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https://github.com/yquake2/yquake2remaster.git
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79 lines
3.7 KiB
Text
79 lines
3.7 KiB
Text
Long term TODO list for Quake II on Windows
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1. Test various windows version in different
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localizations. At least:
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- Windows XP [done]
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- Windows XP 64
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- Windows 2003
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- Windows Vista
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- Windows 2008
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- Windows 7 [done]
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- Windows 8 Preview [done]
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2. The "dsound" sound system issue:
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By default SDL uses the "waveout" sound driver which
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needs to many buffers to be usable with Quake II. There
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is no easy way to work around this, we can neither call
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the sound system more often nor generate more sound per
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call. The short term solution is to force the DirectX 5
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based "dsound" driver. But "dsound" is unavailable for
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64 bit applications on 64 bit Windows and on Windows 8.
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SDL 2.0 has the new DirectX 8 based "directsound" driver
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but that would require a port of Yamagi Quake II to the
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still unstable SDL 2.0. Another soultion would be a
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custom SDL.dll with the new driver backported to SDL
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1.2.15. Be aware, that this problem only affects the
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SDL sound-backend and not the default OpenAL backend!
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3. The keyboard layout issue:
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SDL 1.2 has a bug which results in untranslated keycodes
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on non qwerty layouts. The consequence is, that Quake II
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uses always the english keyboard layout, regardless of it's
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real layout and the layout setting in the windows control
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pannel. The recommendet work around is to switch SDL into
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unicode mode and read unicode characters instead of the
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raw keycodes. But implementing this into Quake II would
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be a real PITA due to the rather complex differences
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between the internal input system and SDL. ioQuake3 uses
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unicode input for the console and raw input for the key
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bingings, has therefor a correct layout in the console
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but an english layout on normal key bindings. Their
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implementation is rather invasive into the console
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subsystem and I don't think that it's worth the efford.
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4. The unicode issue:
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Quake II only allows ASCII characters, internally all
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characters are represented as "char". But Windows uses
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unicode quite often. This may lead to problems. The big
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question is: "What happens, if the path to the home dir
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contains unicode characters?" At what can we do to prevent
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problems without rewriting the whole game to be unicode
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aware? This may be a problem on Linux and FreeBSD too,
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but at least on FreeBSD unicode characters in the user-
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name are a bad idea and for things to work correctly
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the homedir-name should be the same as the username...
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5. The debug / stdout issue:
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At the moment no stdout is readable on windows, the only
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way is to scroll in the console. This is a problem, because
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without the game output problems are hard to debug. Enabling
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the console log by default might migitate the problem, but
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the early startup is not convered by it. One solution would
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be to redirect stdout into a file (like dhewm). Daniel
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suggested to implement a console window like the orginal
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Quake III Arena client had.
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It would be nice, if the Windows crash handler would be
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invoced at every crash and not only sometimes. In theory
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the crash handler is able to create crash dumps and send
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them to a remore location (only Micorsoft or anybody?).
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While I'm not sure that gdb can read Windows crashdumps,
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it may be worth to take a deeper look into this.
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6. The CR-LF issue:
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At the moment all files have LF line endings, which are
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incompatible with most Windows software. This isn't a
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problem for the code itself (at least with MinGW), but
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for the documentation. A possible solution is to use git
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to convert the file endings at checkout. This would leave
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the repo at LF and enable CR-LF for Windows.
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