to use character events for most
input subsystem. Character events are generated by SDL and send the
real character.

An example:
- On german keyboards shift and . is : but Quake 2 generated <.
- Now a character event with : is generated and used.

There are at least 3 disadvantes by this approach:
- The backend needs to tell the frontend if a normal character (ASCII
  32 to 126) or a special character is send. Only normal characters can
  be treated as character events.
- There may be some differences between the binding of a key seen
  through the console and seen by the game. If you have a german
  keyboard and bind :, the game may not react to :. This can be worked
  around by editing the config file.
- Users may need to rebind some keys.

Please note that Quake 2 can handle ASCII characters only!
2015-01-18 09:30:53 +01:00
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
Daniel Gibson
5e33152f6a One entity shooting another should work even if friendly fire is off
In rogue's RHANGAR1 the turret didn't blow up the ceiling when friendly fire
was off, because in ClientTeam() both entities were set to "" (no team),
but OnSameTeam() just did a strcmp() instead of checking this special
case (no team).
We check this now and thus it works. Hooray.
I also refactored ClientTeam() to take the buffer instead of using a
static one and to be static (it's only called by OnSameTeam() anyway).

The savegame table entry for this function was invalid, but it doesn't
need to be saved anyway, so I just deleted it from the table.
2014-11-30 17:58:18 +01:00
Yamagi Burmeister
47634e64e8 Rename the 'ogg volume' functions to 'ogg enable'
These functions never set the OGG volume, the just enables or disabled
OGG playback. Rename them to match their purpose.
2014-10-25 09:40:13 +02:00
Yamagi Burmeister
4d5cb5686d Rename the "cdvolume" functions to "cdenable"
Historicaly this functions were used to adjust the cd music volume. In
YQ2 they were converted to enable or disable the cd music. Change their
name to match their current purpose.
2014-10-25 09:31:44 +02:00
Yamagi Burmeister
7742cd4893 Fix indention 2014-08-24 10:26:50 +02:00
Yamagi Burmeister
bffed68b2c Simplify preprocessor magic and fix dedicated server build 2014-08-24 10:24:05 +02:00
Yamagi
637aae9021 Merge pull request #50 from bibendovsky/lpf
Fix underwater sfx in demos
2014-08-23 16:42:07 +02:00
bibendovsky
120bb86458 Simplify PM_CalculateWaterLevelForDemo 2014-08-18 19:21:45 +03:00
bibendovsky
74c8c60e38 Turn off underwater sfx on disconnect 2014-08-17 18:58:26 +03:00
bibendovsky
1a514560da Fix underwater sfx in demos 2014-08-03 19:32:56 +03:00
Yamagi Burmeister
0ac4fdccfc A comparision "array != NULL" is always true 2014-08-03 11:10:22 +02:00
Yamagi Burmeister
f6a48b44bf Use the correct abs() flavor 2014-08-03 10:49:33 +02:00
Yamagi Burmeister
c0b27a8bb4 Revert "OpenGL-ES converstion"
This reverts commit 70eef55ab5.

It was premature to merge this commit into HEAD. Maybe we'll try again
one day, but only if a complete and fully working patch with build
system integartion is provided.
2014-08-03 09:34:32 +02:00
Rohit Nirmal
77492cd2f1 Fix some typos. 2014-07-30 20:58:09 -05:00
Yamagi Burmeister
5a7950683d Rewrite COM_FileExtention()
COM_FileExtension() was parsing strings from beginning to end, bailing
out as soon as '.' was found and treating everything thereafter as the
file extension. That behavior caused problem with relatives pathes like
models/monsters/tank/../ctank/skin.pcx. The new implementation uses
strrchr() to determine the last '.'.

This fixes issue #48. The bug was introduced in e07294b which replaced
hand rolled code with COM_FileExtention().
2014-07-24 21:03:00 +02:00
Yamagi Burmeister
3fc549ca42 Implement scaling of several non-menu elements
- The loading plaque
- The pause plaque
- The "Quit Screen"
2014-06-24 19:39:18 +02:00
Yamagi Burmeister
af70f276a9 Implement scaling of the menu
This commit has some drawbacks:
- It's rather hacky. The Quake II menu is crap and was never intended
  to be scaled. My approach was to add scaling to most of the generic
  functions and handle all the special cases in the non generic parts
  of the menu. A better solution would require to rewrite at least
  parts of the menu. And like it's said in qmenu.c: I won't do that.
- Some menu elements are aligned to the right, others to the left. In
  many places magic numbers are used to align elements by hand. This
  makes it very hard to impossible to implement a scaling logic which
  works in all situations. With this approach most menus look good up
  to at least a scaling factor of 3. Especially the "Player Setup"
  menu is very problematic at small disalignements are unavoidable.

