From mp18nemo at yahoo.fr Wed Feb 1 17:16:42 2006 From: mp18nemo at yahoo.fr (fgfg fdg) Date: Wed, 1 Feb 2006 23:16:42 +0100 (CET) Subject: Quake III on IPv6 and Mac OS X Message-ID: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> Hello, We am working on a project which deals with network mobility. In order to illustrate our project, we need to port Quake III on IPv6 on MAC OS X and we don't know how to manage it. Can someone help us? Thanks. Our project team --------------------------------- Nouveau : t?l?phonez moins cher avec Yahoo! Messenger ! D?couvez les tarifs exceptionnels pour appeler la France et l'international.T?l?chargez la version beta. -------------- next part -------------- An HTML attachment was scrubbed... URL: From rbottoms at gmail.com Wed Feb 1 17:32:36 2006 From: rbottoms at gmail.com (Richard Bottoms) Date: Wed, 1 Feb 2006 14:32:36 -0800 Subject: [quake3] Quake III on IPv6 and Mac OS X In-Reply-To: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> References: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> Message-ID: <958e99670602011432w7b97ddbep6e827fde0a185215@mail.gmail.com> I am working on a Quake III based MMORPG that uses Icculus as it's base. Should compile no problem on a Mac: http://www.icculus.org/quake3/ r.b. -------------- next part -------------- An HTML attachment was scrubbed... URL: From jamlacey at gmail.com Wed Feb 1 17:35:36 2006 From: jamlacey at gmail.com (James Lacey) Date: Wed, 1 Feb 2006 15:35:36 -0700 Subject: [quake3] Quake III on IPv6 and Mac OS X In-Reply-To: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> Message-ID: <000301c6277f$d34608b0$6d00000a@interactiontech.local> Quake III should be buildable on Mac OS X using the command line. I am pretty sure all you have to do is run make in the top level quake3 directory and you should be good to go. (I haven?t tried it on OS X myself but that worked for me using mingw32 on my Windows box.) The file you should look at is here: trunk/code/unix/unix_net.c. You could define a preprocessor symbol called IPV6 or something similar and then conditionally compile your changes (i.e. #ifdef IPV6 /* new IPv6 code */ #else /* old IPv4 code */ #endif) or you could make a copy of unix_net.c and call it unix_net6.c and then reimplement the functions in that file to use IPv6. Anyway, make sure you have the Developer Tools from Apple installed so have make, gcc, etc. on your system. Your question wasn?t that specific so hopefully that helps some James P.S. Are you using a PPC Mac or an Intel Mac? That will make a difference and I am not sure if Intel Mac support is finished yet in the repository. Anyone else know? _____ From: fgfg fdg [mailto:mp18nemo at yahoo.fr] Sent: Wednesday, February 01, 2006 3:17 PM To: quake3 at icculus.org Subject: [quake3] Quake III on IPv6 and Mac OS X Hello, We am working on a project which deals with network mobility. In order to illustrate our project, we need to port Quake III on IPv6 on MAC OS X and we don't know how to manage it. Can someone help us? Thanks. Our project team _____ Nouveau : t?l?phonez moins cher avec Yahoo! Messenger ! D?couvez les tarifs exceptionnels pour appeler la France et l'international. T?l?chargez la version beta. -------------- next part -------------- An HTML attachment was scrubbed... URL: From fuddl at gmx.de Wed Feb 1 17:37:36 2006 From: fuddl at gmx.de (Bruno Kleinert) Date: Wed, 1 Feb 2006 23:37:36 +0100 Subject: [quake3] Quake III on IPv6 and Mac OS X In-Reply-To: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> References: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> Message-ID: <20060201233736.701f5bcc@localhost.localdomain> On Wed, 1 Feb 2006 23:16:42 +0100 (CET) fgfg fdg wrote: > Hello, > > We am working on a project which deals with network > mobility. In order to illustrate our project, we need > to port Quake III on IPv6 on MAC OS X and we don't > know how to manage it. Can someone help us? > Thanks. > > Our project team > > > > --------------------------------- > Nouveau : t?l?phonez moins cher avec Yahoo! Messenger ! D?couvez les tarifs exceptionnels pour appeler la France et l'international.T?l?chargez la version beta. there's a patch around the net for patching ipv6 support into ioquake3. i'm sorry i know only of its existent but not where to find it. but it exists! :) cheers - fuddl -- Among elephants it's not considered cool nor in any good taste to drain other elephants From auerswal at unix-ag.uni-kl.de Wed Feb 1 18:37:13 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Thu, 2 Feb 2006 00:37:13 +0100 Subject: [PATCH] set custom resolution from UI Message-ID: <20060201233713.GA30317@sushi.unix-ag.uni-kl.de> Hi, the attached patch adds setting the custom resolution (r_mode -1, r_customwidth and r_customheight) to the menu. IMHO setting of a custom pixel aspect (r_customaspect) does not need to be in the menu. Erik -------------- next part -------------- Index: code/q3_ui/ui_video.c =================================================================== --- code/q3_ui/ui_video.c (revision 499) +++ code/q3_ui/ui_video.c (working copy) @@ -254,7 +254,11 @@ #define ID_DISPLAY 107 #define ID_SOUND 108 #define ID_NETWORK 109 +#define ID_CUSTOM_WIDTH 110 +#define ID_CUSTOM_HEIGHT 111 +#define MAX_RES_LENGTH 5 // maximum # digits in custom width/height + typedef struct { menuframework_s menu; @@ -269,6 +273,8 @@ menulist_s list; menulist_s mode; + menufield_s customwidth; + menufield_s customheight; menulist_s driver; menuslider_s tq; menulist_s fs; @@ -298,8 +304,15 @@ qboolean extensions; } InitialVideoOptions_s; +typedef struct +{ + char width[MAX_RES_LENGTH+1]; + char height[MAX_RES_LENGTH+1]; +} InitialCustomResolution_s; + static InitialVideoOptions_s s_ivo; static graphicsoptions_t s_graphicsoptions; +static InitialCustomResolution_s s_icr; static InitialVideoOptions_s s_ivo_templates[] = { @@ -342,6 +355,8 @@ s_ivo.geometry = s_graphicsoptions.geometry.curvalue; s_ivo.filter = s_graphicsoptions.filter.curvalue; s_ivo.texturebits = s_graphicsoptions.texturebits.curvalue; + Q_strncpyz( s_icr.width, s_graphicsoptions.customwidth.field.buffer, MAX_RES_LENGTH+1); + Q_strncpyz( s_icr.height, s_graphicsoptions.customheight.field.buffer, MAX_RES_LENGTH+1); } /* @@ -423,6 +438,14 @@ { s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); } + if ( strcmp( s_icr.width, s_graphicsoptions.customwidth.field.buffer ) ) + { + s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); + } + if ( strcmp( s_icr.height, s_graphicsoptions.customheight.field.buffer ) ) + { + s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); + } if ( s_ivo.fullscreen != s_graphicsoptions.fs.curvalue ) { s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); @@ -487,7 +510,20 @@ } trap_Cvar_SetValue( "r_picmip", 3 - s_graphicsoptions.tq.curvalue ); trap_Cvar_SetValue( "r_allowExtensions", s_graphicsoptions.allow_extensions.curvalue ); - trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue ); + + if ( s_graphicsoptions.mode.curvalue == s_graphicsoptions.mode.numitems - 1 ) + { + trap_Cvar_SetValue( "r_mode", -1 ); + } + else + { + trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue ); + } + + // set custom width and height + trap_Cvar_Set( "r_customwidth", s_graphicsoptions.customwidth.field.buffer ); + trap_Cvar_Set( "r_customheight", s_graphicsoptions.customheight.field.buffer ); + trap_Cvar_SetValue( "r_fullscreen", s_graphicsoptions.fs.curvalue ); trap_Cvar_Set( "r_glDriver", ( char * ) s_drivers[s_graphicsoptions.driver.curvalue] ); switch ( s_graphicsoptions.colordepth.curvalue ) @@ -599,6 +635,12 @@ UI_PopMenu(); UI_NetworkOptionsMenu(); break; + + case ID_CUSTOM_WIDTH: + break; + + case ID_CUSTOM_HEIGHT: + break; } } @@ -618,6 +660,94 @@ /* ================ +GraphicsOptions_DrawCustomwidth +================ +*/ +static void GraphicsOptions_DrawCustomwidth( void *self ) { + menufield_s *f; + qboolean focus; + int style; + float *color; + int basex, y; + char c; + + f = (menufield_s*)self; + basex = f->generic.x; + y = f->generic.y; + focus = (f->generic.parent->cursor == f->generic.menuPosition); + + style = UI_LEFT|UI_SMALLFONT; + color = text_color_normal; + if( focus ) { + style |= UI_PULSE; + color = text_color_highlight; + } + + UI_DrawString( basex, y, "Custom Resolution:", style, color); + UI_DrawString( basex + 20 * SMALLCHAR_WIDTH, y, f->field.buffer, style, color_white ); + + // draw cursor if we have focus + if( focus ) { + if ( trap_Key_GetOverstrikeMode() ) { + c = 11; + } else { + c = 10; + } + + style &= ~UI_PULSE; + style |= UI_BLINK; + + UI_DrawChar( basex + 20 * SMALLCHAR_WIDTH + f->field.cursor * SMALLCHAR_WIDTH, y, c, style, color_white ); + } +} + + +/* +================ +GraphicsOptions_DrawCustomheight +================ +*/ +static void GraphicsOptions_DrawCustomheight( void *self ) { + menufield_s *f; + qboolean focus; + int style; + float *color; + int basex, y; + char c; + + f = (menufield_s*)self; + basex = f->generic.x; + y = f->generic.y; + focus = (f->generic.parent->cursor == f->generic.menuPosition); + + style = UI_LEFT|UI_SMALLFONT; + color = text_color_normal; + if( focus ) { + style |= UI_PULSE; + color = text_color_highlight; + } + + UI_DrawString( basex, y, "x", style, color); + UI_DrawString( basex + 2 * SMALLCHAR_WIDTH, y, f->field.buffer, style, color_white ); + + // draw cursor if we have focus + if( focus ) { + if ( trap_Key_GetOverstrikeMode() ) { + c = 11; + } else { + c = 10; + } + + style &= ~UI_PULSE; + style |= UI_BLINK; + + UI_DrawChar( basex + 2 * SMALLCHAR_WIDTH + f->field.cursor * SMALLCHAR_WIDTH, y, c, style, color_white ); + } +} + + +/* +================ GraphicsOptions_MenuDraw ================ */ @@ -639,8 +769,10 @@ s_graphicsoptions.mode.curvalue = trap_Cvar_VariableValue( "r_mode" ); if ( s_graphicsoptions.mode.curvalue < 0 ) { - s_graphicsoptions.mode.curvalue = 3; + s_graphicsoptions.mode.curvalue = s_graphicsoptions.mode.numitems - 1; } + Q_strncpyz( s_graphicsoptions.customwidth.field.buffer, UI_Cvar_VariableString("r_customwidth"), sizeof(s_graphicsoptions.customwidth.field.buffer) ); + Q_strncpyz( s_graphicsoptions.customheight.field.buffer, UI_Cvar_VariableString("r_customheight"), sizeof(s_graphicsoptions.customheight.field.buffer) ); s_graphicsoptions.fs.curvalue = trap_Cvar_VariableValue("r_fullscreen"); s_graphicsoptions.allow_extensions.curvalue = trap_Cvar_VariableValue("r_allowExtensions"); s_graphicsoptions.tq.curvalue = 3-trap_Cvar_VariableValue( "r_picmip"); @@ -779,6 +911,7 @@ "1600x1200", "2048x1536", "856x480 wide screen", + "use custom resolution", // this must be the last item NULL }; static const char *filter_names[] = @@ -915,6 +1048,35 @@ s_graphicsoptions.mode.generic.id = ID_MODE; y += BIGCHAR_HEIGHT+2; + // references/modifies "r_customwidth" + s_graphicsoptions.customwidth.generic.type = MTYPE_FIELD; + s_graphicsoptions.customwidth.generic.flags = QMF_NODEFAULTINIT|QMF_NUMBERSONLY; + s_graphicsoptions.customwidth.generic.ownerdraw = GraphicsOptions_DrawCustomwidth; + s_graphicsoptions.customwidth.generic.id = ID_CUSTOM_WIDTH; + s_graphicsoptions.customwidth.generic.x = 400 - 19 * SMALLCHAR_WIDTH; + s_graphicsoptions.customwidth.generic.y = y; + s_graphicsoptions.customwidth.generic.left = 400 - 19 * SMALLCHAR_WIDTH - 8; + s_graphicsoptions.customwidth.generic.top = y - 8; + s_graphicsoptions.customwidth.generic.right = 400 + 5 * SMALLCHAR_WIDTH; + s_graphicsoptions.customwidth.generic.bottom = y + 2 * PROP_HEIGHT; + s_graphicsoptions.customwidth.field.widthInChars = MAX_RES_LENGTH; + s_graphicsoptions.customwidth.field.maxchars = MAX_RES_LENGTH; + + // references/modifies "r_customheight" + s_graphicsoptions.customheight.generic.type = MTYPE_FIELD; + s_graphicsoptions.customheight.generic.flags = QMF_NODEFAULTINIT|QMF_NUMBERSONLY; + s_graphicsoptions.customheight.generic.ownerdraw = GraphicsOptions_DrawCustomheight; + s_graphicsoptions.customwidth.generic.id = ID_CUSTOM_HEIGHT; + s_graphicsoptions.customheight.generic.x = 400 + 6 * SMALLCHAR_WIDTH; + s_graphicsoptions.customheight.generic.y = y; + s_graphicsoptions.customheight.generic.left = 400 + 6 * SMALLCHAR_WIDTH; + s_graphicsoptions.customheight.generic.top = y - 8; + s_graphicsoptions.customheight.generic.right = 400 + 11 * SMALLCHAR_WIDTH; + s_graphicsoptions.customheight.generic.bottom = y + 2 * PROP_HEIGHT; + s_graphicsoptions.customheight.field.widthInChars = MAX_RES_LENGTH; + s_graphicsoptions.customheight.field.maxchars = MAX_RES_LENGTH; + y += BIGCHAR_HEIGHT+2; + // references "r_colorbits" s_graphicsoptions.colordepth.generic.type = MTYPE_SPINCONTROL; s_graphicsoptions.colordepth.generic.name = "Color Depth:"; @@ -1025,6 +1187,8 @@ Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.driver ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.allow_extensions ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.mode ); + Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.customwidth ); + Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.customheight ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.colordepth ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.fs ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.lighting ); From auerswal at unix-ag.uni-kl.de Wed Feb 1 18:50:31 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Thu, 2 Feb 2006 00:50:31 +0100 Subject: [quake3] Quake III on IPv6 and Mac OS X In-Reply-To: <20060201233736.701f5bcc@localhost.localdomain> References: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> <20060201233736.701f5bcc@localhost.localdomain> Message-ID: <20060201235031.GB30317@sushi.unix-ag.uni-kl.de> Hi, On Wed, Feb 01, 2006 at 11:37:36PM +0100, Bruno Kleinert wrote: > On Wed, 1 Feb 2006 23:16:42 +0100 (CET), fgfg fdg wrote: > > > to port Quake III on IPv6 on MAC OS X and we don't > > know how to manage it. Can someone help us? > > there's a patch around the net for patching ipv6 support into ioquake3. > i'm sorry i know only of its existent but not where to find it. but it > exists! :) See the bugzilla entry #2355: https://bugzilla.icculus.org/show_bug.cgi?id=2355 Erik From jean-francois.tremblay at hexago.com Thu Feb 2 09:06:38 2006 From: jean-francois.tremblay at hexago.com (JF Tremblay) Date: Thu, 02 Feb 2006 09:06:38 -0500 Subject: [quake3] Quake III on IPv6 and Mac OS X In-Reply-To: <20060201235031.GB30317@sushi.unix-ag.uni-kl.de> References: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> <20060201233736.701f5bcc@localhost.localdomain> <20060201235031.GB30317@sushi.unix-ag.uni-kl.de> Message-ID: --On Thursday, February 02, 2006 12:50 AM +0100 Erik Auerswald wrote: > Hi, > > On Wed, Feb 01, 2006 at 11:37:36PM +0100, Bruno Kleinert wrote: >> On Wed, 1 Feb 2006 23:16:42 +0100 (CET), fgfg fdg >> wrote: >> >> > to port Quake III on IPv6 on MAC OS X and we don't >> > know how to manage it. Can someone help us? >> >> there's a patch around the net for patching ipv6 support into >> ioquake3. i'm sorry i know only of its existent but not where to >> find it. but it exists! :) > > See the bugzilla entry #2355: > https://bugzilla.icculus.org/show_bug.cgi?id=2355 > > Erik There's also a project page here: The public server is offline for now, we're working on putting it back online, but that won't happen before a couple of weeks. Concerning the patch, the first version was provided by Lubos Dolezel and I added on that. IPv6 multicast support isn't working properly (on Windows at least) but unicast should be fine. It compiles on Windows and Linux, but I haven't tried it on OS X yet. Let me know how it does. Jean-Francois Tremblay jean-francois.tremblay at hexago.com ------------------------------------------------ Freenet6 - Free IPv6 connectivity in 3 steps ------------------------------------------------ From mp18nemo at yahoo.fr Thu Feb 2 13:20:05 2006 From: mp18nemo at yahoo.fr (fgfg fdg) Date: Thu, 2 Feb 2006 19:20:05 +0100 (CET) Subject: porting Quake3 on IPv6 on Mac OSX Message-ID: <20060202182005.99235.qmail@web27314.mail.ukl.yahoo.com> Hi, We still don't manage to run quake III ipv6 on our Mac mini. We went to http://www.icculus.org/quake3/ and read how to do on Mac OS X but we didn't suceed. We are beginners on this OS and we don't know how works subversion... We spent all the day trying to port Quake III ipv6 on Mac OS X... Can someone help us (explain in details from the beginning :-))? Thanks BB ___________________________________________________________________________ Nouveau : t?l?phonez moins cher avec Yahoo! Messenger ! D?couvez les tarifs exceptionnels pour appeler la France et l'international. T?l?chargez sur http://fr.messenger.yahoo.com From ludwig.nussel at suse.de Fri Feb 3 04:18:10 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 3 Feb 2006 10:18:10 +0100 Subject: [quake3] Quake III on IPv6 and Mac OS X In-Reply-To: References: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> <20060201235031.GB30317@sushi.unix-ag.uni-kl.de> Message-ID: <200602031018.10519.ludwig.nussel@suse.de> On Thursday 02 February 2006 15:06, JF Tremblay wrote: > Concerning the patch, the first version was provided by Lubos Dolezel > and I added on that. IPv6 multicast support isn't working properly (on > Windows at least) but unicast should be fine. It compiles on Windows > and Linux, but I haven't tried it on OS X yet. Let me know how it does. Is there any reason to make v6 support a build time option? Did you consider merging unix_net.c and win_net.c, I suppose most of the code is identical in both files anyways? