Commit graph

1589 commits

Author SHA1 Message Date
Yamagi Burmeister
4aa4db69ab Merge branch 'readme' 2016-06-25 10:11:47 +02:00
Yamagi Burmeister
83a9e20fa2 Preserve the old README as stuff/README.old 2016-06-25 10:07:59 +02:00
Yamagi Burmeister
9bd8b940db Add a new README, this time in markdown.
After some long discussions it was realizied that the old README had way
too much informations and was too unspecified on some topics. This new
README was written from scratch and focus on installing Quake II.
2016-06-25 10:02:45 +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
Daniel Gibson
1894165737 README: don't pretend we provide OSX binaries (missed things) 2016-05-20 01:30:54 +02:00
Daniel Gibson
ae2ebab17e README: don't pretend we provide OSX binaries 2016-05-20 01:27:54 +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
e9dcf8d09e added 3d crosshair model 2016-04-04 23:53:16 +03:00
Valery Guskov
6ed4843257 too long line in readme 2016-04-04 23:49:36 +03:00
Valery Guskov
71255bde57 fixed spacing in readme 2016-04-04 23:48:47 +03:00
Valery Guskov
c168e501de added stereo support info to readme 2016-04-04 23:48:08 +03:00
Valery Guskov
43bd9deccd Update LICENSE 2016-04-04 23:37:27 +03:00
Valery Guskov
3ed18bd7fe Merge branch 'feature-stereo' 2016-04-04 23:29:53 +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
Yamagi
1c3dce7be0 Merge pull request #128 from Jarvik7/master
Fix broken OSX makefile
2016-03-17 09:05:32 +01:00
Martin Hauke
629c714469 Cmake: Add option for systemwide installation of game assets 2016-03-17 09:00:50 +01:00
Jarvik7
ca753d4f87 Fix broken OSX makefile
Makefile rewrite forgot to include OpenAL folders for Darwin
2016-03-17 11:26:39 +08:00
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