Commit Graph

1250 Commits

Author SHA1 Message Date
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
Yamagi aabb5454c1 Merge pull request #21 from Citramonum/patch-1
Update vid.c: Fix a typo.
2013-03-10 00:18:28 -08:00
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 2344637ed4 Update Windows openal32.dll to version 1.15.1 2013-01-06 17:17:58 +01:00
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 7e7d5d0f99 Update the appbundle to use the new frameworks 2013-01-04 18:37:01 +01:00
Yamagi Burmeister f9b3fb2cde Update the frameworks to use @rpath 2013-01-03 20:11:56 +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
Yamagi Burmeister 36dd56c5c8 Update the frameworks to use symlinks instead of copies 2012-12-26 19:34:45 +01:00
Yamagi Burmeister 6eee5ee316 Update the appbundle
- Use symlinks instead of copies
- Give a hint what to do if no game data was found

Both suggested by W. Beser
2012-12-26 19:30:46 +01:00
Yamagi Burmeister 4ecec6a4fa Mention the last changes to the menu system in CHANGELOG 2012-12-26 09:34:55 +01:00
svdijk 74f244801f Fix game saving on page 2(+).
Fixes issue #16.
2012-12-26 09:30:16 +01:00
Yamagi Burmeister 364f0b044b framworks -> frameworks (spotted by many) 2012-12-26 09:21:11 +01:00
svdijk bcc6f62b61 Make the Load/Save menu multi-page (support low-res). 2012-12-09 17:57:00 +01:00
svdijk a6de9b13d8 Fix an unfortunate typo in yq2.cfg. 2012-12-09 17:56:53 +01:00
svdijk e78a18c5ca Fix the "help computer" keybinding option; some whitespace cleanup. 2012-12-09 17:56:47 +01:00
Daniel Gibson 1f71e22486 Merge pull request #15 from DrItanium/ia64
Added Itanium Support
2012-12-09 08:32:19 -08:00
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 24d8f2c0ff Added ia64 to the Makefile under the arch check 2012-11-30 20:22:38 -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
Yamagi Burmeister bad57c0f31 Mouse release code improvements 2012-11-18 11:06:24 +01:00
Yamagi Burmeister c6d3b4477c Some clarifications of build under OS X 2012-11-18 10:53:27 +01:00
Yamagi Burmeister 2246ba80a3 Switch App bundle build on by default and remove unneccesary statement 2012-11-18 10:50:55 +01:00
Yamagi Burmeister dbdfaac827 Add the Quake II barebone app bundle
This one was build by W. Beser and I made some modifications:
- Replace the Frameworks with our "official" one. I think that's
  superfluous but doesn't hurt either.
- Remove the prebuild binaries.
- Extend the launch script to check for the game data.
I'm the one to blame if problems arise :)
2012-11-18 10:47:55 +01:00
Yamagi Burmeister 9de34c9ef9 Move osx-frameworks to osx/frameworks 2012-11-18 10:47:12 +01:00
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