Please note, that only the menu system itself is scaled. Some elements
like the the "Quit Screen" or the loading plaque are still missing. They
will be done in a later commit.
2014-06-24 19:39:10 +02:00
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
97139029b0 Implement gl_menuscale 2014-06-24 19:11:46 +02:00
Yamagi Burmeister
61667bd03d Decouple gl_hudscale and gl_consolescale 2014-06-23 08:09:01 +02:00
Yamagi Burmeister
869ce24922 Hide console scaling behin gl_consolescale
With this change it's possible to scale the HUD but not the console.
And vice versa.
2014-06-21 18:54:57 +02:00
Yamagi Burmeister
074891a8a2 Implement gl_hudscale for the console
After this change the HUD scaling is applied to the console and notify
messages. This was requested by many users.
2014-06-21 18:17:12 +02:00
bibendovsky
c1a3526a67 Add underwater sfx for SDL backend 2014-06-16 08:45:39 +03:00
bibendovsky
1dc71dbd97 Remove static keyword on some variables (these actually not static)
Caused by 1e52d35e84
2014-06-13 15:43:34 +03:00
bibendovsky
e4bb8b25a3 Fix compiling under Visual C++ when OggVorbis playback enabled 2014-06-13 14:07:56 +03:00
bibendovsky
8a28470a7a Enable TGA sky textures when retexturing is disabled 2014-06-10 10:45:49 +03:00
bibendovsky
1e52d35e84 Do not update mouse cursor position when paused, in menu, etc 2014-06-10 10:43:53 +03:00
bibendovsky
5d4c165b19 Stop Visual C++ to complain about uninitialized variable 2014-06-10 10:42:44 +03:00
bibendovsky
1ee09e3c20 Fix compiling under Visual C++ 2014-06-10 10:35:28 +03:00
bibendovsky
a53f321bed Use proper API to get pointers to OpenAL EFX extensions 2014-06-10 10:23:43 +03:00
Yamagi Burmeister
6c3fb38721 Merge remote-tracking branch 'opengles/master'
This integrates the backends for the pandora, gcw and gph written by
Scott "Pickle" Smith. Only the code itself is supplied, but no build
system integration.
2014-06-09 14:37:09 +02:00
Yamagi Burmeister
a0e7c67597 Bump version to 5.23 2014-05-08 17:24:09 +02:00
svdijk
013ad4aa45 screen: simplify SCR_GetHUDScale. 2014-05-08 04:12:39 +02:00
svdijk
9ae8192f04 video: revert commit 97e149ba9e, implement a better fix for this. 2014-05-07 18:21:12 +02:00
svdijk
6ced6809c6 savegame: update gamefunc_{decs,list}.h, for completeness sake. 2014-05-06 22:03:08 +02:00
svdijk
2b66ce0372 screen: move the SCR_DrawCrosshair declaration to the header. 2014-05-06 19:55:43 +02:00
svdijk
1d81f2e2b6 screen: auto-scale the HUD when gl_hudscale < 0. 2014-05-06 19:45:11 +02:00
svdijk
9be6a7ec46 videomenu: minor tweak regarding the aniso filtering option. 2014-05-05 18:31:08 +02:00
svdijk
092e7e1888 SCR_ExecuteLayoutString: also apply scale to xl and yt to avoid overlap. 2014-05-04 21:07:23 +02:00
svdijk
d823940370 Also apply gl_hudscale cvar to the inventory. 2014-05-04 21:05:56 +02:00
svdijk
ba16e501d2 videomenu: minor cvar ordering change. 2014-05-04 20:47:52 +02:00
svdijk
4e8a5565a9 videomenu: remove obsolete options, some cleanup. 2014-05-04 20:44:29 +02:00
svdijk
af852ea5bd videomenu: add an "aniso filtering" option. 2014-05-04 20:26:12 +02:00
svdijk
97e149ba9e video: avoid artefacts when resizing the viewsize when paused. 2014-05-04 16:05:32 +02:00
svdijk
6b79e31d8d videomenu: correct the "screensize" slider range. 2014-05-04 13:39:05 +02:00
svdijk
a7edd7c466 video: apply changes to gl_anisotropic immediately. 2014-05-01 21:20:00 +02:00
svdijk
3bb9f49f19 videomenu: readd 16x MSAA option, check what we got after setting mode. 2014-05-01 20:52:25 +02:00
Daniel Gibson
7ace8c9116 Implementing gl_hudscale cvar to scale the HUD
because it's so small in high resolutions and I'm an old man with bad
eyes.
2014-04-25 21:24:26 +02:00
svdijk
a2b6f1b7af videomenu.c: remove unsupported "16x" option from MSAA list. 2014-04-20 03:12:13 +02:00
svdijk
a0ca33901e videomenu.c: minor fix regarding the multisampling option. 2014-04-19 13:00:12 +02:00
svdijk
0973c1de10 videomenu.c: consistent capitalization. 2014-04-17 20:25:39 +02:00
svdijk
5b6f351e67 refresh.c: some minor tuning/cleaning. 2014-04-17 20:14:42 +02:00
svdijk
04c5b881a2 Video menu: add msaa option. 2014-04-16 22:47:23 +02:00
svdijk
d089159ab9 VID: Implement a fallback when MSAA is not supported. 2014-04-16 21:51:36 +02:00
svdijk
ec8edb5d3b Video menu: add vsync option. 2014-04-12 15:03:40 +02:00
svdijk
4d201b3ff0 OpenAL: fix lagging audio when leaving the menu. 2014-04-12 14:27:10 +02:00
svdijk
3d2ff6795d R_ScreenShot: set GL_PACK_ALIGNMENT to 1 for glReadPixels. 2014-03-30 17:30:58 +02:00
svdijk
1fd8a853d1 R_ScreenShot: add another sanity check. 2014-03-30 16:32:36 +02:00
svdijk
ded9ed51ea R_ScreenShot: abort if malloc fails. 2014-03-29 19:52:24 +01:00
svdijk
e86aabc949 Menu: make sure spincontrols don't start out of range. 2014-03-29 18:50:48 +01:00
svdijk
219882dafa Make default video mode consistent, some comment/whitespace changes. 2014-03-28 21:12:15 +01:00
svdijk
503eefc301 Simplify the mouse grabbing/relative mode setting code. 2014-03-26 21:13:07 +01:00
svdijk
5338566852 Fix broken mouse release while in menu/console. 2014-03-26 20:51:02 +01:00
svdijk
69661e7cbd Implement a different workaround for when SDL_SetRelativeMouseMode() doesn't work.
This fixes the "stuttering mouse" reported in issue #38.
2014-03-26 20:34:19 +01:00
Yamagi Burmeister
5ce3a266e9 Force OpenGL path for light primitives
This fixes a long standing and until now unnoticed bug with negative
colored dynamic lights. Since we never set the OpenGL renderer as out
renderer, remaining softrenderer code was executed and the corresponding
effects never rendered. This manifested itself in missing darkness
around the "gravity well" in rogue.
2014-02-12 19:39:23 +01:00
Yamagi Burmeister
37dd396f36 Bump version to 5.22 2014-02-08 10:14:24 +01:00
Yamagi Burmeister
d0d81cf3ac Revert "Define HAVE_BOOLEAN on Windows"
This reverts commit 5e1419e6ba. It was a
bad idea, breaking 64 bit compatiblity on Windows. It should have never
been committed...
2014-01-28 08:13:21 +01:00
Yamagi Burmeister
eb879bb9b6 Rename VERSION to YQ2VERSION to prevent collisions
Newer jpeg versions (I guess starting with 9) define an macro
"VERSION", colliding with ours. While wie could #undef it, take
the less hacky route and rename it.
2014-01-27 18:14:36 +01:00
Yamagi Burmeister
5e1419e6ba Define HAVE_BOOLEAN on Windows
Without this define newer versions of jpeg define a type "bool" as char,
while the MinGW headers define it as "unsigned short". Automake should
have detected that, but...
2014-01-27 17:28:59 +01:00
Yamagi Burmeister
93b38c6312 Define macros needed by 26bbfea.
The code used build fine on my workstation, since Mesa3D has the
required macros since ever. But on Windows gl.h is still limited
to OpenGL 1 (really?).
2014-01-27 17:26:33 +01:00
Yamagi Burmeister
26bbfead45 Add support for MSAA.
MSAA was a long wanted and often requested feature. Just set set the
desired number of samples with gl_msaa_samples and do a vid_restart.
This code is based upon work done in Hecatomb.
2014-01-26 09:53:10 +01:00
Yamagi Burmeister
825a53009a Provide a workaround if SDL_GetRelativeMouseState() is disfunctional
On some systems SDL_SetRelativeMouseMode() can fail under several
circumstances. For example:
 - Security software is blocking acces to raw input.
 - XInput 2 is unavailable.
 - SDL2s configure script has messed up.
Detect those situations and reposition the mouse manually to the
window center after having read it's current state. This fixes
issue #34 an #35.
2014-01-25 15:46:55 +01:00
Yamagi Burmeister
68d3da29e8 Destroy the window after the GL context.
The GL context is bound to a window, so destroy it before the window and
not after it. While here update the header comment.
2014-01-23 17:23:16 +01:00
svdijk
98a83e2322 Minor input grabbing cleanup. 2014-01-11 19:01:04 +01:00
svdijk
b33c895d56 Whitespace 2014-01-05 20:32:18 +01:00
svdijk
50e1bf16fe Fix key-repeats in the console (for instance the backspace key) 2014-01-05 20:22:34 +01:00
Yamagi Burmeister
84a1766702 Merge input backend init and keyboard init
Now that the refresher is part of the client, there's no need to init
the backend before the refresher and the keyboard after it.
2014-01-05 18:58:52 +01:00
Yamagi Burmeister
e8239291a7 Remove unnecessary IN_Close()
Having a special function to close the input devices is unnecessary. The
backend should close them at shutdown, when IN_BackendShutdown() is
called.
2014-01-05 18:53:03 +01:00
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
Yamagi Burmeister
f80e02ffd9 Refactor the SDL input backend once again.
- Remove the keyq. This linked list was used to work around limitations
  of the good, old DirectInput API. It's not necessary with SDL.
- Inline some functions to others where apropriate and remove unused
  or unnecessary functions.
- Reorder functions into groups.
- Update comments.