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jean-francois.tremblay at hexago.com Fri Feb 3 09:34:52 2006 From: jean-francois.tremblay at hexago.com (JF Tremblay) Date: Fri, 03 Feb 2006 09:34:52 -0500 Subject: [quake3] Quake III on IPv6 and Mac OS X In-Reply-To: <200602031018.10519.ludwig.nussel@suse.de> References: <20060201221642.68929.qmail@web27303.mail.ukl.yahoo.com> <20060201235031.GB30317@sushi.unix-ag.uni-kl.de> <200602031018.10519.ludwig.nussel@suse.de> Message-ID: --On Friday, February 03, 2006 10:18 AM +0100 Ludwig Nussel wrote: > On Thursday 02 February 2006 15:06, JF Tremblay wrote: >> Concerning the patch, the first version was provided by Lubos >> Dolezel and I added on that. IPv6 multicast support isn't working >> properly (on Windows at least) but unicast should be fine. It >> compiles on Windows and Linux, but I haven't tried it on OS X yet. >> Let me know how it does. > > Is there any reason to make v6 support a build time option? Did you > consider merging unix_net.c and win_net.c, I suppose most of the code > is identical in both files anyways? Merging the files could certainly be done, but the idea was to minimize the changes in the first versions. In Quake2 everything was actually under a single file, net_udp.c. The files may have been split later when Socks support was added. To make the files smaller, the socket code could also be made completely version agnostic and some of the #ifdef ENABLE_IPV6 removed. I don't know if it's desirable to leave the option of compiling without v6 (feedbacks on this are welcome). If v6 is on, the default behavior of the server will be to listen the unspecified address [::] or on the link-local multicast group FF12::666 if multicast is on. JF ------------------------------------------------ Freenet6 - Free IPv6 connectivity in 3 steps ------------------------------------------------ From only_mortal at mac.com Sat Feb 4 12:40:10 2006 From: only_mortal at mac.com (Mike Davis) Date: Sat, 4 Feb 2006 18:40:10 +0100 Subject: Intel Mac Message-ID: <99B8E878-D798-4E55-AD43-4E7CD7958006@mac.com> New to the list... Dunno if anyone's interested but I got Q3A up on an Intel OSX system. Here's a link to a screen shot: http://homepage.mac.com/only_mortal/screenshots/Q3A-MacOSX-i386.jpg From zakk at timedoctor.org Sat Feb 4 12:51:46 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 04 Feb 2006 09:51:46 -0800 Subject: [quake3] Intel Mac In-Reply-To: <99B8E878-D798-4E55-AD43-4E7CD7958006@mac.com> References: <99B8E878-D798-4E55-AD43-4E7CD7958006@mac.com> Message-ID: <43E4E9B2.6080506@timedoctor.org> Glad to hear users can get it up and running too, instead of just developers :) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From spam37512 at gmail.com Sat Feb 4 19:49:25 2006 From: spam37512 at gmail.com (Derek) Date: Sat, 4 Feb 2006 16:49:25 -0800 Subject: [quake3] Intel Mac In-Reply-To: <99B8E878-D798-4E55-AD43-4E7CD7958006@mac.com> References: <99B8E878-D798-4E55-AD43-4E7CD7958006@mac.com> Message-ID: <1434813a0602041649l27fe9e61sbdc1dbe60ba52d6f@mail.gmail.com> Hows the framerate? On 2/4/06, Mike Davis wrote: > New to the list... > > Dunno if anyone's interested but I got Q3A up on an Intel OSX system. > Here's a link to a screen shot: > > http://homepage.mac.com/only_mortal/screenshots/Q3A-MacOSX-i386.jpg > > From jamlacey at gmail.com Sat Feb 4 22:04:26 2006 From: jamlacey at gmail.com (James Lacey) Date: Sat, 4 Feb 2006 20:04:26 -0700 Subject: CreateWindowEx() fails in win_glimp.c: GLW_CreateWindow() using MSVC 8 Message-ID: This is pretty crazy. I ran into this working on my Win64 x86_64 patch. In GLW_CreateWindow(), the following call fails: g_wv.hWnd = CreateWindowEx(exstyle, WINDOW_CLASS_NAME, WINDOW_CLASS_NAME, stylebits, x, y, w, h, NULL, NULL, g_wv.hInstance, NULL); But, if I insert a call to GetLastError() immediately afterwards, I get a return value of 0 (i.e. no error). I have tried changing the window class name in the RegisterClass() and CreateWindowEx() calls, changing the style flags, etc. Regardless of what I have tried, the call fails. I have checked the various WNDPROC functions to make sure that there is a call to DefWindowProc(). I am really perplexed as the console CreateWindow() call works fine. The call fails in both the 32-bit and 64-bit builds and this was not a function I changed for my port. I am just curious if anyone has run into something like this before or knows of something else to try. James -------------- next part -------------- An HTML attachment was scrubbed... URL: From ben at zygoat.ca Mon Feb 6 13:52:38 2006 From: ben at zygoat.ca (Ben Kennedy) Date: Mon, 6 Feb 2006 13:52:38 -0500 Subject: Some Mac usability issues Message-ID: <20060206185238.23585@mail.zygoat.ca> Hi folks, I've some issues with my build on Mac OS X for which I'm interested in feedback from other Mac devs. a) mouse speed is significantly increased relative to the id version. I have to do a /sensitivity from the console, reducing it by 5 or 8 notches to make it feel like it should. Why is this; anyone else find this? b) there are various graphical glitches, including the orbs around health powerups flickering in and out of view at random (though the inner "+" part persists), as well as regions of the Bones model disappearing as well. Does anyone else see this? c) task switching while in fullscreen mode (command-tab) does not work at all; Q3 is forced to remain in the foreground. I am completely green with respect to the Q3 source; before I delve in and start trying to figure things out, I thought I'd see who else is out there in a similar or more advanced position. -ben -- Ben Kennedy, chief magician zygoat creative technical services 613-228-3392 | 1-866-466-4628 http://www.zygoat.ca From icculus at icculus.org Tue Feb 7 03:01:58 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Tue, 07 Feb 2006 00:01:58 -0800 Subject: [quake3] Some Mac usability issues In-Reply-To: <20060206185238.23585@mail.zygoat.ca> References: <20060206185238.23585@mail.zygoat.ca> Message-ID: <43E853F6.1080205@icculus.org> > a) mouse speed is significantly increased relative to the id version. I > have to do a /sensitivity from the console, reducing it by 5 or 8 > notches to make it feel like it should. Why is this; anyone else find this? First, we're not on the Mac codepath any more, we're using SDL, which handles the input, and was modelled on the Linux/X11 code...I remember there being some discussion about the mouse sensitivity in there...anyone remember the details? > b) there are various graphical glitches, including the orbs around > health powerups flickering in and out of view at random (though the > inner "+" part persists), as well as regions of the Bones model > disappearing as well. Does anyone else see this? It's a PowerPC issue, not a Mac one...it doesn't happen on Intel Macs, but it does on PowerPC Linux. We really need to figure out what's happening there. If you want to tackle something, this would be really appreciated! > c) task switching while in fullscreen mode (command-tab) does not work > at all; Q3 is forced to remain in the foreground. Not intentional, but probably a casualty of tossing the Mac-specific code. code/unix/glimp_sdl.c can probably catch that key combination and change to windowed mode, but I'd be inclined to avoid that...some jackass will have Command set up to strafe and tab set up to change weapons. :) --ryan. From seth at freaksw.com Tue Feb 7 03:40:29 2006 From: seth at freaksw.com (Seth Willits) Date: Tue, 7 Feb 2006 00:40:29 -0800 Subject: [quake3] Some Mac usability issues In-Reply-To: <43E853F6.1080205@icculus.org> References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> Message-ID: <92B0199A-355B-4EE1-9E41-B1D517113910@freaksw.com> On Feb 7, 2006, at 12:01 AM, Ryan C. Gordon wrote: > Not intentional, but probably a casualty of tossing the Mac- > specific code. code/unix/glimp_sdl.c can probably catch that key > combination and change to windowed mode, but I'd be inclined to > avoid that...some jackass will have Command set up to strafe and > tab set up to change weapons. :) Heh. Couldn't it just use Option-Return to toggle fullscreen (or whatever key does it) then only in windowed mode use Cmd-Tab to change apps? -- Seth From icculus at icculus.org Tue Feb 7 04:14:55 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Tue, 07 Feb 2006 01:14:55 -0800 Subject: [quake3] Some Mac usability issues In-Reply-To: <92B0199A-355B-4EE1-9E41-B1D517113910@freaksw.com> References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> <92B0199A-355B-4EE1-9E41-B1D517113910@freaksw.com> Message-ID: <43E8650F.6080806@icculus.org> > Heh. Couldn't it just use Option-Return to toggle fullscreen (or > whatever key does it) then only in windowed mode use Cmd-Tab to > change apps? I think it might do this already (although you'd have to pull down the console to ungrab the mouse, too...now we're talking about a bit of effort to get at your IM window quickly). --ryan. From zakk at timedoctor.org Tue Feb 7 12:43:14 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 07 Feb 2006 09:43:14 -0800 Subject: [quake3] Some Mac usability issues In-Reply-To: <43E853F6.1080205@icculus.org> References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> Message-ID: <43E8DC32.2040205@timedoctor.org> Ryan C. Gordon wrote: > Not intentional, but probably a casualty of tossing the Mac-specific > code. code/unix/glimp_sdl.c can probably catch that key combination and > change to windowed mode, but I'd be inclined to avoid that...some > jackass will have Command set up to strafe and tab set up to change > weapons. :) > > --ryan. > I'd like to avoid OS-specific key combinations for consistency and to prevent things like what you mentioned from happening. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From tim at ngus.net Tue Feb 7 13:27:38 2006 From: tim at ngus.net (Tim Angus) Date: Tue, 7 Feb 2006 18:27:38 +0000 Subject: Some Mac usability issues In-Reply-To: <20060206185238.23585@mail.zygoat.ca> References: <20060206185238.23585@mail.zygoat.ca> Message-ID: <20060207182738.37eb026c.tim@ngus.net> On Mon, 6 Feb 2006 13:52:38 -0500 Ben wrote: > a) mouse speed is significantly increased relative to the id > version. I have to do a /sensitivity from the console, reducing it > by 5 or 8 notches to make it feel like it should. Why is this; > anyone else find this? Try the attached patch. If it's not right change the value until it is and get back to me. cl_platformSensitivity is a ROM cvar designed to bring SDL's input sensitivity into line with the equivalent non-SDL input sensitivity. When I added that only Linux used the SDL backend, so I expect it will be wildly wrong on OS X. -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: mac-mouse-sensitivity.diff URL: From ben at zygoat.ca Tue Feb 7 14:17:52 2006 From: ben at zygoat.ca (Ben Kennedy) Date: Tue, 7 Feb 2006 14:17:52 -0500 Subject: [quake3] Some Mac usability issues In-Reply-To: <43E8650F.6080806@icculus.org> References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> <92B0199A-355B-4EE1-9E41-B1D517113910@freaksw.com> <43E8650F.6080806@icculus.org> Message-ID: <20060207191752.30849@mail.zygoat.ca> Ryan C. Gordon wrote at 1:14 AM (-0800) on 2/7/06: >I think it might do this already (although you'd have to pull down the >console to ungrab the mouse, too...now we're talking about a bit of >effort to get at your IM window quickly). Thank you both, I wasn't aware of this key combo. Indeed, option-return will switch out to windowed mode (dropping the console is not even necessary). While it is somewhat less convenient than just switching out (since the map reloads each time, I guess due to the video mode change), it should be adequate for my needs. -ben -- Ben Kennedy, chief magician zygoat creative technical services 613-228-3392 | 1-866-466-4628 http://www.zygoat.ca From ben at zygoat.ca Tue Feb 7 14:28:02 2006 From: ben at zygoat.ca (Ben Kennedy) Date: Tue, 7 Feb 2006 14:28:02 -0500 Subject: [quake3] Re: Some Mac usability issues In-Reply-To: <20060207182738.37eb026c.tim@ngus.net> References: <20060206185238.23585@mail.zygoat.ca> <20060207182738.37eb026c.tim@ngus.net> Message-ID: <20060207192802.16435@mail.zygoat.ca> Tim Angus wrote at 6:27 PM (+0000) on 2/7/06: >Try the attached patch. If it's not right change the value until it is >and get back to me. cl_platformSensitivity is a ROM cvar designed to >bring SDL's input sensitivity into line with the equivalent non-SDL >input sensitivity. When I added that only Linux used the SDL backend, >so I expect it will be wildly wrong on OS X. Thanks Tim, that seems to do the job! There may be some minor variance still but it's close enough; much better than previously. -ben -- Ben Kennedy, chief magician zygoat creative technical services 613-228-3392 | 1-866-466-4628 http://www.zygoat.ca From ben at zygoat.ca Tue Feb 7 14:31:31 2006 From: ben at zygoat.ca (Ben Kennedy) Date: Tue, 7 Feb 2006 14:31:31 -0500 Subject: [quake3] Some Mac usability issues In-Reply-To: <25457.216.180.35.68.1139254526.squirrel@squirrelmail.sachitano.net> References: <20060206185238.23585@mail.zygoat.ca> <25457.216.180.35.68.1139254526.squirrel@squirrelmail.sachitano.net> Message-ID: <20060207193131.18165@mail.zygoat.ca> adam at sachitano.net wrote at 1:35 PM (-0600) on 2/6/06: >out of curiosity, do you also notice sound glitches? it seems as if the >SFX frequency modulates in the ioq but not in the id version. You're right, I see (hear) this also. Forgot about it earlier. In maps with a custom soundtrack, all I hear is a sawtooth wave buzzing instead of the custom tune. Also, I've noticed that in some places on some maps, there is a looping "damage sound" (that "sosumi"-like beep you hear when inflicting damage) that appears to be localized to a specific spot (intensity and stereo placement are variant as the player moves around it), but for no apparent reason. Strange. Copying this to the list for completeness, even though you had replied to me only -- I hope you don't mind. -ben -- Ben Kennedy, chief magician zygoat creative technical services 613-228-3392 | 1-866-466-4628 http://www.zygoat.ca From tim at ngus.net Tue Feb 7 14:41:22 2006 From: tim at ngus.net (Tim Angus) Date: Tue, 7 Feb 2006 19:41:22 +0000 Subject: Some Mac usability issues In-Reply-To: <20060207193131.18165@mail.zygoat.ca> References: <20060206185238.23585@mail.zygoat.ca> <25457.216.180.35.68.1139254526.squirrel@squirrelmail.sachitano.net> <20060207193131.18165@mail.zygoat.ca> Message-ID: <20060207194122.1592204d.tim@ngus.net> On Tue, 7 Feb 2006 14:31:31 -0500 Ben wrote: > adam at sachitano.net wrote at 1:35 PM (-0600) on 2/6/06: > > >out of curiosity, do you also notice sound glitches? it seems as if > >the SFX frequency modulates in the ioq but not in the id version. > > You're right, I see (hear) this also. Forgot about it earlier. In > maps with a custom soundtrack, all I hear is a sawtooth wave buzzing > instead of the custom tune. > > Also, I've noticed that in some places on some maps, there is a > looping "damage sound" (that "sosumi"-like beep you hear when > inflicting damage) that appears to be localized to a specific spot > (intensity and stereo placement are variant as the player moves > around it), but for no apparent reason. Strange. > > Copying this to the list for completeness, even though you had replied > to me only -- I hope you don't mind. Try with s_useOpenal 0. From icculus at icculus.org Tue Feb 7 15:54:55 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Tue, 07 Feb 2006 12:54:55 -0800 Subject: [quake3] Some Mac usability issues In-Reply-To: <43E8DC32.2040205@timedoctor.org> References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> <43E8DC32.2040205@timedoctor.org> Message-ID: <43E9091F.7020703@icculus.org> > I'd like to avoid OS-specific key combinations for consistency and to > prevent things like what you mentioned from happening. There _will_ be people that want Apple-Q to quit the game on Mac OS X...I always end up adding an #if MACOSX block that catches that key combo to everything I work on... Other than that, people are usually willing to accept the usual Linuxy things (ctrl-g, alt-enter) across platforms. --ryan. From adam at sachitano.net Tue Feb 7 19:23:57 2006 From: adam at sachitano.net (adam at sachitano.net) Date: Tue, 7 Feb 2006 18:23:57 -0600 (CST) Subject: [quake3] Re: Some Mac usability issues In-Reply-To: <20060207194122.1592204d.tim@ngus.net> References: <20060206185238.23585@mail.zygoat.ca> <25457.216.180.35.68.1139254526.squirrel@squirrelmail.sachitano.net> <20060207193131.18165@mail.zygoat.ca> <20060207194122.1592204d.tim@ngus.net> Message-ID: <51269.68.209.203.99.1139358237.squirrel@squirrelmail.sachitano.net> ok, that takes care of my sound issue. > On Tue, 7 Feb 2006 14:31:31 -0500 Ben wrote: >> adam at sachitano.net wrote at 1:35 PM (-0600) on 2/6/06: >> >> >out of curiosity, do you also notice sound glitches? it seems as if >> >the SFX frequency modulates in the ioq but not in the id version. >> >> You're right, I see (hear) this also. Forgot about it earlier. In >> maps with a custom soundtrack, all I hear is a sawtooth wave buzzing >> instead of the custom tune. >> >> Also, I've noticed that in some places on some maps, there is a >> looping "damage sound" (that "sosumi"-like beep you hear when >> inflicting damage) that appears to be localized to a specific spot >> (intensity and stereo placement are variant as the player moves >> around it), but for no apparent reason. Strange. >> >> Copying this to the list for completeness, even though you had replied >> to me only -- I hope you don't mind. > > Try with s_useOpenal 0. > From seth at freaksw.com Tue Feb 7 22:49:50 2006 From: seth at freaksw.com (Seth Willits) Date: Tue, 7 Feb 2006 19:49:50 -0800 Subject: [quake3] Some Mac usability issues In-Reply-To: <43E9091F.7020703@icculus.org> References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> <43E8DC32.2040205@timedoctor.org> <43E9091F.7020703@icculus.org> Message-ID: On Feb 7, 2006, at 12:54 PM, Ryan C. Gordon wrote: >> I'd like to avoid OS-specific key combinations for consistency and to >> prevent things like what you mentioned from happening. > > There _will_ be people that want Apple-Q to quit the game on Mac OS > X...I always end up adding an #if MACOSX block that catches that > key combo to everything I work on... > > Other than that, people are usually willing to accept the usual > Linuxy things (ctrl-g, alt-enter) across platforms. I didn't know alt-enter was a Linuxy thing! I just thought it was a... game... thing. I picked it up from AA. MMmmm.... AA. -- Seth Willits From bingham.21 at osu.edu Wed Feb 8 00:01:16 2006 From: bingham.21 at osu.edu (Bobby Bingham) Date: Wed, 8 Feb 2006 00:01:16 -0500 Subject: [quake3] Some Mac usability issues In-Reply-To: References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> <43E8DC32.2040205@timedoctor.org> <43E9091F.7020703@icculus.org> Message-ID: <20060208000116.629eb6ba@localhost> On Tue, 07 Feb 2006 19:49:50 -0800 Seth Willits wrote: > On Feb 7, 2006, at 12:54 PM, Ryan C. Gordon wrote: > > >> I'd like to avoid OS-specific key combinations for consistency and > >> to prevent things like what you mentioned from happening. > > > > There _will_ be people that want Apple-Q to quit the game on Mac > > OS X...I always end up adding an #if MACOSX block that catches > > that key combo to everything I work on... > > > > Other than that, people are usually willing to accept the usual > > Linuxy things (ctrl-g, alt-enter) across platforms. > > I didn't know alt-enter was a Linuxy thing! I just thought it was > a... game... thing. I picked it up from AA. MMmmm.... AA. > I'd say that's more a Windowsy thing, first used (AFAIK) by the Windows DOS prompt, but later by Media Play and a whole slew of games. -- Bobby Bingham "A flying pig is way more useful than a girl" From icculus at icculus.org Wed Feb 8 01:52:19 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Tue, 07 Feb 2006 22:52:19 -0800 Subject: [quake3] Some Mac usability issues In-Reply-To: <20060208000116.629eb6ba@localhost> References: <20060206185238.23585@mail.zygoat.ca> <43E853F6.1080205@icculus.org> <43E8DC32.2040205@timedoctor.org> <43E9091F.7020703@icculus.org> <20060208000116.629eb6ba@localhost> Message-ID: <43E99523.4060900@icculus.org> > I'd say that's more a Windowsy thing, first used (AFAIK) by the Windows > DOS prompt, but later by Media Play and a whole slew of games. Likely Loki picked it up from there, and sort of made it a de-facto standard on Linux. --ryan. From sketch at openverse.com Wed Feb 8 10:38:23 2006 From: sketch at openverse.com (Sketch) Date: Wed, 8 Feb 2006 09:38:23 -0600 (CST) Subject: [quake3] Some Mac usability issues Message-ID: On Tue, 7 Feb 2006, Ryan C. Gordon wrote: >> I'd say that's more a Windowsy thing, first used (AFAIK) by the Windows >> DOS prompt, but later by Media Play and a whole slew of games. > > Likely Loki picked it up from there, and sort of made it a de-facto standard > on Linux. On this list was the first I've ever heard about it for Linux. It's certainly not a very well publicized de-facto standard. I knew about it for full-screening DOS boxes under Windows, but it never even occurred to me to try it under Linux. I suppose it might actually be in the Q3 manual, but after spending time playing q3test before the game was actually released, I probably skipped it and just started playing the game. ;) -- Sketch From only_mortal at mac.com Wed Feb 8 12:59:08 2006 From: only_mortal at mac.com (Mike Davis) Date: Wed, 8 Feb 2006 18:59:08 +0100 Subject: iMac Intel bench marks In-Reply-To: References: Message-ID: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> Did some testing... http://www.quake3world.com/forum/viewtopic.php?p=324047#324047 From tim at ngus.net Wed Feb 8 13:05:17 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 8 Feb 2006 18:05:17 +0000 Subject: Some Mac usability issues In-Reply-To: <51269.68.209.203.99.1139358237.squirrel@squirrelmail.sachitano.net> References: <20060206185238.23585@mail.zygoat.ca> <25457.216.180.35.68.1139254526.squirrel@squirrelmail.sachitano.net> <20060207193131.18165@mail.zygoat.ca> <20060207194122.1592204d.tim@ngus.net> <51269.68.209.203.99.1139358237.squirrel@squirrelmail.sachitano.net> Message-ID: <20060208180517.05dfdad0.tim@ngus.net> On Tue, 7 Feb 2006 18:23:57 -0600 (CST) adam at sachitano.net wrote: > ok, that takes care of my sound issue. It takes care of it in the sense that it disables OpenAL, meaning you still have a problem with OpenAL. From seth at freaksw.com Wed Feb 8 13:12:17 2006 From: seth at freaksw.com (Seth Willits) Date: Wed, 8 Feb 2006 10:12:17 -0800 Subject: [quake3] iMac Intel bench marks In-Reply-To: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> Message-ID: On Feb 8, 2006, at 9:59 AM, Mike Davis wrote: > Did some testing... > > http://www.quake3world.com/forum/viewtopic.php?p=324047#324047 Cool. Maybe this is a silly question, but how would I notice that it might be using the software renderer? -- Seth Willits From only_mortal at mac.com Wed Feb 8 13:16:41 2006 From: only_mortal at mac.com (Mike Davis) Date: Wed, 8 Feb 2006 19:16:41 +0100 Subject: [quake3] iMac Intel bench marks In-Reply-To: References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> Message-ID: <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> Start the app in a terminal. I noticed a message telling me that as it started up. On 8 Feb 2006, at 19:12, Seth Willits wrote: > On Feb 8, 2006, at 9:59 AM, Mike Davis wrote: > >> Did some testing... >> >> http://www.quake3world.com/forum/viewtopic.php?p=324047#324047 > > Cool. Maybe this is a silly question, but how would I notice that > it might be using the software renderer? > > > > -- > Seth Willits > From tim at ngus.net Wed Feb 8 13:21:30 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 8 Feb 2006 18:21:30 +0000 Subject: iMac Intel bench marks In-Reply-To: <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> Message-ID: <20060208182130.72ced1ab.tim@ngus.net> On Wed, 8 Feb 2006 19:16:41 +0100 Mike wrote: > Start the app in a terminal. I noticed a message telling me that as > it started up. You wouldn't get framerates like that with software rendering. Either the message is bogus or you're misinterpreting it. What is the message? http://a.ngus.net/topposting.html From only_mortal at mac.com Wed Feb 8 13:24:00 2006 From: only_mortal at mac.com (Mike Davis) Date: Wed, 8 Feb 2006 19:24:00 +0100 Subject: [quake3] Re: iMac Intel bench marks In-Reply-To: <20060208182130.72ced1ab.tim@ngus.net> References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> <20060208182130.72ced1ab.tim@ngus.net> Message-ID: I stand corrected, it's the OpenAL library: OpenAL info: Vendor: Any Version: OpenAL 1.2 Renderer: Software Extensions: Sound intialization successful. On 8 Feb 2006, at 19:21, Tim Angus wrote: > On Wed, 8 Feb 2006 19:16:41 +0100 Mike wrote: >> Start the app in a terminal. I noticed a message telling me that as >> it started up. > > You wouldn't get framerates like that with software rendering. Either > the message is bogus or you're misinterpreting it. What is the > message? > > http://a.ngus.net/topposting.html From seth at freaksw.com Wed Feb 8 13:25:17 2006 From: seth at freaksw.com (Seth Willits) Date: Wed, 8 Feb 2006 10:25:17 -0800 Subject: [quake3] iMac Intel bench marks In-Reply-To: <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> Message-ID: <201843C3-DFD0-4A69-BB5F-1968DE8B54E2@freaksw.com> Ahh. I wonder how fast it'd be accelerated. Not that 180 isn't plenty smooth. :) -- Seth Willits On Feb 8, 2006, at 10:16 AM, Mike Davis wrote: > Start the app in a terminal. I noticed a message telling me that as > it started up. > > On 8 Feb 2006, at 19:12, Seth Willits wrote: > >> On Feb 8, 2006, at 9:59 AM, Mike Davis wrote: >> >>> Did some testing... >>> >>> http://www.quake3world.com/forum/viewtopic.php?p=324047#324047 >> >> Cool. Maybe this is a silly question, but how would I notice that >> it might be using the software renderer? From spam37512 at gmail.com Wed Feb 8 16:46:54 2006 From: spam37512 at gmail.com (Derek) Date: Wed, 8 Feb 2006 13:46:54 -0800 Subject: [quake3] iMac Intel bench marks In-Reply-To: <201843C3-DFD0-4A69-BB5F-1968DE8B54E2@freaksw.com> References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> <201843C3-DFD0-4A69-BB5F-1968DE8B54E2@freaksw.com> Message-ID: <1434813a0602081346q4372fcb7k1c7925d5e334c445@mail.gmail.com> I get around 70-80 fps on my 500 mhz g3 with radeon 9200(all the setting turned all the way up with 1152x864 resolution).I have a hard time believing the intel mac is faster,considering the framerate I get on this 6 year old machine. From only_mortal at mac.com Wed Feb 8 19:28:53 2006 From: only_mortal at mac.com (Mike Davis) Date: Thu, 9 Feb 2006 01:28:53 +0100 Subject: [quake3] iMac Intel bench marks In-Reply-To: <1434813a0602081346q4372fcb7k1c7925d5e334c445@mail.gmail.com> References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> <201843C3-DFD0-4A69-BB5F-1968DE8B54E2@freaksw.com> <1434813a0602081346q4372fcb7k1c7925d5e334c445@mail.gmail.com> Message-ID: <6EFF1E7A-9374-4FC0-AA75-876C28F1EA6B@mac.com> Well, you saw the benchmarks for my dual 2Ghz G5 too... I was also getting about 80fps with the build on a 1.3Ghz PowerBook at the same resolution. FWIW, I can get over 700fps on the dual G5 if I set everything to minimum (Boli config more or less) and use the original G4 build Graeme Devine made with "r_smp 1". On 8 Feb 2006, at 22:46, Derek wrote: > I get around 70-80 fps on my 500 mhz g3 with radeon 9200(all the > setting turned all the way up with 1152x864 resolution).I have a hard > time believing the intel mac is faster,considering the framerate I get > on this 6 year old machine. From zakk at timedoctor.org Wed Feb 8 20:06:24 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 08 Feb 2006 17:06:24 -0800 Subject: [quake3] iMac Intel bench marks In-Reply-To: <6EFF1E7A-9374-4FC0-AA75-876C28F1EA6B@mac.com> References: <5AB4268A-7D49-45BD-B2F1-C723BEFBBFE3@mac.com> <5F3348B7-484E-4D2D-BBB6-BB2F8B05B726@mac.com> <201843C3-DFD0-4A69-BB5F-1968DE8B54E2@freaksw.com> <1434813a0602081346q4372fcb7k1c7925d5e334c445@mail.gmail.com> <6EFF1E7A-9374-4FC0-AA75-876C28F1EA6B@mac.com> Message-ID: <43EA9590.5070209@timedoctor.org> Mike Davis wrote: > Well, you saw the benchmarks for my dual 2Ghz G5 too... I was also > getting about 80fps with the build on a 1.3Ghz PowerBook at the same > resolution. You people are all setting com_maxfps 0, right? -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From auerswal at unix-ag.uni-kl.de Thu Feb 9 03:20:22 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Thu, 9 Feb 2006 09:20:22 +0100 Subject: [quake3] [PATCH] additional vidModes In-Reply-To: <8175E90B-CFFC-45CD-8ACB-6014773607F2@timedoctor.org> References: <20060116045308.GA26028@sushi.unix-ag.uni-kl.de> <43CBDD07.4050304@t-online.de> <3088.12.168.226.4.1137433167.squirrel@ghod.com> <8175E90B-CFFC-45CD-8ACB-6014773607F2@timedoctor.org> Message-ID: <20060209082022.GA27849@sushi.unix-ag.uni-kl.de> Hi, On Mon, Jan 16, 2006 at 11:32:10AM -0800, Zachary J. Slater wrote: > > I am a bit concerned though about two bugs I'm seeing with random > unusual modes, > for instance at 1680x1050, what my widescreen LCD runs, full-screen > cinematics aren't > playing. That is true for the iD Software binary as well. I did not find the cause yet, but the cinematics don't work in any widescreen mode (including the official mode 11 (856x480)). Erik From zakk at timedoctor.org Thu Feb 9 12:47:58 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 09 Feb 2006 09:47:58 -0800 Subject: [quake3] [PATCH] additional vidModes In-Reply-To: <20060209082022.GA27849@sushi.unix-ag.uni-kl.de> References: <20060116045308.GA26028@sushi.unix-ag.uni-kl.de> <43CBDD07.4050304@t-online.de> <3088.12.168.226.4.1137433167.squirrel@ghod.com> <8175E90B-CFFC-45CD-8ACB-6014773607F2@timedoctor.org> <20060209082022.GA27849@sushi.unix-ag.uni-kl.de> Message-ID: <43EB804E.7090602@timedoctor.org> Erik Auerswald wrote: > That is true for the iD Software binary as well. I did not find the > cause yet, but the cinematics don't work in any widescreen mode > (including the official mode 11 (856x480)). Glad to hear it isn't my fault for once :) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From floam at sh.nu Thu Feb 9 13:03:58 2006 From: floam at sh.nu (Aaron Gyes) Date: Thu, 09 Feb 2006 10:03:58 -0800 Subject: [quake3] [PATCH] additional vidModes In-Reply-To: <43EB804E.7090602@timedoctor.org> References: <20060116045308.GA26028@sushi.unix-ag.uni-kl.de> <43CBDD07.4050304@t-online.de> <3088.12.168.226.4.1137433167.squirrel@ghod.com> <8175E90B-CFFC-45CD-8ACB-6014773607F2@timedoctor.org> <20060209082022.GA27849@sushi.unix-ag.uni-kl.de> <43EB804E.7090602@timedoctor.org> Message-ID: <1139508238.15196.0.camel@localhost.localdomain> On Thu, 2006-02-09 at 09:47 -0800, Zachary J. Slater wrote: > Glad to hear it isn't my fault for once :) Maybe so, but I still choose to blame YOU sir. Aaron Gyes From auerswal at unix-ag.uni-kl.de Fri Feb 10 05:17:40 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Fri, 10 Feb 2006 11:17:40 +0100 Subject: [quake3] Re: additional vidModes In-Reply-To: <20060118233726.7f715b9c@localhost.localdomain> References: <20060116192910.5288@mail.zygoat.ca> <200601162140.k0GLent0032328@euler.unh.edu> <20060116215448.62c62770.tim@ngus.net> <20060118081406.GB15886@sushi.unix-ag.uni-kl.de> <20060118233726.7f715b9c@localhost.localdomain> Message-ID: <20060210101740.GA27351@sushi.unix-ag.uni-kl.de> Hi, On Wed, Jan 18, 2006 at 11:37:26PM +0100, Bruno Kleinert wrote: > would it even be possible, in windowed mode, to change the resolution by > resizing the window? i can imagine this might be impossible because > of that vid_restart q3 command... The attached patch implements resizing the window. This is disabled by default, to enable it add "+set r_allowResize 1" to the command line. A change of this variable needs a vid_restart to take effect. Resizing results in setting a custom resolution of the new window size and a vid_restart. I've tested it on linux/x86 with fvwm, OpenBox 3 and evilwm. These window managers send a single resize event, so the call to vid_restart for changing