summaryrefslogtreecommitdiff
path: root/src
AgeCommit message (Collapse)Author
2013-01-10Throw error when making calls to empty VMThilo Schulz
2013-01-10Set default rounding mode to FE_NEAREST again. Thanks to Matthias Bentrup ↵Thilo Schulz
for providing some explanations.
2013-01-10Fix q3vm execution on x86/x86_64 MacOSXThilo Schulz
2013-01-10Bug 5238 - cURL wrong use of curl_easy_setopt property, by Adrian FuhrmannThilo Schulz
2013-01-10Bug 5178 - Sound quality menu option has no effectThilo Schulz
2013-01-10Bug 5199 - IQM joint matrices wrong, patch by James CaneteThilo Schulz
2013-01-10Fix latest commit for x86 msvcThilo Schulz
2013-01-10Implement Mathias Benthrup's suggestion for x86 ASM snapvector ↵Thilo Schulz
implementation which reduces cache misses.
2013-01-10Fix missing return instruction for fpu ftol on msvc. Thanks to Ensiform for ↵Thilo Schulz
reporting.
2013-01-10Only include libmumblelink.h if USE_MUMBLE is defined, reported by Ensiform.Zack Middleton
2013-01-10Use correct variable for getting buffer length, reported by Ensiform.Zack Middleton
2013-01-10Use platform's path separator in FS_Path_f (for consistent output on ↵Zack Middleton
Windows), reported by Ensiform.
2013-01-10Fixed win32 dedicated server console output. It use to write input line and ↵Zack Middleton
then write output over the top of it. Reported by Ensiform.
2013-01-10Support vm syscalls with up to 15 args using 64 bit compiled vm (like ↵Zack Middleton
interprated vms).
2013-01-10Use EXEC_NOW instead of hardcoded 0 in cl_ui.cZack Middleton
2013-01-10Use BIGCHAR_WIDTH instead of hardcoded 16 in cl_scrn.cZack Middleton
2013-01-10Removed unused kbutton_t declarations in client.hZack Middleton
2013-01-10Fixed some function name comments in cl_cin.cZack Middleton
2013-01-10Removed unused IN_ButtonDown and IN_ButtonUp functions.Zack Middleton
2013-01-10Changed the joystick axis to key remap to start at K_JOY17 (fits better with ↵Zack Middleton
hat_keys and K_JOY16 is used by button).
2013-01-10Require gamename if not supporting legacy protocol.Zack Middleton
2013-01-10- Only need cl_cURLLib cvar if USE_CURL_DLOPEN is defined. - Try to load ↵Zack Middleton
libcurl-4.dll on win32 (it use to be included in the NSIS installer).
2013-01-10Fix auto game-restart when disconnecting from a server that explicitly set ↵Thilo Schulz
fs_game to "baseq3" instead of ""
2013-01-10Fix warning on MacOSXThilo Schulz
2013-01-10- More MacOSX changes to Makefile - Ship libSDL-1.2.0.dylib with x86_64 ↵Thilo Schulz
platform support
2013-01-10- Add x86_64 platform for MacOSX - Fix compilation on MacOSX gccThilo Schulz
2013-01-10Add hack to allow server the setting of game cvar values that are important ↵Thilo Schulz
for playerstate prediction for legacy gamecode.
2013-01-10Simulate line buffering and fix the overflow bug in Com_ReadFromPipe(), ↵Zack Middleton
patch from DevHC.
2013-01-10Don't grab mouse till UI loads.Zack Middleton
2013-01-10Use STDOUT_FILENO instead of 1 in con_tty.cZack Middleton
2013-01-10Bug 5146 - Remove last of warnings under gcc 4.6.1 for Linux, patch by ↵Thilo Schulz
q3urt.undead@gmail.com
2013-01-10Fix compilation on non-x86 platforms, by Simon McVittieThilo Schulz
2013-01-10* Fix some grammar in DLL loading * s/Sys_LoadQVMDll/Sys_LoadGameDll/Tim Angus
2013-01-10Don't do game_restart if game directory changed from "" to "baseq3" or ↵Thilo Schulz
"baseq3" to ""
2013-01-10Fix game restart after curl download finishedThilo Schulz
2013-01-10Change x86_64 to x64 for mingw.Zack Middleton
2013-01-10<ZTurtleMan> Thilo: two small fixes, one for r2112 and one for r2116. ↵Thilo Schulz
http://pastebin.com/raw.php?i=h19r211Z
2013-01-10Fix ARCH_STRING macro for mingw64Thilo Schulz
2013-01-10Batch of bug fixes for gamecode. Patch compiled and log message written by ↵Thilo Schulz
Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2013-01-10- Fix already defined command warnings for minimize - Fix recursive ↵Thilo Schulz
CL_Shutdown warning and "command already defined" warnings when quitting while playing on a server that changed the gamedir.
2013-01-10Don't search system directories for renderer libThilo Schulz
2013-01-10Add forgotten file for last revThilo Schulz
2013-01-10Modular rendering system. Patch by use.less01 This might break MSVC builds. ↵Thilo Schulz
I'll take care of it later
2013-01-10Fix pak order when reconnecting to a server. When /connect to the same ↵Thilo Schulz
server is issued while already connected, an initial call to CL_Disconnect will remove all pak file references and reset the pak order. Reordering only occurs through FS_Restart, which in turn is called when checksum feed changes. Because we reconnect to the same server, checksum feed never changes and pak file order is not restored to server order again. With certain pak file constellations between client/server, this may result in an inability to load files from paks which are not correctly detected as referenced paks.
2013-01-10Fix strange ifdeffery (#5140)Thilo Schulz
2013-01-10Change DLL search path order for external libraries that are linked at ↵Thilo Schulz
runtime, like libcurl or libopenal to: * system library paths * executable path * fs_basepath
2013-01-10- Switch master server protocol to dpmaster for better game separation. ↵Thilo Schulz
Based partly on patch by Zack Middleton - Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename - Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
2013-01-10Bug 5094 - Code cleanup, patch by Zack Middleton and DevHC. Fixes ↵Thilo Schulz
unused-but-set gcc warnings
2013-01-10Fix menu corruption on IRIX (#5097), patch by Rainer CanavanThilo Schulz
2013-01-10- Apply parts of Ben Millwood's target bitfield patch (#3787) - Fix Ryan's ↵Thilo Schulz
FIXME and have voip packet buffer on the server dynamically allocated via Z_Malloc and store pointers in a circular buffer - Improve voip target parsing on top of Ben Millwood's patch - Add new "spatial" target where speaker is spatialized in 3d space and can be heard by all clients in hearing range (s_alMaxDistance) (#4467) - Decrease voip sound lengths from 240ms to 80ms per voip packet to mitigate udp packet loss and decrease latency - Protocol version incremented to 71