This commits still misses necessary changes to the frontend. They'll be
done in subsequential commits.
2014-01-05 18:40:24 +01:00
svdijk
7111f735f7 Fix a (harmless) off-by-one in a SDL_VideoDriverName() call 2014-01-05 17:44:29 +01:00
Yamagi Burmeister
a6b911a9a8 Bump version number to 5.21 2014-01-01 11:25:36 +01:00
Yamagi Burmeister
be14aea08d Add an signal handler for SIGINT and SIGTERM
This allows the user to shut the client down by pressing ctrl-c in it's
terminal or by sendig SIGTERM.
2014-01-01 11:17:28 +01:00
Yamagi Burmeister
fd1e55d18d Do not set the FPU to single precision on Windows
We had dual precision since ever on 64 bit unixoid systems and it "just
worked". So there should be no reason to still force Windows down to
single precision.  The performance impact should be negligible.
2013-12-31 13:18:05 +01:00
Yamagi Burmeister
8102e1a021 Move entitycmpfnc() to cl_view.c an reimplement it
This function is only used in cl_view.c, so no need for external
declaration. Reimplement it in a sane and on all platform 64 bit
clean way. This allows us to finally remove the horible INT macro.
2013-12-31 12:47:18 +01:00
Yamagi
78b974d3ca Merge pull request #28 from alericoveri/qgl_cleanup
QGL renundancy cleanup
2013-12-31 03:14:55 -08:00
Daniel Gibson
3afe57b8f2 Fix #29 by simplifying mouse button handling
Pressing two mouse buttons at the same time didn't work properly, only
one had effect, e.g. when pressing LMB to walk forward and RMB to shoot
(when bound like that...)

Not sure why that was, but the old mouse button handling (inherited from
the super-old win32 backend where it was supposed to work around bugs in
WinAPI or whatever, where sometimes there were two mouse button presses
in one event or something) was unnecessarily complicated anyway so I
replaced it with something simpler.
2013-11-26 19:22:29 +01:00
Alejandro Ricoveri
1cfb5c67d5 QGL renundancy cleanup
Despite QGL is only handling GL extensions, there was a little code renundancy.
QGL_EXT_Reset sets all extension pointers to NULL.
2013-11-22 08:17:34 -04:30
Yamagi Burmeister
64a39ce09e Bump version number to 5.20 2013-11-14 18:13:35 +01:00
Yamagi Burmeister
0f9dcba9ed Apply some cleanup to the input backend
Make non global functions static, give some better names to variables,
remove unneccessary special cases and remove some superflous functions.
Form most - if not all - users this changes should be a no-op.
2013-11-10 10:10:43 +01:00
Yamagi Burmeister
e7ac0653b2 Merge branch 'sdl2' 2013-11-09 13:21:39 +01:00
Scott Smith
70eef55ab5 OpenGL-ES converstion
Specific device options for pandora, gcw, gph
2013-10-12 12:31:20 -04:00
Yamagi Burmeister
82f3fa84a9 Use "directsound" as sounddriver when using SDL2 on Windows 2013-10-12 12:13:33 +02:00
Yamagi Burmeister
5c5a9beba5 Rename CreateWindow() to CreateSDLWindow()
CreateWindow() is a symbol internal to Windows. We can't use it in out
code or it will collide.
2013-10-12 11:07:05 +02:00
Yamagi Burmeister
5e85fbc8b9 Allow arbitrary screen sizes.
Without this change the width of the render windows was required to be a
multiple of 8, making it unable to use strange resolutions like 1366x768.
This change is based upon an idea submitted by "tmcp" in pull request
27.
2013-10-12 09:29:19 +02:00
Daniel Gibson
d1ca122955 Add -DSDL2 for Win32/OSX support (untested), print SDL2 usage on startup
The quake2 binary now gets -DSDL2 in the CFLAGS, so Win32/OSX can
use different #include paths accordingly.
This is also (ab)used to print which SDL version is used on startup.
Don't use this for anything else, use
#if SDL_VERSION_ATLEAST(2, 0, 0)
instead.

I haven't tested building on/for Win32 or OSX, there may be more
work to do.