the resolution is unproblematic. Should a WM generate many resize events for one real resize (to continuously update the window content) this method does not work well. Erik -------------- next part -------------- Index: code/unix/sdl_glimp.c =================================================================== --- code/unix/sdl_glimp.c (revision 537) +++ code/unix/sdl_glimp.c (working copy) @@ -124,6 +124,7 @@ cvar_t *r_allowSoftwareGL; // don't abort out if the pixelformat claims software cvar_t *r_previousglDriver; +cvar_t *r_allowResize; // make window resizable qboolean GLimp_sdl_init_video(void) { @@ -386,6 +387,18 @@ case SDL_QUIT: Sys_Quit(); break; + + case SDL_VIDEORESIZE: + { + char width[10], height[10]; + Com_sprintf( width, sizeof(width), "%d", e.resize.w ); + Com_sprintf( height, sizeof(height), "%d", e.resize.h ); + ri.Cvar_Set( "r_customwidth", width ); + ri.Cvar_Set( "r_customheight", height ); + ri.Cvar_Set( "r_mode", "-1" ); + Cbuf_AddText( "vid_restart" ); + } + break; } } } @@ -551,6 +564,9 @@ if (fullscreen) flags |= SDL_FULLSCREEN; + if ( r_allowResize->integer ) + flags |= SDL_RESIZABLE; + if (!r_colorbits->value) colorbits = 24; else @@ -875,6 +891,8 @@ r_previousglDriver = ri.Cvar_Get( "r_previousglDriver", "", CVAR_ROM ); + r_allowResize = ri.Cvar_Get( "r_allowResize", "0", CVAR_ARCHIVE ); + InitSig(); IN_Init(); // rcg08312005 moved into glimp. Index: README =================================================================== --- README (revision 537) +++ README (working copy) @@ -115,6 +115,7 @@ ttycon_ansicolor - enable use of ANSI escape codes in the tty r_GLlibCoolDownMsec - wait for some milliseconds to close GL library + r_allowResize - make window resizable com_altivec - enable use of altivec on PowerPC systems s_backend - read only, indicates the current sound backend cl_consoleHistory - read only, stores the console history From jayschwa at gmail.com Fri Feb 10 20:52:52 2006 From: jayschwa at gmail.com (Jayschwa) Date: Fri, 10 Feb 2006 19:52:52 -0600 Subject: OpenAL Sound Origin Issue Message-ID: Hello, I'm new. I've been playing with ioq3 a bit and love the addition of OpenAL sound, though there is a quirk with it. I'm using a 5.1 speaker setup, and things that are directly in front of me (projectile hits, bouncing grenades, etc) come out of the center speaker strongly, as they should. The exception seems to be sounds originating from my player. Things like weapon fire and jumping come out a lot more faintly, mainly through the left and right channels. This effect is a little disconcerting, as I can hear the bullets hitting the wall across the map more clearly than the machinegun firing right in front of my face. I'm going to hazard a guess that the precise source of these sounds is below the "ears" of the player, mainly because looking down and firing makes the sound come through nice and strong in the center, but looking up and firing makes the sound come out mainly from the rear speakers. I was briefly looking around in the code to see if I could find anything, but I'm not familiar with the Quake 3 source, and I'm also an inexperienced programmer in general. Does anyone have some insight into this? ~ Josh From jamlacey at gmail.com Sun Feb 12 01:14:46 2006 From: jamlacey at gmail.com (James Lacey) Date: Sat, 11 Feb 2006 23:14:46 -0700 Subject: quake3 on Win64...kind of Message-ID: I was able to get a debug build compiled and running for Win64 on x86_64. Attached is a console log dump of the engine startup. I can get up to selecting a map and then I get this message: CLIENT/SERVER GAME MISMATCH: BASEQ3-1/ The Win32 version builds with no warnings, but there are still some warnings compiling for x64. I saw a few pointer warnings so that is probably the reason I can't load a map. I am just too tired to fix it tonight ;) Another catch is that there is no inline assembler for x64 in VC++ 8 so the build is using the interpreted VM. I will probably base an assembly source file off of the vm_x86_64.c code I saw in the repository so the port has a compiled VM. I know it isn't playable, but it is a step in the right direction. James -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- Hunk_Clear: reset the hunk ok ...detecting CPU, found x86_64 (AMD64, Intel EM64T) ------- Input Initialization ------- No window for DirectInput mouse init, delaying Joystick is not active. ------------------------------------ ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- ----- Client Initialization Complete ----- ----- R_Init ----- Initializing OpenGL subsystem ...initializing QGL ...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded ...setting mode 6: 1024 768 FS ...using colorsbits of 32 ...calling CDS: ok ...registered window class ...created window at 0,0 (1024x768) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...101 PFDs found ...hardware acceleration found ...PIXELFORMAT 9 selected ...creating GL context: succeeded ...making context current: succeeded Initializing OpenGL extensions ...ignoring GL_S3_s3tc ...using GL_EXT_texture_env_add ...using WGL_EXT_swap_control ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...WGL_3DFX_gamma_control not found GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 6150/PCI/SSE2 GL_VERSION: 2.0.1 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_clear_tag GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 4096 GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits) MODE: 6, 1024 x 768 fullscreen hz:60 GAMMA: hardware w/ 0 overbright bits CPU: x86_64 (AMD64, Intel EM64T) rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 texture bits: 32 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ...loading 'scripts/lightningnew.shader' ...loading 'scripts/explode1.shader' ...loading 'scripts/gfx.shader' ...loading 'scripts/tim.shader' ...loading 'scripts/base.shader' ...loading 'scripts/base_button.shader' ...loading 'scripts/base_floor.shader' ...loading 'scripts/base_light.shader' ...loading 'scripts/base_object.shader' ...loading 'scripts/base_support.shader' ...loading 'scripts/base_trim.shader' ...loading 'scripts/base_wall.shader' ...loading 'scripts/common.shader' ...loading 'scripts/ctf.shader' ...loading 'scripts/eerie.shader' ...loading 'scripts/gothic_block.shader' ...loading 'scripts/gothic_floor.shader' ...loading 'scripts/gothic_light.shader' ...loading 'scripts/gothic_trim.shader' ...loading 'scripts/gothic_wall.shader' ...loading 'scripts/hell.shader' ...loading 'scripts/liquid.shader' ...loading 'scripts/menu.shader' ...loading 'scripts/models.shader' ...loading 'scripts/organics.shader' ...loading 'scripts/sfx.shader' ...loading 'scripts/shrine.shader' ...loading 'scripts/skin.shader' ...loading 'scripts/sky.shader' ...loading 'scripts/test.shader' ----- finished R_Init ----- ------ Initializing Sound ------ Initializing DirectSound locked hardware. ok ----- Sound Info ----- 1 stereo 32768 samples 16 samplebits 1 submission_chunk 22050 speed 0xacb8598 dma buffer No background file. ---------------------- Sound intialization successful. -------------------------------- Sound memory manager started Loading vm file vm/ui.qvm... Architecture doesn't have a bytecode compiler, using interpreter ui loaded in 2348640 bytes on the hunk 35 arenas parsed 32 bots parsed --- Common Initialization Complete --- Winsock Initialized Opening IP socket: localhost:27960 Hostname: SERENITY IP: 192.168.0.4 IP: 192.168.116.1 IP: 192.168.91.1 Working directory: C:\Program Files (x86)\Quake III Arena Proceeding with delayed mouse init Initializing DirectInput... DirectInput initialized. ]\condump x86_64.txt Dumped console text to x86_64.txt. From tim at ngus.net Sun Feb 12 05:46:11 2006 From: tim at ngus.net (Tim Angus) Date: Sun, 12 Feb 2006 10:46:11 +0000 Subject: OpenAL Sound Origin Issue In-Reply-To: References: Message-ID: <20060212104611.09b1dc2e.tim@ngus.net> On Fri, 10 Feb 2006 19:52:52 -0600 Jayschwa wrote: > The exception seems to be sounds originating from my > player. Things like weapon fire and jumping come out a lot more > faintly, mainly through the left and right channels. This is most likely due to the fact that the listener and sounds velocities are set to 0 when respatialising. In other words, as far as OpenAL is concerned, the listener is always still (although its position changes). In effect, some sounds are not "attached" to the player, so when the player moves the sound will appear to drift to one side. The fix for this is to change the sound API to include velocity or employ some hackery to infer the player/sound velocity through other means. > This effect is a > little disconcerting, as I can hear the bullets hitting the wall > across the map more clearly than the machinegun firing right in front > of my face. That seems very odd. I can't explain that. Perhaps try changing s_alMinDistance? > I'm going to hazard a guess that the precise source of these sounds > is below the "ears" of the player, mainly because looking down and > firing makes the sound come through nice and strong in the center, > but looking up and firing makes the sound come out mainly from the > rear speakers. Your theory is probably correct. The respatialisation is taken against the view position, whereas the machinegun sound is centered around the entity position, which is slightly lower. SVN 539 has a potential fix for this. From auerswal at unix-ag.uni-kl.de Sun Feb 12 07:10:24 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Sun, 12 Feb 2006 13:10:24 +0100 Subject: [quake3] [PATCH] set custom resolution from UI In-Reply-To: <20060201233713.GA30317@sushi.unix-ag.uni-kl.de> References: <20060201233713.GA30317@sushi.unix-ag.uni-kl.de> Message-ID: <20060212121024.GA20718@sushi.unix-ag.uni-kl.de> Hi, On Thu, Feb 02, 2006 at 12:37:13AM +0100, Erik Auerswald wrote: > the attached patch adds setting the custom resolution (r_mode -1, > r_customwidth and r_customheight) to the menu. That patch had wrong dimensions for the input fields blocking the two menu entries below. The attached patch fixes this. Erik -------------- next part -------------- Index: code/q3_ui/ui_video.c =================================================================== --- code/q3_ui/ui_video.c (revision 538) +++ code/q3_ui/ui_video.c (working copy) @@ -254,7 +254,11 @@ #define ID_DISPLAY 107 #define ID_SOUND 108 #define ID_NETWORK 109 +#define ID_CUSTOM_WIDTH 110 +#define ID_CUSTOM_HEIGHT 111 +#define MAX_RES_LENGTH 5 // maximum # digits in custom width/height + typedef struct { menuframework_s menu; @@ -269,6 +273,8 @@ menulist_s list; menulist_s mode; + menufield_s customwidth; + menufield_s customheight; menulist_s driver; menuslider_s tq; menulist_s fs; @@ -298,8 +304,15 @@ qboolean extensions; } InitialVideoOptions_s; +typedef struct +{ + char width[MAX_RES_LENGTH+1]; + char height[MAX_RES_LENGTH+1]; +} InitialCustomResolution_s; + static InitialVideoOptions_s s_ivo; static graphicsoptions_t s_graphicsoptions; +static InitialCustomResolution_s s_icr; static InitialVideoOptions_s s_ivo_templates[] = { @@ -342,6 +355,8 @@ s_ivo.geometry = s_graphicsoptions.geometry.curvalue; s_ivo.filter = s_graphicsoptions.filter.curvalue; s_ivo.texturebits = s_graphicsoptions.texturebits.curvalue; + Q_strncpyz( s_icr.width, s_graphicsoptions.customwidth.field.buffer, MAX_RES_LENGTH+1); + Q_strncpyz( s_icr.height, s_graphicsoptions.customheight.field.buffer, MAX_RES_LENGTH+1); } /* @@ -423,6 +438,14 @@ { s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); } + if ( strcmp( s_icr.width, s_graphicsoptions.customwidth.field.buffer ) ) + { + s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); + } + if ( strcmp( s_icr.height, s_graphicsoptions.customheight.field.buffer ) ) + { + s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); + } if ( s_ivo.fullscreen != s_graphicsoptions.fs.curvalue ) { s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); @@ -487,7 +510,20 @@ } trap_Cvar_SetValue( "r_picmip", 3 - s_graphicsoptions.tq.curvalue ); trap_Cvar_SetValue( "r_allowExtensions", s_graphicsoptions.allow_extensions.curvalue ); - trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue ); + + if ( s_graphicsoptions.mode.curvalue == s_graphicsoptions.mode.numitems - 1 ) + { + trap_Cvar_SetValue( "r_mode", -1 ); + } + else + { + trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue ); + } + + // set custom width and height + trap_Cvar_Set( "r_customwidth", s_graphicsoptions.customwidth.field.buffer ); + trap_Cvar_Set( "r_customheight", s_graphicsoptions.customheight.field.buffer ); + trap_Cvar_SetValue( "r_fullscreen", s_graphicsoptions.fs.curvalue ); trap_Cvar_Set( "r_glDriver", ( char * ) s_drivers[s_graphicsoptions.driver.curvalue] ); switch ( s_graphicsoptions.colordepth.curvalue ) @@ -599,6 +635,12 @@ UI_PopMenu(); UI_NetworkOptionsMenu(); break; + + case ID_CUSTOM_WIDTH: + break; + + case ID_CUSTOM_HEIGHT: + break; } } @@ -618,6 +660,94 @@ /* ================ +GraphicsOptions_DrawCustomwidth +================ +*/ +static void GraphicsOptions_DrawCustomwidth( void *self ) { + menufield_s *f; + qboolean focus; + int style; + float *color; + int basex, y; + char c; + + f = (menufield_s*)self; + basex = f->generic.x; + y = f->generic.y; + focus = (f->generic.parent->cursor == f->generic.menuPosition); + + style = UI_LEFT|UI_SMALLFONT; + color = text_color_normal; + if( focus ) { + style |= UI_PULSE; + color = text_color_highlight; + } + + UI_DrawString( basex, y, "Custom Resolution:", style, color); + UI_DrawString( basex + 20 * SMALLCHAR_WIDTH, y, f->field.buffer, style, color_white ); + + // draw cursor if we have focus + if( focus ) { + if ( trap_Key_GetOverstrikeMode() ) { + c = 11; + } else { + c = 10; + } + + style &= ~UI_PULSE; + style |= UI_BLINK; + + UI_DrawChar( basex + 20 * SMALLCHAR_WIDTH + f->field.cursor * SMALLCHAR_WIDTH, y, c, style, color_white ); + } +} + + +/* +================ +GraphicsOptions_DrawCustomheight +================ +*/ +static void GraphicsOptions_DrawCustomheight( void *self ) { + menufield_s *f; + qboolean focus; + int style; + float *color; + int basex, y; + char c; + + f = (menufield_s*)self; + basex = f->generic.x; + y = f->generic.y; + focus = (f->generic.parent->cursor == f->generic.menuPosition); + + style = UI_LEFT|UI_SMALLFONT; + color = text_color_normal; + if( focus ) { + style |= UI_PULSE; + color = text_color_highlight; + } + + UI_DrawString( basex, y, "x", style, color); + UI_DrawString( basex + 2 * SMALLCHAR_WIDTH, y, f->field.buffer, style, color_white ); + + // draw cursor if we have focus + if( focus ) { + if ( trap_Key_GetOverstrikeMode() ) { + c = 11; + } else { + c = 10; + } + + style &= ~UI_PULSE; + style |= UI_BLINK; + + UI_DrawChar( basex + 2 * SMALLCHAR_WIDTH + f->field.cursor * SMALLCHAR_WIDTH, y, c, style, color_white ); + } +} + + +/* +================ GraphicsOptions_MenuDraw ================ */ @@ -639,8 +769,10 @@ s_graphicsoptions.mode.curvalue = trap_Cvar_VariableValue( "r_mode" ); if ( s_graphicsoptions.mode.curvalue < 0 ) { - s_graphicsoptions.mode.curvalue = 3; + s_graphicsoptions.mode.curvalue = s_graphicsoptions.mode.numitems - 1; } + Q_strncpyz( s_graphicsoptions.customwidth.field.buffer, UI_Cvar_VariableString("r_customwidth"), sizeof(s_graphicsoptions.customwidth.field.buffer) ); + Q_strncpyz( s_graphicsoptions.customheight.field.buffer, UI_Cvar_VariableString("r_customheight"), sizeof(s_graphicsoptions.customheight.field.buffer) ); s_graphicsoptions.fs.curvalue = trap_Cvar_VariableValue("r_fullscreen"); s_graphicsoptions.allow_extensions.curvalue = trap_Cvar_VariableValue("r_allowExtensions"); s_graphicsoptions.tq.curvalue = 3-trap_Cvar_VariableValue( "r_picmip"); @@ -779,6 +911,7 @@ "1600x1200", "2048x1536", "856x480 wide screen", + "use custom resolution", // this must be the last item NULL }; static const char *filter_names[] = @@ -915,6 +1048,35 @@ s_graphicsoptions.mode.generic.id = ID_MODE; y += BIGCHAR_HEIGHT+2; + // references/modifies "r_customwidth" + s_graphicsoptions.customwidth.generic.type = MTYPE_FIELD; + s_graphicsoptions.customwidth.generic.flags = QMF_NODEFAULTINIT|QMF_NUMBERSONLY; + s_graphicsoptions.customwidth.generic.ownerdraw = GraphicsOptions_DrawCustomwidth; + s_graphicsoptions.customwidth.generic.id = ID_CUSTOM_WIDTH; + s_graphicsoptions.customwidth.generic.x = 400 - 19 * SMALLCHAR_WIDTH; + s_graphicsoptions.customwidth.generic.y = y; + s_graphicsoptions.customwidth.generic.left = 400 - 19 * SMALLCHAR_WIDTH - 8; + s_graphicsoptions.customwidth.generic.top = y - 8; + s_graphicsoptions.customwidth.generic.right = 400 + 5 * SMALLCHAR_WIDTH; + s_graphicsoptions.customwidth.generic.bottom = y + BIGCHAR_HEIGHT; + s_graphicsoptions.customwidth.field.widthInChars = MAX_RES_LENGTH; + s_graphicsoptions.customwidth.field.maxchars = MAX_RES_LENGTH; + + // references/modifies "r_customheight" + s_graphicsoptions.customheight.generic.type = MTYPE_FIELD; + s_graphicsoptions.customheight.generic.flags = QMF_NODEFAULTINIT|QMF_NUMBERSONLY; + s_graphicsoptions.customheight.generic.ownerdraw = GraphicsOptions_DrawCustomheight; + s_graphicsoptions.customwidth.generic.id = ID_CUSTOM_HEIGHT; + s_graphicsoptions.customheight.generic.x = 400 + 6 * SMALLCHAR_WIDTH; + s_graphicsoptions.customheight.generic.y = y; + s_graphicsoptions.customheight.generic.left = 400 + 6 * SMALLCHAR_WIDTH; + s_graphicsoptions.customheight.generic.top = y - 8; + s_graphicsoptions.customheight.generic.right = 400 + 11 * SMALLCHAR_WIDTH; + s_graphicsoptions.customheight.generic.bottom = y + BIGCHAR_HEIGHT; + s_graphicsoptions.customheight.field.widthInChars = MAX_RES_LENGTH; + s_graphicsoptions.customheight.field.maxchars = MAX_RES_LENGTH; + y += BIGCHAR_HEIGHT+2; + // references "r_colorbits" s_graphicsoptions.colordepth.generic.type = MTYPE_SPINCONTROL; s_graphicsoptions.colordepth.generic.name = "Color Depth:"; @@ -1025,6 +1187,8 @@ Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.driver ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.allow_extensions ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.mode ); + Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.customwidth ); + Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.customheight ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.colordepth ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.fs ); Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.lighting ); From jamlacey at gmail.com Sun Feb 12 23:19:20 2006 From: jamlacey at gmail.com (James Lacey) Date: Sun, 12 Feb 2006 21:19:20 -0700 Subject: first win64 patch Message-ID: Here is my first Win64 Quake 3 patch. A couple of notes: 1. The patch is for VC++ 2005 (v8.0). (The new VC++ Express should work too but I am using VS 2005 Pro.) 2. I haven't worked on Team Arena yet. So the only configurations that will work are: Debug|Win32, Release|Win32, Debug|x64, Release|x64. My next patch will include Team Arena support. 