2c11d02b80
At least with MinGW on Windows vsnprintf() treats buffer < size as an error, returning -1 instead of the number of characters that would have been printed without size restrictions. Therefor msgLen may be wrong, leading to all kind of funny mistakes further down below... Buffer overflow included. Work around this by handling the msgLen < 0 case and adding an explicit terminating \0. This is another case of "I wonder why nobody has never noticed this", the GL1 renderers extension string triggered the buffer overflow each time the game started. |
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doc | ||
src | ||
stuff | ||
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CHANGELOG | ||
CMakeLists.txt | ||
LICENSE | ||
Makefile | ||
README.md |
Yamagi Quake II
This is the Yamagi Quake II Client, an enhanced version of id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs if the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64 bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, OpenBSD, Windows and OS X (experimental).
This code is build upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any questions read through the documentation! The current version can be found here: doc/01_index.md
Releases
The official releases (including Windows binaries) can be found at our homepage: https://www.yamagi.org/quake2