Furthermore I added Copyright-Info about CalculateGammaRamp()
in refresh.c (it's from SDL2)
2013-09-01 14:19:33 +02:00
Daniel Gibson
628dff77a8 Clean up + improve setting gamma via xRandR
* save gamma on start and restore on exit
* handle errors
* Restore SDL1.2 compatibility
2013-09-01 03:18:21 +02:00
Daniel Gibson
9af707c7a0 use xrandr for x11gamma (still hacky) 2013-08-27 21:54:48 +02:00
Daniel Gibson
d6dbd6497e Set gamma with SDL2 2013-08-27 19:57:14 +02:00
Daniel Gibson
a83f1c8ff0 SDL2: Fix Icon 2013-08-27 01:16:05 +02:00
Daniel Gibson
997be0dcd1 Fixes for SDL2
* Fix input issues (mouse-wheel and mouse input)
* SDL2 is not default anymore in the Makefile (use WITH_SDL2=yes)
* If SDL2 is enabled, CD audio is disabled (SDL2 doesn't support
  that - use OGG/Vorbis instead)
* Small fix to make it compile with SDL1.2 again
2013-08-26 23:55:34 +02:00
Daniel Gibson
51b7607548 SDL2 support (mostly)
Makefile is adjusted, it compiles and works mostly, but
* For some reason (bug in SDL_GetRelativeMouseState() ?)
  mouse input doesn't work properly.. it seems to be bound
  to window borders, even if input is grabbed
* some keys can't be used anymore because there's no SDLK_*
  for them anymore (gotta find out if this is important)
* Maybe some of the changes need cleanup
2013-08-26 00:55:31 +02:00
svdijk
ee03e7f03a simplify the input grabbing code 2013-07-30 20:13:49 +02:00
Yamagi Burmeister
005fea6c94 Call GLimp_GetProcAddress directly 2013-07-27 08:50:20 +02:00
Yamagi Burmeister
88bd357231 Remove support for old SGI Opengl extensions
Those extensions have become part of ARB about 15 years ago and most if
not all video cards still in use should support the ARB versions. I
believe that at least parts of this code were disfunctional.
2013-07-27 08:47:28 +02:00
Yamagi Burmeister
ad52c5c888 Rename all qgl* functions top their OpenGL counterparts
This removes the need to define the old qgl function names to the
official OpenGL names. The OpenGL functions are now called directly
without any abstraction.
2013-07-27 08:47:21 +02:00
Yamagi Burmeister
ecc4302f94 Alter Makefile and header pathes following the refresh move
With this change the "refresh" make target doesn't any longer exists.
It was merged into the "client" target. One will need a "make clean"
before building yQ2 after this change.
2013-06-15 10:37:11 +02:00
Yamagi Burmeister
8a17f20e64 Move refresher to client/refresh
This is the more appropriate place now that the refresher is merged into
the client
2013-06-15 10:37:11 +02:00
Yamagi Burmeister
85571cfc56 Only cleanup the GL context if OpenGL was initialized 2013-06-15 10:37:11 +02:00
Yamagi Burmeister
9af9f54f36 Remove QGL pointers
This is a manual merge of Hecatomb Q2 ref b8952d5. Manual since git
couldn't do an automerge for some reasons... Notable changes are:
- QGL function pointers are removed, libGL is linked directly
- The OpenGL log framework is removed. It was disfunctional
- The gl_driver cvar is finaly gone
This change is currently untested on Windows and OS. There should
be no problems but a better Makefile integration of libGL is needed.
2013-06-15 10:37:11 +02:00
Alejandro Ricoveri
2b0974822c Client refactoring
Some stuff being reordered
2013-06-15 10:37:11 +02:00
Alejandro Ricoveri
3e45c5e363 Refresh API refactoring
Analog functions of the former refexport_t are now public for the client
to access.
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
6686b875cc vid.c refactoring
VID_LoadRefresh with no parameters
VID_LoadRefresh doesn't need a DLL name (because there isn't one)
Rename reflib_active to ref_active
Reference to client input callbacks
All declarations are at the beginning of the file
Full reimplementation of VID_Shutdown
VID_Shutdown does all the refresher cleanup
Reimplementation of VID_FreeReflib
Implementation of VID_LoadRefresh
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
8e69d9dc5c Remove vid_ref cvar
Normally setting gl_mode cvar would result in VID_LoadRefresh because
of vid_ref being "modified". After removing vid_ref out of the picture
it will "modify" vid_fullscreen to replicate the same behaviour.