3. I am using the interpreted VM for x64. 4. I am using DirectSound instead of OpenAL (I don't think there is an x64 OpenAL library). 5. The code builds with Mingw32 but it crashes on startup. This will sound really noobish but I haven't ever used Mingw32 before and I am having a hard time attached GDB to see what the problem is. I played a couple of maps with both the x86 and x64 release builds and everything seemed to work great. YMMV. James -------------- next part -------------- A non-text attachment was scrubbed... Name: msvc8_win64.patch.zip Type: application/zip Size: 73527 bytes Desc: not available URL: From floam at sh.nu Mon Feb 13 01:00:16 2006 From: floam at sh.nu (Aaron Gyes) Date: Sun, 12 Feb 2006 22:00:16 -0800 Subject: [quake3] first win64 patch In-Reply-To: References: Message-ID: <1139810416.1774.0.camel@localhost.localdomain> On Sun, 2006-02-12 at 21:19 -0700, James Lacey wrote: > Here is my first Win64 Quake 3 patch. A couple of notes: > 4. I am using DirectSound instead of OpenAL (I don't think there is an > x64 OpenAL library). What's keeping you from compiling OpenAL on x64? Aaron Gyes From icculus at icculus.org Mon Feb 13 03:45:59 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Mon, 13 Feb 2006 00:45:59 -0800 Subject: [quake3] first win64 patch In-Reply-To: <1139810416.1774.0.camel@localhost.localdomain> References: <1139810416.1774.0.camel@localhost.localdomain> Message-ID: <43F04747.2080902@icculus.org> > What's keeping you from compiling OpenAL on x64? There _is_ a Win64 OpenAL...we used it with UT2004/win64. --ryan. From jamlacey at gmail.com Mon Feb 13 08:36:50 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 13 Feb 2006 06:36:50 -0700 Subject: [quake3] first win64 patch In-Reply-To: <43F04747.2080902@icculus.org> References: <1139810416.1774.0.camel@localhost.localdomain> <43F04747.2080902@icculus.org> Message-ID: In that case, I will put that in my next patch along with Team Arena support. James On 2/13/06, Ryan C. Gordon wrote: > > > What's keeping you from compiling OpenAL on x64? > > There _is_ a Win64 OpenAL...we used it with UT2004/win64. > > --ryan. > > From ludwig.nussel at suse.de Mon Feb 13 12:22:57 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 13 Feb 2006 18:22:57 +0100 Subject: [quake3] first win64 patch In-Reply-To: References: Message-ID: <200602131822.57552.ludwig.nussel@suse.de> On Monday 13 February 2006 05:19, James Lacey wrote: > Here is my first Win64 Quake 3 patch. A couple of notes: - Are all those int -> size_t (ie signed 32bit -> unsigned 64bit) changes actually needed? Did you verify they don't break stuff by looking at the code or by running the game? E.g. the loop in SV_Status_f, l could become negative (yeah the code is broken anyways)? - What kind of warning gets silenced by the #pragma you added? - Is sizeof(intptr_t) != sizeof(long) on Windows? - I suppose the vm_x86.c diff is an accident - If you omit the vcproj files the diff is 200K instead of 1.4MB cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Mon Feb 13 12:30:18 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 13 Feb 2006 18:30:18 +0100 Subject: [quake3] quake3 on Win64...kind of In-Reply-To: References: Message-ID: <200602131830.19103.ludwig.nussel@suse.de> On Sunday 12 February 2006 07:14, James Lacey wrote: > Another catch is that there is no inline assembler for x64 in VC++ > 8 so the build is using the interpreted VM. I will probably base > an assembly source file off of the vm_x86_64.c code I saw in the > repository so the port has a compiled VM. I know it isn't > playable, but it is a step in It's no inline assembler. It writes a text file in gnu assembler syntax, runs 'as' to compile it into an ELF file and then reads the compiled code back into memory. I doubt that's of much use on Windows :-) IMO directly emitting opcodes like vm_x86 is insane so the best way would be to write a replacement for 'as' that can compile the few assembler instructions used by by vm_x86_64.c. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From pawlicki at cs.rochester.edu Mon Feb 13 12:48:28 2006 From: pawlicki at cs.rochester.edu (Ted Pawlicki) Date: Mon, 13 Feb 2006 12:48:28 -0500 Subject: Software/hardware rendering on Fedora In-Reply-To: <1139610005.917.ezmlm@icculus.org> Message-ID: <001801c630c5$b24c4030$a53505c0@Tralfalmadore> I've built Q3 on fedora, and it runs - but only with "software" rendering (I have to include the command line option for software rendering). This makes performance rather choppy. Can anyone tell me what I need to run hardware rendering? Do I need a different library or a whole new graphics card? (I've currently got a Nvidia GeForce FX5200 - not top of the line, but respectable in its day). Thanks, Ted pawlicki at cs.rochester.edu From jamlacey at gmail.com Mon Feb 13 13:14:30 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 13 Feb 2006 11:14:30 -0700 Subject: [quake3] first win64 patch In-Reply-To: <200602131822.57552.ludwig.nussel@suse.de> Message-ID: <000901c630c9$57357a00$6d00000a@interactiontech.local> -----Original Message----- From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] Sent: Monday, February 13, 2006 10:23 AM To: quake3 at icculus.org Subject: Re: [quake3] first win64 patch On Monday 13 February 2006 05:19, James Lacey wrote: > Here is my first Win64 Quake 3 patch. A couple of notes: - Are all those int -> size_t (ie signed 32bit -> unsigned 64bit) changes actually needed? Did you verify they don't break stuff by looking at the code or by running the game? E.g. the loop in SV_Status_f, l could become negative (yeah the code is broken anyways)? I did verify that the int -> size_t changes don't break anything as far as I have played a couple of maps and everything seems to work fine. There was one bug I can think of that was caused this way because of a for loop "counting backwards" i.e. for(int i = SOME_NUMBER; i >= 0; i--). A lot of the int to size_t changes were for file system and memory functions. Not that realistically Quake 3 needs to address more than 4 GB of memory but I made the changes so that it was clean 64-bit code. Besides, isn't it good practice to use size_t for things like length and size? - What kind of warning gets silenced by the #pragma you added? Off the top of my head, two warnings that I silenced were signed/unsigned mismatch on comparisons and promoting a value to a bigger data type (not exactly sure why that is a warning). - Is sizeof(intptr_t) != sizeof(long) on Windows? Yeah, I found this a little annoying but VC++ treats int and long as 4 bytes even when compiling for a 64-bit target. You have to use long long or __int64 explicitly to get an 8 byte integer. - I suppose the vm_x86.c diff is an accident - If you omit the vcproj files the diff is 200K instead of 1.4MB Sorry if the patch wasn't really clean, I just did an svn diff and zipped it up. James From jamlacey at gmail.com Mon Feb 13 13:17:10 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 13 Feb 2006 11:17:10 -0700 Subject: [quake3] quake3 on Win64...kind of In-Reply-To: <200602131830.19103.ludwig.nussel@suse.de> Message-ID: <000a01c630c9$b5a3d2d0$6d00000a@interactiontech.local> What I meant is that there is no inline assembler for VC++ 8 when you are compiling for x86_64. So all the __asm statements and blocks have to be replaced with C code or an external assembly file. I am just a beginner in assembly so I thought I would tackle this last. Any help would be appreciated :) James -----Original Message----- From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] Sent: Monday, February 13, 2006 10:30 AM To: quake3 at icculus.org Subject: Re: [quake3] quake3 on Win64...kind of On Sunday 12 February 2006 07:14, James Lacey wrote: > Another catch is that there is no inline assembler for x64 in VC++ > 8 so the build is using the interpreted VM. I will probably base > an assembly source file off of the vm_x86_64.c code I saw in the > repository so the port has a compiled VM. I know it isn't > playable, but it is a step in It's no inline assembler. It writes a text file in gnu assembler syntax, runs 'as' to compile it into an ELF file and then reads the compiled code back into memory. I doubt that's of much use on Windows :-) IMO directly emitting opcodes like vm_x86 is insane so the best way would be to write a replacement for 'as' that can compile the few assembler instructions used by by vm_x86_64.c. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Mon Feb 13 13:24:37 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 13 Feb 2006 11:24:37 -0700 Subject: [quake3] Software/hardware rendering on Fedora In-Reply-To: <001801c630c5$b24c4030$a53505c0@Tralfalmadore> Message-ID: <000b01c630ca$c0818ac0$6d00000a@interactiontech.local> Have you installed the NVIDIA kernel module and GLX library? You also need to configure DRI in your X server's configuration file. Here is a link for NVIDIA's readme on how to set things up: http://download.nvidia.com/XFree86/Linux-x86/1.0-8178/README/index.html James -----Original Message----- From: Ted Pawlicki [mailto:pawlicki at cs.rochester.edu] Sent: Monday, February 13, 2006 10:48 AM To: quake3 at icculus.org Subject: [quake3] Software/hardware rendering on Fedora I've built Q3 on fedora, and it runs - but only with "software" rendering (I have to include the command line option for software rendering). This makes performance rather choppy. Can anyone tell me what I need to run hardware rendering? Do I need a different library or a whole new graphics card? (I've currently got a Nvidia GeForce FX5200 - not top of the line, but respectable in its day). Thanks, Ted pawlicki at cs.rochester.edu From icculus at icculus.org Mon Feb 13 14:29:06 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Mon, 13 Feb 2006 14:29:06 -0500 Subject: [quake3] first win64 patch In-Reply-To: <200602131822.57552.ludwig.nussel@suse.de> References: <200602131822.57552.ludwig.nussel@suse.de> Message-ID: <43F0DE02.5040905@icculus.org> > - Is sizeof(intptr_t) != sizeof(long) on Windows? sizeof (long) is 32 bits on Win64 and Win32 with MSVC, unlike 32/64 bit Linux. intptr_t is sizeof (void *). --ryan. From ludwig.nussel at suse.de Mon Feb 13 14:32:07 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 13 Feb 2006 20:32:07 +0100 Subject: [quake3] first win64 patch In-Reply-To: <000901c630c9$57357a00$6d00000a@interactiontech.local> References: <000901c630c9$57357a00$6d00000a@interactiontech.local> Message-ID: <200602132032.07848.ludwig.nussel@suse.de> James Lacey wrote: > -----Original Message----- > From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] > Sent: Monday, February 13, 2006 10:23 AM > To: quake3 at icculus.org > Subject: Re: [quake3] first win64 patch > > On Monday 13 February 2006 05:19, James Lacey wrote: > > Here is my first Win64 Quake 3 patch. A couple of notes: > > - Are all those int -> size_t (ie signed 32bit -> unsigned 64bit) > changes actually needed? Did you verify they don't break stuff by > looking at the code or by running the game? E.g. the loop in > SV_Status_f, l could become negative (yeah the code is broken > anyways)? > > I did verify that the int -> size_t changes don't break anything as far as I > have played a couple of maps and everything seems to work fine. There was > one bug I can think of that was caused this way because of a for loop > "counting backwards" i.e. for(int i = SOME_NUMBER; i >= 0; i--). A lot of > the int to size_t changes were for file system and memory functions. Not > that realistically Quake 3 needs to address more than 4 GB of memory but I > made the changes so that it was clean 64-bit code. Besides, isn't it good > practice to use size_t for things like length and size? Yes it is but personally I'm not very keen to debug the non obvious problems it causes when blindly changing the existing (and working!) code. There is btw also no need to use a 64bit type if a 32bit one suffices. On x86_64 the code size to process 64bit integers is larger than for 32bit integers. > - Is sizeof(intptr_t) != sizeof(long) on Windows? > > Yeah, I found this a little annoying but VC++ treats int and long as 4 bytes > even when compiling for a 64-bit target. You have to use long long or > __int64 explicitly to get an 8 byte integer. Q3 is broken then as I used long. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Mon Feb 13 15:10:00 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 13 Feb 2006 13:10:00 -0700 Subject: [quake3] first win64 patch In-Reply-To: <200602132032.07848.ludwig.nussel@suse.de> Message-ID: <000c01c630d9$7b0576f0$6d00000a@interactiontech.local> -----Original Message----- From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] Sent: Monday, February 13, 2006 12:32 PM To: quake3 at icculus.org Subject: Re: [quake3] first win64 patch James Lacey wrote: > -----Original Message----- > From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] > Sent: Monday, February 13, 2006 10:23 AM > To: quake3 at icculus.org > Subject: Re: [quake3] first win64 patch > > On Monday 13 February 2006 05:19, James Lacey wrote: > > Here is my first Win64 Quake 3 patch. A couple of notes: > > - Are all those int -> size_t (ie signed 32bit -> unsigned 64bit) > changes actually needed? Did you verify they don't break stuff by > looking at the code or by running the game? E.g. the loop in > SV_Status_f, l could become negative (yeah the code is broken > anyways)? > > I did verify that the int -> size_t changes don't break anything as far as I > have played a couple of maps and everything seems to work fine. There was > one bug I can think of that was caused this way because of a for loop > "counting backwards" i.e. for(int i = SOME_NUMBER; i >= 0; i--). A lot of > the int to size_t changes were for file system and memory functions. Not > that realistically Quake 3 needs to address more than 4 GB of memory but I > made the changes so that it was clean 64-bit code. Besides, isn't it good > practice to use size_t for things like length and size? > Yes it is but personally I'm not very keen to debug the non obvious > problems it causes when blindly changing the existing (and working!) > code. There is btw also no need to use a 64bit type if a 32bit one > suffices. On x86_64 the code size to process 64bit integers is > larger than for 32bit integers. Perhaps this is just a matter of personal taste. I don't really think it makes debugging that much harder because if all you did was change int to size_t and something stops working, after you identify where the failure is, all you have to do is change it back. The reason I made the changes was because keeping things as int instead of size_t opened the door for possible (but not probable) data truncation. I don't know enough to dispute you, but why would the code size to process 64 bit integers be larger than 32 bit integers on a 64 bit CPU? 8 bytes would be the machine word. Nevertheless, since I don't really know, I will take your word for it. James From ludwig.nussel at suse.de Mon Feb 13 15:34:07 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 13 Feb 2006 21:34:07 +0100 Subject: [quake3] first win64 patch In-Reply-To: <000c01c630d9$7b0576f0$6d00000a@interactiontech.local> References: <000c01c630d9$7b0576f0$6d00000a@interactiontech.local> Message-ID: <200602132134.08089.ludwig.nussel@suse.de> James Lacey wrote: > -----Original Message----- > From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] > Sent: Monday, February 13, 2006 12:32 PM > To: quake3 at icculus.org > Subject: Re: [quake3] first win64 patch > > James Lacey wrote: > > -----Original Message----- > > From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] > > Sent: Monday, February 13, 2006 10:23 AM > > To: quake3 at icculus.org > > Subject: Re: [quake3] first win64 patch > > > > On Monday 13 February 2006 05:19, James Lacey wrote: > > > Here is my first Win64 Quake 3 patch. A couple of notes: > > > > - Are all those int -> size_t (ie signed 32bit -> unsigned 64bit) > > changes actually needed? Did you verify they don't break stuff by > > looking at the code or by running the game? E.g. the loop in > > SV_Status_f, l could become negative (yeah the code is broken > > anyways)? > > > > I did verify that the int -> size_t changes don't break anything as far as > I > > have played a couple of maps and everything seems to work fine. There was > > one bug I can think of that was caused this way because of a for loop > > "counting backwards" i.e. for(int i = SOME_NUMBER; i >= 0; i--). A lot of > > the int to size_t changes were for file system and memory functions. Not > > that realistically Quake 3 needs to address more than 4 GB of memory but I > > made the changes so that it was clean 64-bit code. Besides, isn't it good > > practice to use size_t for things like length and size? > > > Yes it is but personally I'm not very keen to debug the non obvious > > problems it causes when blindly changing the existing (and working!) > > code. There is btw also no need to use a 64bit type if a 32bit one > > suffices. On x86_64 the code size to process 64bit integers is > > larger than for 32bit integers. > > Perhaps this is just a matter of personal taste. I don't really think it > makes debugging that much harder because if all you did was change int to > size_t and something stops working, after you identify where the failure is, > all you have to do is change it back. The reason I made the changes was > because keeping things as int instead of size_t opened the door for possible > (but not probable) data truncation. If you find a place where it actually happens it's ok. It's certainly not required to make q3 64bit clean as it already is (on Linux). > I don't know enough to dispute you, but why would the code size to process > 64 bit integers be larger than 32 bit integers on a 64 bit CPU? 8 bytes > would be the machine word. Nevertheless, since I don't really know, I will > take your word for it. Not 64bit CPUs in general, AMD64. The 64bit opcodes have a prefix byte there. Search Google for "Software Optimization Guide for AMD64 Processors". I doubt that it matters much, I just wanted to say that blindly changing variables to 64bit types is not necessarily a good thing. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From debeuk at gmail.com Mon Feb 13 16:26:50 2006 From: debeuk at gmail.com (Sven Beukenex) Date: Mon, 13 Feb 2006 22:26:50 +0100 Subject: [quake3] Software/hardware rendering on Fedora In-Reply-To: <000b01c630ca$c0818ac0$6d00000a@interactiontech.local> References: <001801c630c5$b24c4030$a53505c0@Tralfalmadore> <000b01c630ca$c0818ac0$6d00000a@interactiontech.local> Message-ID: <9a224f8b0602131326sbd60e4dxcde396241d51ef78@mail.gmail.com> On 2/13/06, James Lacey wrote: > > Have you installed the NVIDIA kernel module and GLX library? You also need > to configure DRI in your X server's configuration file. Here is a link for > NVIDIA's readme on how to set things up: > http://download.nvidia.com/XFree86/Linux-x86/1.0-8178/README/index.html That should be ftp://download.nvidia.com/XFree86/Linux-x86/1.0-8178/README/index.html James > > -----Original Message----- > From: Ted Pawlicki [mailto:pawlicki at cs.rochester.edu] > Sent: Monday, February 13, 2006 10:48 AM > To: quake3 at icculus.org > Subject: [quake3] Software/hardware rendering on Fedora > > > I've built Q3 on fedora, and it runs - but only with "software" > rendering (I have to include the command line option for software > rendering). This makes performance rather choppy. Can anyone tell me > what I need to run hardware rendering? Do I need a different library or > a whole new graphics card? (I've currently got a Nvidia GeForce FX5200 - > not top of the line, but respectable in its day). > > Thanks, > > Ted > pawlicki at cs.rochester.edu > > > > Working great with accelerated opengl on Fedora core 4 x86_64 here FWIW (with the nvidia driver installed). -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Mon Feb 13 20:16:21 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 13 Feb 2006 17:16:21 -0800 Subject: [quake3] Software/hardware rendering on Fedora In-Reply-To: <001801c630c5$b24c4030$a53505c0@Tralfalmadore> References: <001801c630c5$b24c4030$a53505c0@Tralfalmadore> Message-ID: <43F12F65.8080508@timedoctor.org> As others have mentioned you need to set up the nvidia drivers for your system. Please read http://www.icculus.org/lgfaq/ before mailing this list in the future. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Mon Feb 13 22:03:17 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 13 Feb 2006 19:03:17 -0800 Subject: http://www.sqonk.com.au/quake3.html Message-ID: <43F14875.1010400@timedoctor.org> Anyone know/is this guy? http://www.sqonk.com.au/quake3.html I don't quite think distributing quake3 with no sources is legal, nor do I think him taking this project and redistributing binaries with no attribution is nice. If that is indeed what he is doing... -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From icculus at icculus.org Mon Feb 13 22:09:06 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Mon, 13 Feb 2006 19:09:06 -0800 Subject: [Fwd: Quake 3/mac sources...] Message-ID: <43F149D2.4080900@icculus.org> We'll find out. --ryan. -------- Original Message -------- Subject: Quake 3/mac sources... Date: Mon, 13 Feb 2006 19:08:34 -0800 From: Ryan C. Gordon Organization: icculus.org To: projects at sqonk.com.au Sir, I saw your Quake 3 project at http://www.sqonk.com.au/quake3.html, and would like a copy of the source code under the GPL license. I'd like to compare it against my current work at http://icculus.org/quake3 and see if there's any good Mac fixes I can include. Thanks, --ryan. From jayschwa at gmail.com Mon Feb 13 22:27:20 2006 From: jayschwa at gmail.com (Jayschwa) Date: Mon, 13 Feb 2006 21:27:20 -0600 Subject: [quake3] Re: OpenAL Sound Origin Issue In-Reply-To: <20060212104611.09b1dc2e.tim@ngus.net> References: <20060212104611.09b1dc2e.tim@ngus.net> Message-ID: On Sun, 12 Feb 2006 04:46:11 -0600, Tim Angus wrote: > Your theory is probably correct. The respatialisation is taken against > the view position, whereas the machinegun sound is centered around the > entity position, which is slightly lower. SVN 539 has a potential fix > for this. Unfortuneatly, this didn't seem to make a difference for me. Looking at your code I see you used the condition (s_alSpatEntOrigin->integer && entityNum). I've tested a bit by running around with a few bots and playing demos, and there never seems to be a point at which entityNum gets a number other than zero passed in. - Josh From jayschwa at gmail.com Tue Feb 14 01:05:34 2006 From: jayschwa at gmail.com (Jayschwa) Date: Tue, 14 Feb 2006 00:05:34 -0600 Subject: [quake3] Re: OpenAL Sound Origin Issue In-Reply-To: <20060212104611.09b1dc2e.tim@ngus.net> References: <20060212104611.09b1dc2e.tim@ngus.net> Message-ID: Oops. Sorry about that last e-mail. I see you corrected the issue in 540. It seems to do the trick, except sounds owned by the player are distorted when moving backwards. It's weird. - Josh From zakk at timedoctor.org Tue Feb 14 01:47:46 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 13 Feb 2006 22:47:46 -0800 Subject: [quake3] [Fwd: Quake 3/mac sources...] In-Reply-To: <43F149D2.4080900@icculus.org> References: <43F149D2.4080900@icculus.org> Message-ID: <43F17D12.3020702@timedoctor.org> Turns out he isn't a porblem, moving right along... -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From spam37512 at gmail.com Tue Feb 14 15:36:02 2006 From: spam37512 at gmail.com (Derek) Date: Tue, 14 Feb 2006 12:36:02 -0800 Subject: [quake3] http://www.sqonk.com.au/quake3.html In-Reply-To: <43F14875.1010400@timedoctor.org> References: <43F14875.1010400@timedoctor.org> Message-ID: <1434813a0602141236n742180f9l47aecc8919e772ea@mail.gmail.com> http://versiontracker.com/dyn/moreinfo/macosx/8961 this is on version tracker now replacing the id versions.Whats up with that? On 2/13/06, Zachary J. Slater wrote: > Anyone know/is this guy? > http://www.sqonk.com.au/quake3.html > > I don't quite think distributing quake3 with no sources is legal, > nor do I think him taking this project and redistributing binaries with > no attribution is nice. If that is indeed what he is doing... > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From zakk at timedoctor.org Tue Feb 14 15:36:58 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 14 Feb 2006 12:36:58 -0800 Subject: [quake3] http://www.sqonk.com.au/quake3.html In-Reply-To: <1434813a0602141236n742180f9l47aecc8919e772ea@mail.gmail.com> References: <43F14875.1010400@timedoctor.org> <1434813a0602141236n742180f9l47aecc8919e772ea@mail.gmail.com> Message-ID: <43F23F6A.1030207@timedoctor.org> Derek wrote: > http://versiontracker.com/dyn/moreinfo/macosx/8961 > this is on version tracker now replacing the id versions.Whats up with that? Ugh. I'd like to complain but we haven't managed to actually RELEASE anything . :( -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From spam37512 at gmail.com Tue Feb 14 18:44:08 2006 From: spam37512 at gmail.com (Derek) Date: Tue, 14 Feb 2006 15:44:08 -0800 Subject: [quake3] http://www.sqonk.com.au/quake3.html In-Reply-To: <43F23F6A.1030207@timedoctor.org> References: <43F14875.1010400@timedoctor.org> <1434813a0602141236n742180f9l47aecc8919e772ea@mail.gmail.com> <43F23F6A.1030207@timedoctor.org> Message-ID: <1434813a0602141544s556e82a4j66d5475617d7e858@mail.gmail.com> I think someone should complain because this guy is saying its an id release.Hopefully versiontracker and macupdate will remove it.The original 1.3.2 is gone from those sites now. On 2/14/06, Zachary J. Slater wrote: > Derek wrote: > > http://versiontracker.com/dyn/moreinfo/macosx/8961 > > this is on version tracker now replacing the id versions.Whats up with that? > > Ugh. > I'd like to complain but we haven't managed to actually RELEASE anything . > :( > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From justdoug at socal.rr.com Tue Feb 14 23:48:06 2006 From: justdoug at socal.rr.com (Doug Winger) Date: Tue, 14 Feb 2006 20:48:06 -0800 Subject: [quake3] http://www.sqonk.com.au/quake3.html In-Reply-To: <1434813a0602141544s556e82a4j66d5475617d7e858@mail.gmail.com> References: <43F14875.1010400@timedoctor.org> <1434813a0602141236n742180f9l47aecc8919e772ea@mail.gmail.com> <43F23F6A.1030207@timedoctor.org> <1434813a0602141544s556e82a4j66d5475617d7e858@mail.gmail.com> Message-ID: >I think someone should complain because this guy is saying its an id >release.Hopefully versiontracker and macupdate will remove it.The >original 1.3.2 is gone from those sites now. > >On 2/14/06, Zachary J. Slater wrote: >> Derek wrote: >> > http://versiontracker.com/dyn/moreinfo/macosx/8961 >> > this is on version tracker now replacing the id versions.Whats >>up with that? >> >> Ugh. >> I'd like to complain but we haven't managed to actually RELEASE anything . >> :( >> -- >> - Zachary J. Slater >> zakk at timedoctor.org >> zacharyslater at gmail.com >> The (current) Versiontracker and MacUpdate versions +are+ official Id releases; an update of version 1.32 containing a universal binary version supporting both MacOSX PPC and Intel machines. Links from both of the mentioned sites lead to the official Id site. The Squonk site +may+ be an unofficial mirror, though it's hard to be sure from the blurb there. It +reads+ like it's the SOP Id source with some bugfixes and properly working VM types added. Both of the above still have that annoying ATI CLAMP != CLAMP_TO_EDGE skybox rendering bug. - Doug ="Sorry. I'm too poor for a clever sig." From zakk at timedoctor.org Wed Feb 15 00:02:01 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 14 Feb 2006 21:02:01 -0800 Subject: [quake3] http://www.sqonk.com.au/quake3.html In-Reply-To: References: <43F14875.1010400@timedoctor.org> <1434813a0602141236n742180f9l47aecc8919e772ea@mail.gmail.com> <43F23F6A.1030207@timedoctor.org> <1434813a0602141544s556e82a4j66d5475617d7e858@mail.gmail.com> Message-ID: <43F2B5C9.8040903@timedoctor.org> Doug Winger wrote: > > The (current) Versiontracker and MacUpdate versions +are+ official Id > releases; an update of version 1.32 containing a universal binary > version supporting both MacOSX PPC and Intel machines. Links from > both of the mentioned sites lead to the official Id site. > > The Squonk site +may+ be an unofficial mirror, though it's hard to be > sure from the blurb there. It +reads+ like it's the SOP Id source > with some bugfixes and properly working VM types added. > > Both of the above still have that annoying ATI CLAMP != > CLAMP_TO_EDGE skybox rendering bug. > > - Doug > > > ="Sorry. I'm too poor for a clever sig." Official id releases do not include universal binaries. The squonk site is DEFINITELY not an unofficial mirror for any id release. I've read some communications with him and he has used the id source, without anything icculus.org has done. This is not an argument, anyone who wants to argue about this can go hose (and get summarily banned from this list). -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From badcdev at gmail.com Wed Feb 15 01:31:23 2006 From: badcdev at gmail.com (BlackAura) Date: Wed, 15 Feb 2006 16:31:23 +1000 Subject: OpenAL Sound Origin Issue In-Reply-To: References: <20060212104611.09b1dc2e.tim@ngus.net> Message-ID: <5aac63880602142231o3b91fc6ahd5f04384ab724e29@mail.gmail.com> On 2/14/06, Jayschwa wrote: > Oops. Sorry about that last e-mail. I see you corrected the issue in 540. > It seems to do the trick, except sounds owned by the player are distorted > when moving backwards. It's weird. That'd be the Doppler effect kicking in. The only way to fix that is to add the camera velocity in, as Tim said earlier. Still, the Doppler effect shouldn't be that noticeable unless you're moving backwards very, very quickly. From ludwig.nussel at suse.de Wed Feb 15 03:03:31 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 15 Feb 2006 09:03:31 +0100 Subject: "Don't worry about the EULA, this is all sorted." Message-ID: <200602150903.31623.ludwig.nussel@suse.de> Hi, + * Please include patch PK3's in your installer. Don't worry about + the EULA, this is all sorted. Does that mean there is a written statement from id that gives anyone permission to package the pk3s? Where is it? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From phatfil at optusnet.com.au Wed Feb 15 04:05:36 2006 From: phatfil at optusnet.com.au (Philip Nelson) Date: Wed, 15 Feb 2006 20:05:36 +1100 Subject: [quake3] Binaries!!!11111 In-Reply-To: <43D6CE95.6040500@timedoctor.org> References: <43D6CE95.6040500@timedoctor.org> Message-ID: <200602152005.37001.phatfil@optusnet.com.au> g'day I've made a windows installer. http://whatsbeef.net/philip/ioquake3_setup.exe It's about 25 megs and includes the latest point release pak files. Also includes openal32.dll (installs that to the game dir). Built it with mingw (that was actually extremely painless, much easier than I imagined it might be) from r544. This is really just for people to test and give me comments, so I haven't bumped the version to 1.34 yet. Cheers, Philip From vincent at cojot.name Wed Feb 15 04:14:41 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Wed, 15 Feb 2006 10:14:41 +0100 (CET) Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602152005.37001.phatfil@optusnet.com.au> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> Message-ID: On Wed, 15 Feb 2006, Philip Nelson wrote: > g'day > > I've made a windows installer. > > http://whatsbeef.net/philip/ioquake3_setup.exe > > It's about 25 megs and includes the latest point release pak files. Also > includes openal32.dll (installs that to the game dir). Built it with mingw > (that was actually extremely painless, much easier than I imagined it might > be) from r544. Just a Q, where did you get the latest pak from? I'm developping Solaris/({Sparc,i86pc} packages of ioq3 and would like to get the latest too.. Best regards, Vincent From phatfil at optusnet.com.au Wed Feb 15 04:23:39 2006 From: phatfil at optusnet.com.au (Philip Nelson) Date: Wed, 15 Feb 2006 20:23:39 +1100 Subject: [quake3] Binaries!!!11111 In-Reply-To: References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> Message-ID: <200602152023.39807.phatfil@optusnet.com.au> On Wed, 15 Feb 2006 20:14, vincent at cojot.name wrote: > Just a Q, where did you get the latest pak from? I just used the windows point release installer at the bottom of http://www.icculus.org/quake3/?page=get If you can't get them from the linux point release installer I can tar them up for you or something... Philip From vincent at cojot.name Wed Feb 15 04:44:18 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Wed, 15 Feb 2006 10:44:18 +0100 (CET) Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602152023.39807.phatfil@optusnet.com.au> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> <200602152023.39807.phatfil@optusnet.com.au> Message-ID: On Wed, 15 Feb 2006, Philip Nelson wrote: > I just used the windows point release installer at the bottom of > http://www.icculus.org/quake3/?page=get Ok, thanks so they don't have to be patched up or something.. :) > If you can't get them from the linux point release installer I can tar them up > for you or something... Thanks for the offer but I think I can manage it from here.. :) Vincent From ludwig.nussel at suse.de Wed Feb 15 05:20:48 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 15 Feb 2006 11:20:48 +0100 Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602152005.37001.phatfil@optusnet.com.au> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> Message-ID: <200602151120.49234.ludwig.nussel@suse.de> On Wednesday 15 February 2006 10:05, Philip Nelson wrote: > I've made a windows installer. > > http://whatsbeef.net/philip/ioquake3_setup.exe What files/tools are necessary to create a Windows installer? I suppose you need some Windows equivalent of a .spec file? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From fuddl at gmx.de Wed Feb 15 05:46:50 2006 From: fuddl at gmx.de (Bruno Kleinert) Date: Wed, 15 Feb 2006 11:46:50 +0100 Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602151120.49234.ludwig.nussel@suse.de> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> <200602151120.49234.ludwig.nussel@suse.de> Message-ID: <20060215114650.57c6ec00@localhost.localdomain> This one time, at band camp, Ludwig Nussel wrote: > On Wednesday 15 February 2006 10:05, Philip Nelson wrote: > > I've made a windows installer. > > > > http://whatsbeef.net/philip/ioquake3_setup.exe > > What files/tools are necessary to create a Windows installer? I > suppose you need some Windows equivalent of a .spec file? > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > > some time ago, i created a config for nullsoft's NSIS installer (it's gpl!) for a program i wrote. it's way not that easy as a .spec or debian/rules file!!! :) but the nsis installer comes with several helpful example configuration files. cheers, fuddl -- Among elephants it's not considered cool nor in any good taste to drain other elephants From phatfil at optusnet.com.au Wed Feb 15 06:34:23 2006 From: phatfil at optusnet.com.au (Philip Nelson) Date: Wed, 15 Feb 2006 22:34:23 +1100 Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602151120.49234.ludwig.nussel@suse.de> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> <200602151120.49234.ludwig.nussel@suse.de> Message-ID: <200602152234.23778.phatfil@optusnet.com.au> On Wed, 15 Feb 2006 21:20, Ludwig Nussel wrote: > What files/tools are necessary to create a Windows installer? I > suppose you need some Windows equivalent of a .spec file? I used Inno Setup - http://www.jrsoftware.org/isinfo.php It's really easy to use to do the basic stuff, and can do some pretty advanced things too. Philip From vincent at cojot.name Wed Feb 15 12:38:01 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Wed, 15 Feb 2006 18:38:01 +0100 (CET) Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602152005.37001.phatfil@optusnet.com.au> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> Message-ID: On Wed, 15 Feb 2006, Philip Nelson wrote: I have built some ioquake3 Solaris sparc packages: -rw-r--r-- 1 raistlin users 7428096 Feb 15 18:28 ioquake3-1.34-r544-1-sparc.pkg -rw-r--r-- 1 raistlin users 72952832 Feb 15 18:28 ioquake3d-1.34-r544-1-sparc.pkg (It's huge because it includes pak0.pk3 from the q3demo-1.11). The scripts/templates needed to build these are in the following patch (installs under ioq3/code/unix/setup) Here's the package information, please let me know if that's fine with you.. $ pkginfo -l -d ioquake3-1.34-r544-1-sparc.pkg PKGINST: ioquake3 NAME: Icculus.Org Quake3 1.34 for Solaris 10 (X11,GLX,SDL) CATEGORY: application,graphics,opengl ARCH: sparc VERSION: 1.34-r544.1 BASEDIR: /usr/local/share/games VENDOR: http://www.icculus.org/quake3 DESC: Icculus.Org Quake3 1.34 for Solaris 10 (http://www.icculus.org/quake3) PSTAMP: coyote at cojot.name20060215182823 EMAIL: quake at cojot.name STATUS: spooled FILES: 24 spooled pathnames 3 directories 11 executables 8 package information files 14466 blocks used (approx) $ pkginfo -l -d ioquake3d-1.34-r544-1-sparc.pkg PKGINST: ioquake3d NAME: Icculus.Org Quake3 game data files for Solaris 10 (X11,GLX,SDL) CATEGORY: application,graphics,opengl ARCH: sparc VERSION: 1.34-r544.1 BASEDIR: /usr/local/share/games VENDOR: http://www.icculus.org/quake3 DESC: Icculus.Org Quake3 game data files for Solaris 10 (http://www.icculus.org/quake3) PSTAMP: coyote at cojot.name20060215182823 EMAIL: quake at cojot.name STATUS: spooled FILES: 19 spooled pathnames 2 directories 8 package information files 142446 blocks used (approx) I put my e-mail in the 'EMAIL' field because that's the packager's field but if you have a better idea/suggestion/etc... If I get your agreement, I'll upload these packages (gzipped and MD5'ed) to my icculus account. That's what we did for ioq2... I'll push some Solaris/x86 packages when I get the time to upgrade my VMWare install... Vincent -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost -------------- next part -------------- diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioq3ded.sh quake3-Solaris/code/unix/setup/pkg/ioq3ded.sh *** quake3/code/unix/setup/pkg/ioq3ded.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioq3ded.sh 2006-02-15 11:50:38.000000000 +0100 *************** *** 0 **** --- 1,42 ---- + #!/bin/bash + # Rev: $Id: ioq3ded.sh,v 1.9 2006/01/18 13:47:42 raistlin Exp raistlin $ + # Needed to make symlinks/shortcuts work. + # the binaries must run with correct working directory + # + + IOQ3_DIR=/usr/local/share/games/quake3 + + COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` + COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` + + EXEC_REL=release + + #EXEC_BIN=ioquake3.${COMPILE_ARCH} + #EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} + EXEC_BIN=ioq3ded.${COMPILE_ARCH} + + EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" + + EXEC_DIR_LIST=${IOQ3_DIR} + + for d in ${EXEC_DIR_LIST} + do + if [ -d $d ]; then + EXEC_DIR=${d} + break + fi + done + + if [ "X${EXEC_DIR}" != "X" ]; then + if [ ! -x ${EXEC_DIR}/${EXEC_BIN} ]; then + echo "Executable ${EXEC_DIR}/${EXEC_BIN} not found!" ; exit 1 + fi + cd ${IOQ3_DIR} && \ + ${EXEC_DIR}/${EXEC_BIN} ${EXEC_FLAGS} $* + exit $? + else + echo "No ioq3 binaries found!" + exit 1 + fi + + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/depend quake3-Solaris/code/unix/setup/pkg/ioquake3/depend *** quake3/code/unix/setup/pkg/ioquake3/depend 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/depend 2006-02-15 12:13:19.000000000 +0100 *************** *** 0 **** --- 1,3 ---- + P SUNWxilrl XIL Runtime Environment + P SFWsdl SDL - Simple DirectMedia Layer library + P ioquake3d Icculus.Org Quake3 game data files for Solaris 10 (X11,GLX,SDL) diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/pkginfo.template quake3-Solaris/code/unix/setup/pkg/ioquake3/pkginfo.template *** quake3/code/unix/setup/pkg/ioquake3/pkginfo.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/pkginfo.template 2006-02-15 12:13:32.000000000 +0100 *************** *** 0 **** --- 1,12 ---- + CLASSES=none + BASEDIR=/usr/local/share/games + TZ=PST + PATH=/sbin:/usr/sbin:/usr/bin:/usr/sadm/install/bin + PKG=ioquake3 + NAME=Icculus.Org Quake3 1.34 for Solaris 10 (X11,GLX,SDL) + VERSION= + CATEGORY=application,graphics,opengl + DESC=Icculus.Org Quake3 1.34 for Solaris 10 (http://www.icculus.org/quake3) + VENDOR=http://www.icculus.org/quake3 + EMAIL=quake at cojot.name + PKGSAV=/var/sadm/pkg/ioquake3/save diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/postinstall quake3-Solaris/code/unix/setup/pkg/ioquake3/postinstall *** quake3/code/unix/setup/pkg/ioquake3/postinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/postinstall 2006-02-15 13:03:29.000000000 +0100 *************** *** 0 **** --- 1,21 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postinstall,v 1.3 2006/01/21 12:54:52 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR/quake3 + dest_dir=${PKG_INSTALL_ROOT}/usr/local/bin + + if [ -d ${dest_dir} ]; then + for inst_script in ioq3ded.sh ioquake3.sh + do + dest_script=${dest_dir}/${inst_script} + if [ ! -h ${dest_script} ]; then + ln -s ${quake3_dir}/${inst_script} ${dest_script} + fi + done + fi + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/postremove quake3-Solaris/code/unix/setup/pkg/ioquake3/postremove *** quake3/code/unix/setup/pkg/ioquake3/postremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/postremove 2006-02-15 13:03:39.000000000 +0100 *************** *** 0 **** --- 1,21 ---- + #!/bin/sh + # + # @(#)postremove $Id: postremove,v 1.3 2006/01/21 12:54:52 coyote Exp $ + # + # postremove script for quake3 + + quake3_dir=$BASEDIR + dest_dir=${PKG_INSTALL_ROOT}/usr/local/bin + + if [ -d ${dest_dir} ]; then + for inst_script in ioq3ded.sh ioquake3.sh + do + dest_script=${dest_dir}/${inst_script} + if [ -h ${dest_script} ]; then + rm -f ${dest_script} + fi + done + fi + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/preinstall quake3-Solaris/code/unix/setup/pkg/ioquake3/preinstall *** quake3/code/unix/setup/pkg/ioquake3/preinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/preinstall 2006-02-15 12:14:30.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/preremove quake3-Solaris/code/unix/setup/pkg/ioquake3/preremove *** quake3/code/unix/setup/pkg/ioquake3/preremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/preremove 2006-02-15 12:14:34.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/prototype.template quake3-Solaris/code/unix/setup/pkg/ioquake3/prototype.template *** quake3/code/unix/setup/pkg/ioquake3/prototype.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/prototype.template 2002-08-29 19:54:38.000000000 +0200 *************** *** 0 **** --- 1,8 ---- + !default 0755 root bin + i pkginfo + i copyright + i depend + i postinstall + i postremove + i preinstall + i preremove diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/space quake3-Solaris/code/unix/setup/pkg/ioquake3/space *** quake3/code/unix/setup/pkg/ioquake3/space 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/space 2004-09-20 12:59:14.000000000 +0200 *************** *** 0 **** --- 1 ---- + /usr/local/share 20000 15 diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/depend quake3-Solaris/code/unix/setup/pkg/ioquake3d/depend *** quake3/code/unix/setup/pkg/ioquake3d/depend 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/depend 2004-09-20 13:38:51.000000000 +0200 *************** *** 0 **** --- 1,2 ---- + P SUNWxilrl XIL Runtime Environment + P SFWsdl SDL - Simple DirectMedia Layer library diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/pkginfo.template quake3-Solaris/code/unix/setup/pkg/ioquake3d/pkginfo.template *** quake3/code/unix/setup/pkg/ioquake3d/pkginfo.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/pkginfo.template 2006-02-15 12:13:57.000000000 +0100 *************** *** 0 **** --- 1,12 ---- + CLASSES=none + BASEDIR=/usr/local/share/games + TZ=PST + PATH=/sbin:/usr/sbin:/usr/bin:/usr/sadm/install/bin + PKG=ioquake3d + NAME=Icculus.Org Quake3 game data files for Solaris 10 (X11,GLX,SDL) + VERSION= + CATEGORY=application,graphics,opengl + DESC=Icculus.Org Quake3 game data files for Solaris 10 (http://www.icculus.org/quake3) + VENDOR=http://www.icculus.org/quake3 + EMAIL=quake at cojot.name + PKGSAV=/var/sadm/pkg/ioquake3d/save diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/postinstall quake3-Solaris/code/unix/setup/pkg/ioquake3d/postinstall *** quake3/code/unix/setup/pkg/ioquake3d/postinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/postinstall 2006-02-15 12:14:41.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/postremove quake3-Solaris/code/unix/setup/pkg/ioquake3d/postremove *** quake3/code/unix/setup/pkg/ioquake3d/postremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/postremove 2006-02-15 12:10:41.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/preinstall quake3-Solaris/code/unix/setup/pkg/ioquake3d/preinstall *** quake3/code/unix/setup/pkg/ioquake3d/preinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/preinstall 2006-02-15 12:11:01.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/preremove quake3-Solaris/code/unix/setup/pkg/ioquake3d/preremove *** quake3/code/unix/setup/pkg/ioquake3d/preremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/preremove 2006-02-15 12:11:27.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/prototype.template quake3-Solaris/code/unix/setup/pkg/ioquake3d/prototype.template *** quake3/code/unix/setup/pkg/ioquake3d/prototype.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/prototype.template 2002-08-29 19:54:38.000000000 +0200 *************** *** 0 **** --- 1,8 ---- + !default 0755 root bin + i pkginfo + i copyright + i depend + i postinstall + i postremove + i preinstall + i preremove diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/space quake3-Solaris/code/unix/setup/pkg/ioquake3d/space *** quake3/code/unix/setup/pkg/ioquake3d/space 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/space 2004-09-20 12:58:02.000000000 +0200 *************** *** 0 **** --- 1 ---- + /usr/local/share 50000 100 diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3.sh quake3-Solaris/code/unix/setup/pkg/ioquake3.sh *** quake3/code/unix/setup/pkg/ioquake3.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3.sh 2006-02-15 11:50:43.000000000 +0100 *************** *** 0 **** --- 1,41 ---- + #!/bin/bash + # Rev: $Id: ioquake3.sh,v 1.11 2006/01/18 13:47:42 raistlin Exp raistlin $ + # Needed to make symlinks/shortcuts work. + # the binaries must run with correct working directory + + IOQ3_DIR=/usr/local/share/games/quake3 + + COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` + COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` + + EXEC_REL=release + + EXEC_BIN=ioquake3.${COMPILE_ARCH} + #EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} + #EXEC_BIN=ioq3ded.${COMPILE_ARCH} + + EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" + + EXEC_DIR_LIST=${IOQ3_DIR} + + for d in ${EXEC_DIR_LIST} + do + if [ -d $d ]; then + EXEC_DIR=${d} + break + fi + done + + if [ "X${EXEC_DIR}" != "X" ]; then + if [ ! -x ${EXEC_DIR}/${EXEC_BIN} ]; then + echo "Executable ${EXEC_DIR}/${EXEC_BIN} not found!" ; exit 1 + fi + cd ${IOQ3_DIR} && \ + ${EXEC_DIR}/${EXEC_BIN} ${EXEC_FLAGS} $* + exit $? + else + echo "No ioq3 binaries found!" + exit 1 + fi + + diff -rcN --exclude=.svn quake3/code/unix/setup/Solaris_pkg.sh quake3-Solaris/code/unix/setup/Solaris_pkg.sh *** quake3/code/unix/setup/Solaris_pkg.