Commit graph

1787 commits

Author SHA1 Message Date
svdijk
b3ba71c09a Quake2.ico: Recreated to have the same margins as the source PNG
The ImageMagick command to generate the ICO was:

convert Quake2.png \
    \( -clone 0 -resize 16x16 \) \
    \( -clone 0 -resize 32x32 \) \
    \( -clone 0 -resize 48x48 \) \
    \( -clone 0 -resize 64x64 \) \
    \( -clone 0 -resize 96x96 \) \
    \( -clone 0 -resize 128x128 \) \
    \( -clone 0 -resize 256x256 \) \
    \( -clone 0 -resize 512x512 \) \
    -delete 0 Quake2.ico
2015-11-18 18:59:53 +01:00
svdijk
00b804c743 Quake2.png: Recreated to have the same margins as the source SVG 2015-11-18 18:54:02 +01:00
svdijk
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
Yamagi
a72d595430 Merge pull request #117 from Quix0r/master
Also ignore .d files as they got generated every time.
2015-11-13 17:48:47 +01:00
Roland Haeder
db1480e1a6
Also ignore .d files as they got generated every time.
Signed-off-by: Roland Haeder <roland@mxchange.org>
2015-11-12 19:15:37 +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
a7e0338c56 Makefile: The OSX library extension is "dylib", not "dynlib" 2015-11-06 18:52:45 +01:00
svdijk
5b6fdb2bde CMake: Remove unneeded PREFIX setting for executables 2015-11-05 21:52:52 +01:00
svdijk
11750e8273 CMake: Use a single output dir "release", like the official Makefile 2015-11-05 21:52:14 +01:00
svdijk
a6b0796f03 CMake: Whitespace 2015-11-05 21:18:03 +01:00
svdijk
1950e7ff8f CMake: Build "game" as a MODULE instead of as SHARED
This avoids building an unwanted libgame.dll.a when cross-compiling for Windows.
2015-11-05 21:09:22 +01:00
svdijk
e467850800 CMake: Don't link "game" into "q2ded" 2015-11-05 21:08:41 +01:00
svdijk
e0fb8ec49f Fix a typo in CHANGELOG 2015-11-05 19:53:49 +01:00
svdijk
57c494cfd6 Fix compiler warning in stb_image.h 2015-11-05 19:51:22 +01:00
svdijk
2c2b0562c2 CMake: Some cleanup (alphabetical order, whitspace). 2015-11-04 22:08:00 +01:00
svdijk
98cdc57140 CMake: Add the icon to Windows executables. 2015-11-04 21:22:48 +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
svdijk
00768dff9e CMake: Partial revert of b0479ce.
Because setting both a default target directory and a configuration specific target directory wouldn't work as intended with multi-configuration generators.
2015-11-04 20:44:12 +01:00
svdijk
b0479ce200 CMake: Fix output dir for DLLs, also default to Release dir for non-debug builds 2015-11-03 22:57:18 +01:00
svdijk
60232425bb CMake: Support YQUAKE2LIBS also for cross compiling 2015-11-03 22:12:46 +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
eeccfc41ab Update CHANGELOG 2015-10-31 16:53:25 +01:00
Yamagi Burmeister
93540d4a63 Don't bind ESCAPE in yq2.cfg
This is unnecessary and since 5232088 a warning is printed.
2015-10-28 17:54:39 +01:00
Yamagi Burmeister
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
Yamagi Burmeister
f125a4887f Add a new icon with much higher resoultion (suitable for Win 10).
This icon was supplied by Ryan as SVG. I've converted the raw SVG in a
PNG with size 512x512 (for Linux / Unix desktops) and an ICO (for
Windows). The ICO contains the levels 16x16 to 512x512 and should be
usable on high DPI screens.

The ImageMagick command to generate the ICO was:

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

This closes issue #106.
2015-10-25 06:55:01 +01:00
Yamagi Burmeister
efe138cad2 A small grammar fix
Noticed by Manuel-K
2015-10-24 13:09:36 +02:00
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