Variable "name" (who used to hold refresh dll name) is now left unused

All references to vid_ref cvar has been taken out ...
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
35e1792c91 Input backend refactoring
Get rid of input backend function pointers + some code cleanup that is no longer necessary
2013-06-15 10:27:30 +02:00
Alejandro Ricoveri
a7f02a5b0e The refresher is linked statically into the client, no more 'ref_gl.so'. 2013-06-15 10:27:30 +02:00
svdijk
55d6a601c9 Fix default video mode.
Revert "The default video mode is 5 (640x480). Spotted by svdijk."
This reverts commit a76d7d5cfb.
2013-05-28 20:42:57 +02:00
svdijk
1251fde6e4 credits 2013-05-24 18:21:11 +02:00
Yamagi Burmeister
033550cd59 Bump the version number to 5.11 2013-05-20 19:14:29 +02:00
svdijk
9564b7b55e fix aspect ratio menu option 2013-05-19 18:42:44 +02:00
svdijk
1d0f979bf9 Q_strlcat minor bugfix 2013-05-18 21:07:52 +02:00
svdijk
5692388da1 cleanup Com_sprintf, minor tuning 2013-05-18 19:01:23 +02:00
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
b46e210d76 change (v)sprintf calls to (v)snprintf calls 2013-05-17 21:50:31 +02:00
svdijk
be63c7f198 note to self: always compile before you commit 2013-05-13 21:39:53 +02:00
svdijk
a5044a93eb make sure svs.demofile is set to NULL after closing it 2013-05-13 21:26:58 +02:00
svdijk
662229a568 fix FS_FOpenFileWrite, also make FS_FOpenFile{Write,Append} open in binary mode 2013-05-13 21:17:55 +02:00
svdijk
f5a44ff5ae remove unnecessary fileHandle_t typecasts 2013-05-13 21:11:52 +02:00
svdijk
2ad4255187 fix sv.demofile/svs.demofile type/treatment 2013-05-13 21:00:50 +02:00
svdijk
4bef586e67 remove unnecessary fileHandle_t typecasts 2013-05-13 18:49:16 +02:00
svdijk
b08fbb7cbf replace remaining strncat calls with memcpy calls 2013-05-13 18:38:37 +02:00
svdijk
8fad0a9008 change some more (mostly wrong) strncpy calls to Q_strlcpy calls 2013-05-12 20:25:00 +02:00
svdijk
c469a97b36 fix typo 2013-05-11 15:29:02 +02:00
svdijk
7c1d2b4219 fix incorrect typecasts in FS_* calls 2013-05-11 15:22:27 +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
4682c888f0 replace strncat calls by Q_strlcat calls 2013-05-11 13:24:13 +02:00
svdijk
a26892cb90 add Q_strlcpy and Q_strlcat 2013-05-11 13:19:52 +02:00
svdijk
392c04bc1d some sanity check commenting 2013-05-11 12:57:50 +02:00
svdijk
8869b0542d rename strlwr to Q_strlwr 2013-05-11 12:46:49 +02:00
svdijk
cd54f56b36 some more boundary checking 2013-05-08 20:16:23 +02:00
svdijk
3c62c2be5a ogg/cda: move defaults from yq2.cfg to engine 2013-05-08 20:06:53 +02:00
svdijk
1c431e14ac make the load/save statusbar a bit more informative 2013-05-08 20:01:44 +02:00
svdijk
9803652781 some strncpy/strncat fixes 2013-05-07 21:46:46 +02:00
svdijk
d4c5960f8f help/score updates: fix typo 2013-05-04 14:47:02 +02:00
Yamagi
b58b78714b Merge pull request #23 from alericoveri/osx-aluwf
AL_InitUnderwaterFilter wasn't being compiled conditionally
2013-04-28 08:46:42 -07:00
svdijk
27b3d27584 sdl: fix key repeat (SDL_EnableKeyRepeat was called too early) 2013-04-28 12:38:53 +02:00
svdijk
fa9548fcad M_Popup: some more tuning 2013-04-28 12:31:51 +02:00
Alejandro Ricoveri
1c84805c1f AL_InitUnderwaterFilter wasn't being compiled conditionallyi 2013-04-27 17:21:15 -04:30
svdijk
8e1bb70932 M_Popup: align the same as the old popups 2013-04-26 18:55:23 +02:00
svdijk
082c2d454f cinematics: minor rewriting of cin_force43 behaviour 2013-04-24 20:33:12 +02:00
svdijk
695e0a9a16 cinematics: fix video mode changing during cinematic playback 2013-04-22 20:51:59 +02:00
svdijk
3c6a57129e cinematics: force 4:3 aspect ratio (new cvar cin_force43) 2013-04-22 20:44:47 +02:00
svdijk
b9deabd86a videomenu: fix CUSTOM_MODE 2013-04-21 18:44:50 +02:00
Yamagi Burmeister
277c2b9567 Use the same default volume on all platforms again
Testing showed that after the last round of sound changes FreeBSD is the
only platform with distorted sound when s_volume is set too high. I'm
pretty sure that it's caused by a bug in the OSS backend of openal-soft.
I'll need to analyze this more and maybe write a problem report. Since
FreeBSD users should be experienced enough to lower the volume when
there are problem (there's a FAQ in our README!), use the same default
volume on all platforms.
2013-04-21 12:02:38 +02:00
Yamagi Burmeister
3ac88e1bda Rename snd_wav.c to wave.c to get in line with other files 2013-04-21 11:32:20 +02:00
Yamagi Burmeister
84020e4d8e Rename snd_vorbis.c to ogg.c. This name is more appropriate 2013-04-21 11:30:07 +02:00
Yamagi Burmeister
fb7b97d868 Minor cleanups to snd_vorbis.c
- Remove any forward declarations
- Tightens checks for SDL
2013-04-21 11:27:31 +02:00
Yamagi Burmeister
78ce1e491c Rename snd_al.c to openal.c 2013-04-21 11:19:01 +02:00
Yamagi Burmeister
1d6aaca68e Whitespace cleanup 2013-04-21 11:14:00 +02:00
Yamagi Burmeister
a1f5ccfcac Update header comment 2013-04-21 11:13:26 +02:00
Yamagi Burmeister
92be8c75e3 Rework volume handling 2013-04-21 11:06:18 +02:00
Yamagi Burmeister
b9e71913ae Restructure and refactor snd_al.c 2013-04-21 10:40:00 +02:00
Yamagi Burmeister
e5505f90d7 Rename snd_dma.c to sound.c. yq2 never used DMA. 2013-04-20 15:09:57 +02:00
Yamagi Burmeister
957e4d4735 Whitespace cleanup 2013-04-20 15:06:47 +02:00
Yamagi Burmeister
242a62384c Update header comment 2013-04-20 15:06:15 +02:00
Yamagi Burmeister
b9a62ff34b Cleanup snd_dma.c 2013-04-20 15:01:31 +02:00
Yamagi Burmeister
720db15de9 Cleanup local.h of the sound system 2013-04-20 14:20:58 +02:00
Yamagi Burmeister
d9cd053461 Whitespace cleanup 2013-04-20 13:48:21 +02:00
Yamagi Burmeister
910dc421c6 Update file header and comment 2013-04-20 13:47:15 +02:00
Yamagi Burmeister
ef7c85bbcd yq2 never had a dma based soundengine. Let's call it just "sound". 2013-04-20 13:40:54 +02:00
Yamagi Burmeister
b45876ffdd Refactor the SDL part of S_Update() into the backend 2013-04-20 13:32:58 +02:00
Yamagi Burmeister
d9643e8b76 Refactor the SDL part of S_RawSamples into the backend 2013-04-20 13:16:40 +02:00
Yamagi Burmeister
2c356d142e Refactor the SDL part of S_LoadSound into the SDL backend 2013-04-20 10:26:31 +02:00
Yamagi Burmeister
0c93ecbddb Print the number of OpenAL sources in the backend 2013-04-20 10:26:19 +02:00
Yamagi Burmeister
cbecc5b2dc Retire snd_mem.c and integrate it into snd_dma.c and the backends 2013-04-20 09:19:59 +02:00
Yamagi Burmeister
3989ff73b2 Retire snd_mix.c and incorporate it into the SDL backend 2013-04-20 09:03:47 +02:00
Yamagi Burmeister
35ba5b0de1 Move all generic function used only by the SDL backend into it
Additionally rename those function to SDL_ prefix and refactor
them a little.
2013-04-20 08:40:53 +02:00
Yamagi Burmeister
f1ce0c0c00 Move all SDL backend function to the SDL backend and use SDL_ as prefix 2013-04-20 08:02:13 +02:00
svdijk
20110faeed Some minor cleanup/tuning/commenting 2013-04-14 18:46:08 +02:00
svdijk
4465d7e045 menu: some style syncing between savegame/server listing 2013-04-14 16:17:00 +02:00
svdijk
d297b97c12 menu: Rework the save/load menu a bit using M_Popup (get rid of excessive green) 2013-04-14 16:13:58 +02:00
svdijk
f9cda84d6e menu: Use M_Popup for the server search message 2013-04-14 16:07:37 +02:00
svdijk
1d86145f7f menu: Use M_Popup for the sound system restart message 2013-04-14 16:03:59 +02:00
svdijk
5daee97e2a menu: Add a generic popup function M_Popup 2013-04-14 14:49:45 +02:00
svdijk
aae7de19c4 Use some safer offset values for gl_zfix, and default to 0
(Since it seems to cause unwanted artifacts with some drivers)
2013-04-07 19:07:16 +02:00
Yamagi Burmeister
9def7d908f Silence another 2 gcc48 warnings due to creative array usage
This is nearly the same case as in 1bee58840d and should be a no-op.
2013-04-07 13:54:24 +02:00
Yamagi Burmeister
1bee58840d Silence a gcc48 warning due to some "creative" array usage
To my understanding this code and the old code do exactly the same, this
one is just more readable. Therefor this change should be a no-op.
2013-04-07 13:43:17 +02:00
svdijk
41d89c7171 Whitespace 2013-03-24 18:12:14 +01:00
svdijk
346d9873f0 Fix double server entries in multiplayes menu.
Also display netadr in statusbar instead of in the list (lowres compatible).
2013-03-24 18:08:06 +01:00
svdijk
77c9cb7e05 Update savegame tables (forgot them in the previous commit) 2013-03-23 12:30:48 +01:00
svdijk
5ed89a0373 Move some functions to a better place 2013-03-23 11:40:54 +01:00
svdijk
6f6c9a1aae Fix help computer and inventory updates when already opened 2013-03-20 20:21:53 +01:00
svdijk
909e69462f Fix a typo in a function prototype in game.h 2013-03-19 21:42:48 +01:00
svdijk
d07735b831 Rewrite the Shift+Escape code a bit (somewhat cleaner) 2013-03-18 19:37:26 +01:00
svdijk
317355f7ca Minor rewriting. 2013-03-17 21:32:50 +01:00
svdijk
e49693bec4 Make cmdlist and cvarlist alphabetically ordered. 2013-03-17 18:16:02 +01:00
svdijk
8b28e3d0df Make Shift+Escape toggle the console. 2013-03-17 17:31:00 +01:00
svdijk
f36f708b24 Unbind default bindings before loading stored bindings (new cvar cfg_unbindall) 2013-03-16 22:49:48 +01:00
svdijk
7637d32f6f Work around the z-fighting on some baseq2 maps (new cvar gl_zfix) 2013-03-16 16:47:57 +01:00
Yamagi Burmeister
d9519cee61 Remove an unneccessary check.
This check involved an uninitialized pointer, so it never worked. It
could lead to crashes in some situations, especially when clients tried
to reconnect after a manual map change on the dedictated server.
2013-03-10 12:08:58 +01:00
Yamagi Burmeister
e1903dd925 Change some qglTexParameterf to qglTexParameteri
Scott S. pointed out that some the qglTexParameterf calls should be
qglTexParameteri. I don't know if all this changes are correct (I'm
an openGL noob) but they shouldn't make thinks worse and "works for me".
2013-03-10 10:20:42 +01:00
Citramonum
3e56938aa9 Update vid.c
Fix a typo in 1280x960 graphic mode parameters.
2013-03-09 21:06:06 +04:00
Yamagi
2300a547a8 Merge pull request #19 from JayWalker512/stupid-laptop-res
Added support for 1366x768 laptop resolution in video menu. This will break existing configs one again if a mode of 1440x900 or higher is used.
2013-01-20 03:08:00 -08:00
Yamagi Burmeister
56d920162e Reduce default volume to 0.3 on non-linux-platforms
If the volume is set too high the OpenAL backend preamplification leads
to overdriven sound samples. It's not quite understandable to me why
that only happen on platforms other than Linux (maybe a bug in OpenAL?)
and there's not much we can do against it besides reducing the volume.
As the side note: Simmilar behavior can be seen at least in ioQ3 and
dhewm3...
2013-01-20 12:01:10 +01:00
Yamagi Burmeister
bc5c308684 Add a cvar "s_openal_maxgain" to clamp AL_GAIN
This cvar is a last resort if all other measures to prevent overdriven
preamplifation fail. Setting it to lower value than 1.0 limits the
overall dynamic range, so sound quality is lost. This is especially
hearable when low volume samples are encountered, like the shotgun
combined with the silencer.
2013-01-20 12:01:10 +01:00
Yamagi Burmeister
1f5012aec3 Calculate the AL_GAIN by s_volume and don't set a global AL_GAIN 2013-01-20 12:01:10 +01:00
Yamagi Burmeister
548bbeb129 Pass raw "float" volume to OpenAL
The client uses float values between 0.0 and 1.0 to represent the volume
of sound samples. This is the range required by OpenAL. But the generic
part of the sound system multiplied the raw float value with 374 and
clamped it to a full integer. That worked by luck withth the OpenAL
backend but broke at least the silencer powerup. Solve this problem by
adding a new field "float oal_vol" to the channel_t struct and use it to
pass the raw float value to OpenAL.

This fixes issue #18
2013-01-20 12:00:29 +01:00
Brandon Foltz
d6feeeff8d Added support for 1366x768 laptop resolution in video menu. 2013-01-18 14:59:44 -05:00
Yamagi Burmeister
2890dafbda Divide effect volume by 3 when using the OpenAL backend
Since OpenAL 1.15 AL_GAIN has much more weight than before. That leeds
to overdriven effect samples unless the volume control is set to a very
low level. With this change volume can be set to a high level without
distorting. But there's one problem. A division by 2 is to low to rule
distortion out and by 3 the game is a little bit quieter than before. A
value of 2.5 would be optimal but is not applicable since the volume is
represented by an integer. I've choosen 3 to be aon the save side.

As a side note: This problem was very less worse on Linux than on
Windows and FreeBSD. Maybe Linux guys need to pump there volume up
to compensate this work-around.
2013-01-06 17:09:30 +01:00
Yamagi Burmeister
2ee5937fa3 Bump version number to 5.10 2012-12-30 17:46:22 +01:00
svdijk
0f985d3e45 Cleanup the keybindings menu code. 2012-12-29 18:21:46 +01:00
svdijk
4f5ba24003 Some more load/save menu tuning (better QMF_GRAYED use). 2012-12-29 17:18:30 +01:00
svdijk
83037ace88 Some load/save menu tuning. 2012-12-29 17:16:53 +01:00
svdijk
74f244801f Fix game saving on page 2(+).
Fixes issue #16.
2012-12-26 09:30:16 +01:00
svdijk
bcc6f62b61 Make the Load/Save menu multi-page (support low-res). 2012-12-09 17:57:00 +01:00
svdijk
e78a18c5ca Fix the "help computer" keybinding option; some whitespace cleanup. 2012-12-09 17:56:47 +01:00
Joshua Scoggins
7116d7e90a Fixed a bug in src/common/header/common.h with respect to ia64
I had written #elif define __ia64__ instead of #elif defined __ia64__

This has been fixed.
2012-11-30 20:34:35 -08:00
Joshua Scoggins
a578fff56a Extended the arch check in src/client/header/client.h to include ia64
For ia64 it's necessary to define int as long long instead of long int. I know
this for a fact because pointers that were encoded as long int in my LLVM and
CLIPS bridge would fail horribly when passed out of clips back into LLVM. long
long fixed it.
2012-11-30 20:30:28 -08:00
Joshua Scoggins
df4c4dd9dd Added ia64 to the ARCH define 2012-11-30 20:21:28 -08:00
Joshua Scoggins
dc0f2ec779 Added the ia64 cpustring 2012-11-30 20:20:44 -08:00
svdijk
0fe5d4f610 Make sure that the crashlog actually gets written. 2012-11-17 15:31:12 +01:00
svdijk
1dd083cd7d COM_Parse: Fix buffer overflow in long quoted strings. 2012-11-17 15:28:45 +01:00
svdijk
561add00a8 cl_main:CL_UpdateWindowedMouse() optimization. 2012-11-16 20:30:59 +01:00
Yamagi Burmeister
a76d7d5cfb The default video mode is 5 (640x480). Spotted by svdijk. 2012-11-14 21:12:21 +01:00
svdijk
247e2baa3a More mouse grab/release tuning. 2012-11-14 21:08:07 +01:00
Ilia Zhirov
46c77400e2 fixed build on pre ansi c89 compilers 2012-11-14 14:49:40 +06:00
svdijk
823753dec9 Some minor restructuring and cleanup. 2012-11-07 21:15:18 +01:00
svdijk
1c0934f462 Game cleanup. 2012-11-07 21:10:48 +01:00
svdijk
eb8a2d792f Minor console mouse release tweak. 2012-11-05 21:33:44 +01:00
svdijk
8c8fba7421 Refresher cleanup. 2012-11-05 21:33:35 +01:00
Yamagi Burmeister
82275f636e Merge branch 'master' of github.com:yquake2/yquake2 2012-11-04 18:52:27 +01:00
Yamagi Burmeister
d263e896cf Use an enum for "qboolean" on OS X
Defining "qboolean" to something other than an enum changes the size of
some structs. That in turn breaks compatiblity with mods that use the
enum define. With this change the addons (tested with xatrix and rogue)
are running on OS X. Many thanks to my sister for lending me her
Macbook.
2012-11-04 18:47:15 +01:00
Yamagi Burmeister
5c217771cb Use correct include path on OS X
This path matches the libjpeg.framework we'll use to build the
binary releases.
2012-11-04 09:23:25 +01:00
Yamagi Burmeister
86ca73754d Silence a compiler warning on OS X 2012-11-04 09:18:37 +01:00
svdijk
7be7f6831f backends/sdl/input.c: only call SDL_WM_GrabInput() when needed. 2012-10-30 20:36:29 +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
svdijk
a1adac8ba9 client/menu/menu.c: make ConsoleFunc() consistent with cl_console:Con_ToggleConsole_f(). 2012-10-30 20:36:10 +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
687ca61dfa Fix gl_swapinterval 2012-10-06 09:14:12 +02:00
Yamagi Burmeister
943c29804c Add the SDLMain SDL wrapper, needed for OS X 2012-09-14 11:46:22 +02:00
Yamagi Burmeister
e9c5c3ca8e Add savegame defines for OS X 2012-09-14 11:32:42 +02:00
Yamagi Burmeister
ba10009aa5 Add support for Mac OS X
These are the code changes and Makefile changes necessary to build and
run Yamagi Quake II on Max OS X. OS X 10.6 or higher is required, older
version may work but we cannot guarantee it. The documentation will be
added in another commit. This patch was contributed by W. Beser, I made
only some small cosmetical changes.
2012-09-14 11:21:02 +02:00
Yamagi Burmeister
dd6ed24104 Bump version number to 5.00 2012-09-03 14:34:51 +02:00
Sander van Dijk
1f2452e7a6 src/game/g_weapon.c: Some sanity check changes. 2012-08-28 17:05:31 +02:00
Yamagi Burmeister
7958767922 Blaster shots shall not explode at the skybox 2012-08-26 15:38:00 +02:00
Yamagi Burmeister
4a81e58128 Okay, do the last commit acutally right... damage can be NULL. 2012-08-26 14:57:28 +02:00
Yamagi Burmeister
8819ad1c9a Fix a too strict sanity check in void blaster_touch()
This sanity check caused a too early exit of the function if the player
stood directly in front of a wall and fires the blaster or hyper
blaster. Therefor the wall impact effect wasn't drawn. This commit
fixes issue #6. Many thanks to svdijk for narrowing this problem down to
somewhere between 3.00 and 4.00.
2012-08-26 10:24:55 +02:00
Yamagi Burmeister
ed22ca81c2 Silence a warning with the upcoming Clang 3.2 2012-08-22 14:25:32 +02:00
Jonathan Gray
1f9d6084b6 OpenBSD port 2012-08-18 09:53:03 +02:00
Jonathan Gray
22fa99b713 test SIN6_LEN not __FreeBSD__ for sin6_len 2012-08-12 13:40:43 +10:00
Sander van Dijk
f292c1e22d Fix custom resolution handling in the video menu. 2012-08-06 14:04:12 +02:00
Yamagi Burmeister
602dd1af6f Connect non-base OpenGL function by calling wglGetProcAddress() on Windows
This is necessary since non-base OpenGL functions can't be connected by
calling the standard GetProcAddress() on Windows. To archive this the
old qwglGetProcAdress() is renamed into GetProcAdressGL() and a new
function pointer qwglGetProcAdress is introduced. On unixoid System it's
NULL and on Windows connected to wglGetProcAddress(). If it's NULL the
system wide function is called, if not the function Pointer is used.
2012-08-03 15:14:45 +02:00
Yamagi Burmeister
739590e639 Do not hide library loading errors behind "developer" 2012-08-03 15:13:58 +02:00
Sander van Dijk
3d4bbe6c31 Fix aspect menu options. 2012-08-03 08:05:09 +02:00
Yamagi Burmeister
efd1ddb1c5 Initialze vid_gamma 2012-08-02 15:33:42 +02:00
Yamagi Burmeister
8141380030 Allow to set the aspect ratio via the menu 2012-08-02 15:18:58 +02:00
Yamagi Burmeister
de9dda7432 Restart the refresher when certain values are changed via the menu 2012-08-02 14:59:51 +02:00
Yamagi Burmeister
f1420ffe75 Use correct default mode 2012-08-02 14:47:18 +02:00
Yamagi Burmeister
3ab4e58df5 Cleanup the video menu, remove support for different refresher 2012-08-02 14:39:33 +02:00
Yamagi Burmeister
c6eaf5c876 Mobe LIBGL makro to common.h and replace all hardcoded libGL calls with it 2012-08-02 14:06:32 +02:00
Yamagi Burmeister
751d39fb50 Update the file header comments 2012-08-02 14:00:04 +02:00
Yamagi Burmeister
8d0dfd2c30 Merge vid.c into 1 generic file 2012-08-01 16:54:09 +02:00
Yamagi Burmeister
f89bb3265e Combine qgl.c glwindow.h into one generic file 2012-08-01 15:51:39 +02:00
Yamagi Burmeister
e5f70fcf40 Merge qal.c into one generic file for all platforms
To archive this, 3 new functions Sys_GetProcAddress(), Sys_LoadLibrary()
and Sys_FreeLibrary() were added to abstract the library loading code
into a platform independend API.
2012-08-01 14:54:18 +02:00
Yamagi Burmeister
399c581f06 Move src/windows to src/backends/windows 2012-08-01 14:12:05 +02:00
Yamagi Burmeister
3fb8492398 Move src/unix to src/backends/unix 2012-08-01 13:58:10 +02:00
Yamagi Burmeister
c5bf1e8c93 Move src/sdl to src/backends/sdl 2012-08-01 13:47:32 +02:00
Yamagi Burmeister
3918d3ba34 Change the VERSION number from float to string
Using a float number as version number is a bad idea. Correct this long
standing problem by changing it to a string. If we ever want to compare
version numbers, 2 integer constants "MAJOR_VERSION" and "MINOR_VERSION"
should be added.
2012-07-27 08:57:52 +02:00
Yamagi Burmeister
b52336850f Reformat the client 2012-07-22 15:34:45 +02:00
Yamagi Burmeister
7bbfa01a87 Fix a unlogical statement 2012-07-22 12:51:53 +02:00
Yamagi Burmeister
6f719f4c7b Reformat the refresher 2012-07-21 14:09:45 +02:00
Yamagi Burmeister
b1ddebf552 Update "unzip" to version 1.01h
This update brings some minor bugfixes, especially for big endian
platforms and LLP64 systems like 64 bit Windows. The support for
encrypted ZIP archives was removed. This is a no-op change, since
there was no way to pass the password to uncrypt. Without the
uncrypt code Yamagi Quake II can be distributed in some countries
with special laws for cryptographic software. The LICENSE was
updated to the most recent version of the INFO-ZIP license.
2012-07-21 12:02:39 +02:00
Yamagi Burmeister
9288513e86 Reformat and cleanup of the server 2012-07-21 10:06:07 +02:00
Yamagi Burmeister
dbed2fa053 Clear display buffer before shutting the refresher down 2012-07-10 15:02:42 +02:00
Yamagi Burmeister
de3da4ba70 Check for gamex86.dll if game.dll wasn't found
This change allows the usage of old mods without renaming their game
lib. This is applied to windows only because the few Linux mods out
there are broken since a long time due to incompatible changes in libc
and the kernel. Requested by Victor Sergeevich.
2012-07-09 15:54:20 +02:00
Yamagi Burmeister
7ac71db523 Merge branch 'cleanup'
Conflicts:
	src/common/header/common.h
	src/common/header/shared.h
	src/common/misc.c
	src/unix/main.c
	src/unix/system.c
2012-07-09 14:35:37 +02:00
Yamagi Burmeister
ae99562741 Seed the game PRNG at startup 2012-06-26 14:31:01 +02:00
Yamagi Burmeister
fd44d3078f Fix path length limitation (pointed out by Daniel) 2012-06-24 18:11:55 +02:00
Yamagi Burmeister
590baaa3e9 Remove some potential harmfull "long"
While the use of "long" was harmless in this case, it's unnecessary and
we try to keep Quake II free from longs.
2012-06-22 09:44:26 +02:00
Yamagi Burmeister
c80954a65e Remove support for qhost
qhost was a proprietery management application for Quake II dedicated
servers. Since we don't know if the code is still working and most
likely no one uses it anymore, remove it. This war requested by Daniel.
2012-06-22 09:06:27 +02:00
Yamagi Burmeister
0353f6fc42 Remove support for partitial installations
This was requested by Daniel. While partitional installations were
working, they are another distinction between Linux and Windows and
useless. Everyone should have the ~350MiB for a full installation.
And full installations are much faster.
2012-06-22 08:49:12 +02:00
Yamagi Burmeister
b96d247db3 Create homedir before redirecting stdout and stderr 2012-06-21 09:26:37 +02:00
Yamagi Burmeister
2df1f31683 Enable qconsole.log by default 2012-06-20 13:52:47 +02:00
Yamagi Burmeister
4fe877b5f6 Do not print the client build options when starting q2ded 2012-06-20 13:49:06 +02:00
Yamagi Burmeister
b3f09db95c Print build options at startup 2012-06-20 13:40:49 +02:00
Yamagi Burmeister
8558a6af11 DO not redirect the stdout and stderr when running as dedicated server 2012-06-20 13:40:49 +02:00
Yamagi Burmeister
847128cb76 Close stderr and stdout at shutdown 2012-06-20 13:40:49 +02:00
Yamagi Burmeister
5d85a66fed Print console messages and errors to stdout 2012-06-20 13:40:49 +02:00
Yamagi Burmeister
984badffa0 Remove unused function Sys_Warn() 2012-06-20 13:40:48 +02:00
Yamagi Burmeister
74e6993d6f Remove unused function Sys_Printf() 2012-06-20 13:40:29 +02:00
Yamagi Burmeister
1a748adaa5 Remove the "nostdout" cvar
The "nostdout" cvar was only existent on unixoid platform and
disfunctional. Since the stdout putput is very helpfull when
debugging things, just remove it.
2012-06-20 13:40:10 +02:00
Yamagi Burmeister
229e13e6f4 Redirect stdout and stderr into files 2012-06-20 13:39:18 +02:00
Yamagi Burmeister
c0e9a6f045 Make Quake II compatible with unicode directory names
This changes employs a horrible hack to connect the ASCII Quake II to
the UTF-16 WinAPI. The path to "My Documentes" is read in UTF-16, then
converted to a old "DOS style path" with 8.3 characters. This DOS path
has by convention no UTF-16 characters in it and can be converted into
a normal ASCII string. This ASCII string is the path used by Yamagi
Quake II. The conversion logic will fail if the "Windows to DOS
filename transistion" is deactivated in the registry (it's on by
default). In that case no homedir is used and the "Windows Roaming
Mechanism" kicks in.
2012-06-20 13:39:18 +02:00
Yamagi Burmeister
e1f338f59b Reformat the headers 2012-06-18 10:46:31 +02:00
Yamagi Burmeister
e3690bcaab Bump version number to 4.90
This is done to distinguish the upcoming "Yamagi Quake II - Windows Test I"
from the normal 4.21 version.
2012-06-18 09:51:59 +02:00
Yamagi Burmeister
63cdbff0e3 Merge branch 'windows' into cleanup 2012-06-14 12:30:52 +02:00
Yamagi Burmeister
7b54f3d668 Merge branch 'master' into windows
Conflicts:
	src/client/sound/snd_al.c
2012-06-14 12:27:09 +02:00
Yamagi Burmeister
61b10f12da Fix a crash when entering water with s_openal = 0 2012-06-14 12:24:29 +02:00
Yamagi Burmeister
341014eda0 Merge branch 'scanbuild' into windows 2012-06-14 12:18:15 +02:00
Yamagi Burmeister
73e6dc6307 Revert "Convert random() to randk() and crandom() to crandk()"
This reverts commit 12ce981d64.
2012-06-14 12:12:57 +02:00
Yamagi Burmeister
060235e7dd Merge branch 'windows' into cleanup
Conflicts:
	src/common/filesystem.c
	src/sdl/input.c
	src/sdl/refresh.c
	src/unix/system.c
2012-06-11 11:21:16 +02:00
Yamagi Burmeister
2c0148bab5 Enlargen MAX_OSPATH to 256 on Windows
This is necessary due to the extrem long homedir-pathes in some Windows
localizations. While it would be nice to have the same value on all
platform it would break existing savegames and don't think that it's
worth that.
2012-06-11 10:25:12 +02:00