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/Solaris_pkg.sh 2006-02-15 18:23:48.000000000 +0100 *************** *** 0 **** --- 1,117 ---- + #!/bin/bash + # Solaris tuff + OSTYPE=SunOS + if [ "X`uname -m`" = "Xi386" ]; then + ARCH=i386 + else + ARCH=sparc + fi + + # Packages + PKG_SOLARIS_NAME=ioquake3 + PKG_DATA_NAME=ioquake3d + BUILD_DATE="`/usr/bin/date '+%Y%m%d%H%M%S'`" + BUILD_VERSION="1.34-r544" + PKG_VERSION="1" + PKG_MAINT_ID="coyote at cojot.name" + SOLARIS_PKGFILE="${PKG_SOLARIS_NAME}-${BUILD_VERSION}-${PKG_VERSION}-${ARCH}.pkg" + DATA_PKGFILE="${PKG_DATA_NAME}-${BUILD_VERSION}-${PKG_VERSION}-${ARCH}.pkg" + + # Locations + MOUNT_DIR="../../.." + BUILD_DIR="${MOUNT_DIR}/build/release-${OSTYPE}-${ARCH}" + PKG_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_SOLARIS_NAME}" + PKG_BUILD_DIR="/tmp/ioquake3-build/${PKG_SOLARIS_NAME}-${BUILD_VERSION}" + PKG_DATA_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_DATA_NAME}" + PKG_DATA_BUILD_DIR="/usr/local/src/quake3-data/quake3" + + # Tools + RM="/usr/bin/rm" + TOUCH="/usr/bin/touch" + SED="/usr/bin/sed" + CAT="/usr/bin/cat" + NAWK="/usr/bin/nawk" + MKDIR="gmkdir -v -p" + INSTALL_BIN="ginstall -D -m 755" + INSTALL_DATA="ginstall -D -m 644" + PKGPROTO="/usr/bin/pkgproto" + PKGMK="/usr/bin/pkgmk" + PKGTRANS="/usr/bin/pkgtrans" + + ############################################################################# + # SOLARIS PACKAGE + ############################################################################# + + if [ -d ${BUILD_DIR} ]; then + if [ ! -d ${BUILD_DIR}/pkg ]; then + ${MKDIR} ${BUILD_DIR}/pkg + fi + echo "Building ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE}" + ${RM} -f ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} + ${TOUCH} ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} + ${SED} -e "/VERSION=/s/.*/VERSION=${BUILD_VERSION}.${PKG_VERSION}/" \ + < ${PKG_SRC_DIR}/pkginfo.template \ + > ${PKG_SRC_DIR}/pkginfo + ${CAT} ${PKG_SRC_DIR}/prototype.template > ${PKG_SRC_DIR}/prototype + + ${INSTALL_DATA} ${MOUNT_DIR}/COPYING.txt ${PKG_SRC_DIR}/copyright + for EXEC_READ in README id-readme.txt + do + if [ -f ${MOUNT_DIR}/${EXEC_READ} ]; then + ${INSTALL_DATA} ${MOUNT_DIR}/${EXEC_READ} ${PKG_BUILD_DIR}/${EXEC_READ} + fi + done + + for EXEC_BIN in ioq3ded ioquake3-smp ioquake3 + do + if [ -f ${BUILD_DIR}/${EXEC_BIN}.${ARCH} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/${EXEC_BIN}.${ARCH} ${PKG_BUILD_DIR}/${EXEC_BIN}.${ARCH} + fi + done + + for EXEC_SH in ioq3ded.sh ioquake3.sh + do + if [ -f ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ]; then + ${INSTALL_BIN} ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ${PKG_BUILD_DIR}/${EXEC_SH} + fi + done + + for EXEC_SO in cgamesparc.so qagamesparc.so uisparc.so + do + if [ -f ${BUILD_DIR}/baseq3/${EXEC_SO} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/baseq3/${EXEC_SO} ${PKG_BUILD_DIR}/baseq3/${EXEC_SO} + fi + if [ -f ${BUILD_DIR}/missionpack/${EXEC_SO} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/missionpack/${EXEC_SO} ${PKG_BUILD_DIR}/missionpack/${EXEC_SO} + fi + done + + ${PKGPROTO} ${PKG_BUILD_DIR}=quake3 | \ + ${NAWK} '{ print $1,$2,$3,$4 }' >> ${PKG_SRC_DIR}/prototype + ${PKGMK} -o -p "${PKG_MAINT_ID}${BUILD_DATE}" \ + -b ${PKG_SRC_DIR} -f ${PKG_SRC_DIR}/prototype \ + -d /tmp -a ${ARCH} owner=root group=bin mode=0755 + ${PKGTRANS} -s /tmp ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} ${PKG_SOLARIS_NAME} + + echo "Building ${BUILD_DIR}/pkg/${DATA_PKGFILE}" + ${RM} -f ${BUILD_DIR}/pkg/${DATA_PKGFILE} + ${TOUCH} ${BUILD_DIR}/pkg/${DATA_PKGFILE} + ${SED} -e "/VERSION=/s/.*/VERSION=${BUILD_VERSION}.${PKG_VERSION}/" \ + < ${PKG_DATA_SRC_DIR}/pkginfo.template \ + > ${PKG_DATA_SRC_DIR}/pkginfo + ${CAT} ${PKG_DATA_SRC_DIR}/prototype.template > ${PKG_DATA_SRC_DIR}/prototype + + ${INSTALL_DATA} ${MOUNT_DIR}/COPYING.txt ${PKG_DATA_SRC_DIR}/install/copyright + + ${PKGPROTO} ${PKG_DATA_BUILD_DIR}=quake3 | \ + ${NAWK} '{ print $1,$2,$3,$4 }' >> ${PKG_DATA_SRC_DIR}/prototype + ${PKGMK} -o -p "${PKG_MAINT_ID}${BUILD_DATE}" \ + -b ${PKG_DATA_SRC_DIR} -f ${PKG_DATA_SRC_DIR}/prototype \ + -d /tmp -a ${ARCH} owner=root group=bin mode=0755 + ${PKGTRANS} -s /tmp ${BUILD_DIR}/pkg/${DATA_PKGFILE} ${PKG_DATA_NAME} + else + echo "Directory ${BUILD_DIR} not found!" + exit 1 + fi + + From vincent at cojot.name Wed Feb 15 12:43:06 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Wed, 15 Feb 2006 18:43:06 +0100 (CET) Subject: [quake3] "Don't worry about the EULA, this is all sorted." In-Reply-To: <200602150903.31623.ludwig.nussel@suse.de> References: <200602150903.31623.ludwig.nussel@suse.de> Message-ID: On Wed, 15 Feb 2006, Ludwig Nussel wrote: > Does that mean there is a written statement from id that gives > anyone permission to package the pk3s? Where is it? For the record, I had received written?(e-mail) agreement from iD that allowed me to re-distribute the q2 pak files without modification (that was for ioq2). Also, On this list, I suggested we may contact them for the same kind of stuff but I didn't have time to pursue it (perhaps someone else did). Perhaps the confusion came from this discussion we had... Regards, -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost From pawlicki at cs.rochester.edu Thu Feb 16 11:08:02 2006 From: pawlicki at cs.rochester.edu (Ted Pawlicki) Date: Thu, 16 Feb 2006 11:08:02 -0500 Subject: [quake3] Software/hardware rendering on Fedora In-Reply-To: <000b01c630ca$c0818ac0$6d00000a@interactiontech.local> Message-ID: <005a01c63313$29c17fa0$a53505c0@Tralfalmadore> James, Thanks for the reply. It was just what I needed. Ted -----Original Message----- From: James Lacey [mailto:jamlacey at gmail.com] Sent: Monday, February 13, 2006 1:25 PM To: quake3 at icculus.org Subject: RE: [quake3] Software/hardware rendering on Fedora Have you installed the NVIDIA kernel module and GLX library? You also need to configure DRI in your X server's configuration file. Here is a link for NVIDIA's readme on how to set things up: http://download.nvidia.com/XFree86/Linux-x86/1.0-8178/README/index.html James -----Original Message----- From: Ted Pawlicki [mailto:pawlicki at cs.rochester.edu] Sent: Monday, February 13, 2006 10:48 AM To: quake3 at icculus.org Subject: [quake3] Software/hardware rendering on Fedora I've built Q3 on fedora, and it runs - but only with "software" rendering (I have to include the command line option for software rendering). This makes performance rather choppy. Can anyone tell me what I need to run hardware rendering? Do I need a different library or a whole new graphics card? (I've currently got a Nvidia GeForce FX5200 - not top of the line, but respectable in its day). Thanks, Ted pawlicki at cs.rochester.edu From butch at clearviewcatv.net Thu Feb 16 16:30:38 2006 From: butch at clearviewcatv.net (AlbertB) Date: Thu, 16 Feb 2006 16:30:38 -0500 Subject: remove from list Message-ID: <200602161630.39033.> Thank you From icculus at icculus.org Thu Feb 16 17:38:58 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Thu, 16 Feb 2006 14:38:58 -0800 Subject: [quake3] remove from list In-Reply-To: <200602161630.39033.> References: <200602161630.39033.> Message-ID: <43F4FF02.5010204@icculus.org> AlbertB wrote: > Thank you Blank email to quake3-unsubscribe at icculus.org --ryan. From svloon at xs4all.nl Sat Feb 18 05:09:33 2006 From: svloon at xs4all.nl (Sander van Loon) Date: Sat, 18 Feb 2006 11:09:33 +0100 Subject: contributed icon not included yet? Message-ID: <1140257373.4866.9.camel@localhost.localdomain> Hi all, A month ago or so, I asked in the IRC channel if the icon I created for Q3 could be included in ioq3. The current icon which ships with Q3 is an ugly, blurred and pixelated mess, so I reverse-engineered the Q3 logo in SVG format. I was told it would be included. http://www.xs4all.nl/%7Evanlonen/q3logo_final.svg However, in the web SVN I still haven't seen a commit? Greetings, F for Fragging From ludwig.nussel at suse.de Sat Feb 18 14:32:00 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sat, 18 Feb 2006 20:32:00 +0100 Subject: [quake3] first win64 patch In-Reply-To: References: Message-ID: <200602182032.00663.ludwig.nussel@suse.de> James Lacey wrote: > Here is my first Win64 Quake 3 patch. A couple of notes: I've now changed the code to use intptr_t instead of long where I think it needs to. Since long works fine on Linux I can't check whether I catched everything though. Would be nice if you could try to create a minimal patch (ie without the size_t changes) based on that to make it work on 64bit Windows. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From zakk at timedoctor.org Sat Feb 18 14:52:23 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 18 Feb 2006 11:52:23 -0800 Subject: [quake3] contributed icon not included yet? In-Reply-To: <1140257373.4866.9.camel@localhost.localdomain> References: <1140257373.4866.9.camel@localhost.localdomain> Message-ID: <43F77AF7.6040405@timedoctor.org> Thanks so much for your work, sorry I've been too busy to commit it properly myself. It is in now :) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jamlacey at gmail.com Sat Feb 18 17:42:57 2006 From: jamlacey at gmail.com (James Lacey) Date: Sat, 18 Feb 2006 15:42:57 -0700 Subject: [quake3] first win64 patch In-Reply-To: <200602182032.00663.ludwig.nussel@suse.de> References: <200602182032.00663.ludwig.nussel@suse.de> Message-ID: Do you have commit access to the repository? If so, I will pull down the latest from SVN. If not, can you post your patch? Thanks, James On 2/18/06, Ludwig Nussel wrote: > James Lacey wrote: > > Here is my first Win64 Quake 3 patch. A couple of notes: > > I've now changed the code to use intptr_t instead of long where I > think it needs to. Since long works fine on Linux I can't check > whether I catched everything though. Would be nice if you could try > to create a minimal patch (ie without the size_t changes) based on > that to make it work on 64bit Windows. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > From svloon at xs4all.nl Sat Feb 18 19:00:42 2006 From: svloon at xs4all.nl (Sander van Loon) Date: Sun, 19 Feb 2006 01:00:42 +0100 Subject: [quake3] contributed icon not included yet? In-Reply-To: <43F77AF7.6040405@timedoctor.org> References: <1140257373.4866.9.camel@localhost.localdomain> <43F77AF7.6040405@timedoctor.org> Message-ID: <1140307242.4877.5.camel@localhost.localdomain> Thanks to you as well for getting my contribution in :). I understand you guys are busy, you've already done a great job on Q3, so it's no problem for me you forgot. On Sat, 2006-02-18 at 11:52 -0800, Zachary J. Slater wrote: > Thanks so much for your work, sorry I've been too busy to commit it > properly myself. It is in now :) > From ludwig.nussel at suse.de Sat Feb 18 22:14:10 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 19 Feb 2006 04:14:10 +0100 Subject: [quake3] first win64 patch In-Reply-To: References: <200602182032.00663.ludwig.nussel@suse.de> Message-ID: <200602190414.10222.ludwig.nussel@suse.de> James Lacey wrote: > Do you have commit access to the repository? If so, I will pull down > the latest from SVN. If not, can you post your patch? I have write access. I've directly committed the changes. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From shane at it.uts.edu.au Sat Feb 18 22:49:19 2006 From: shane at it.uts.edu.au (Shane Isley) Date: Sun, 19 Feb 2006 14:49:19 +1100 Subject: [quake3] first win64 patch In-Reply-To: <200602182032.00663.ludwig.nussel@suse.de> References: <200602182032.00663.ludwig.nussel@suse.de> Message-ID: <43F7EABF.2060106@it.uts.edu.au> Hi, I've a process that is doing a hourly Win32 build from the head. http://www.promode.org/files/ioq3.zip I believe zakk wanted it linked on icculus.org/quake3 Anyhow commit 550 broke my Win32 build (I'm using VS 2005 and also vcbuild.exe). was the problem, in that Windows or MSVC do not come with it. I began fixing my problen by adding my cygwin version of inttypes.h, but it depended on another header and so on and so forth. So it ended up simpler to do this: Index: q_shared.h =================================================================== --- q_shared.h (revision 553) +++ q_shared.h (working copy) @@ -104,7 +104,7 @@ #ifdef Q3_VM typedef int intptr_t; -#else +#elif !WIN32 #include #endif Index: vm.c =================================================================== --- vm.c (revision 553) +++ vm.c (working copy) @@ -886,6 +886,11 @@ f = fopen("syscalls.log", "w" ); } callnum++; +#ifndef WIN32 fprintf(f, "%i: %"PRIiPTR" (%i) = %i %i %i %i\n", callnum, (intptr_t)(args - (int *)currentVM->dataBase), args[0], args[1], args[2], args[3], args[4] ); +#else + fprintf(f, "%i: %li (%i) = %i %i %i %i\n", callnum, (intptr_t)(args - (int *)currentVM->dataBase), + args[0], args[1], args[2], args[3], args[4] ); +#endif } I had to also change the printf(). The compiler kept bombing with regards to the argument type (PRIiPTR or li) being outside the quotes"". If this could be improved upon and added to the repository, I'd be greatful. Rregards, Shane Ludwig Nussel wrote: >James Lacey wrote: > > >>Here is my first Win64 Quake 3 patch. A couple of notes: >> >> > >I've now changed the code to use intptr_t instead of long where I >think it needs to. Since long works fine on Linux I can't check >whether I catched everything though. Would be nice if you could try >to create a minimal patch (ie without the size_t changes) based on >that to make it work on 64bit Windows. > >cu >Ludwig > > > From jamlacey at gmail.com Sat Feb 18 23:37:43 2006 From: jamlacey at gmail.com (James Lacey) Date: Sat, 18 Feb 2006 20:37:43 -0800 Subject: first win64 patch In-Reply-To: <43F7EABF.2060106@it.uts.edu.au> References: <200602182032.00663.ludwig.nussel@suse.de> <43F7EABF.2060106@it.uts.edu.au> Message-ID: I am not sure because I am not at home and can't check, but I believe MS added a header and intptr_t is defined in there. BTW, you can't define intprt_t as int on MSVC. It won't work on x64. James On 2/18/06, Shane Isley wrote: > Hi, > I've a process that is doing a hourly Win32 build from the head. > http://www.promode.org/files/ioq3.zip > I believe zakk wanted it linked on icculus.org/quake3 > Anyhow commit 550 broke my Win32 build (I'm using VS 2005 and also > vcbuild.exe). > was the problem, in that Windows or MSVC do not come with it. > I began fixing my problen by adding my cygwin version of inttypes.h, but > it depended on another header and so on and so forth. > > So it ended up simpler to do this: > > Index: q_shared.h > =================================================================== > --- q_shared.h (revision 553) > +++ q_shared.h (working copy) > @@ -104,7 +104,7 @@ > > #ifdef Q3_VM > typedef int intptr_t; > -#else > +#elif !WIN32 > #include > #endif > > Index: vm.c > =================================================================== > --- vm.c (revision 553) > +++ vm.c (working copy) > @@ -886,6 +886,11 @@ > f = fopen("syscalls.log", "w" ); > } > callnum++; > +#ifndef WIN32 > fprintf(f, "%i: %"PRIiPTR" (%i) = %i %i %i %i\n", callnum, > (intptr_t)(args - (int *)currentVM->dataBase), > args[0], args[1], args[2], args[3], args[4] ); > +#else > + fprintf(f, "%i: %li (%i) = %i %i %i %i\n", callnum, (intptr_t)(args > - (int *)currentVM->dataBase), > + args[0], args[1], args[2], args[3], args[4] ); > +#endif > } > > I had to also change the printf(). The compiler kept bombing with > regards to the argument type (PRIiPTR or li) being outside the quotes"". > > If this could be improved upon and added to the repository, I'd be greatful. > > Rregards, > Shane > > > > > Ludwig Nussel wrote: > > >James Lacey wrote: > > > > > >>Here is my first Win64 Quake 3 patch. A couple of notes: > >> > >> > > > >I've now changed the code to use intptr_t instead of long where I > >think it needs to. Since long works fine on Linux I can't check > >whether I catched everything though. Would be nice if you could try > >to create a minimal patch (ie without the size_t changes) based on > >that to make it work on 64bit Windows. > > > >cu > >Ludwig > > > > > > > > From ludwig.nussel at suse.de Sun Feb 19 06:43:11 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 19 Feb 2006 12:43:11 +0100 Subject: [quake3] first win64 patch In-Reply-To: <43F7EABF.2060106@it.uts.edu.au> References: <200602182032.00663.ludwig.nussel@suse.de> <43F7EABF.2060106@it.uts.edu.au> Message-ID: <200602191243.11480.ludwig.nussel@suse.de> Shane Isley wrote: > I've a process that is doing a hourly Win32 build from the head. > http://www.promode.org/files/ioq3.zip > I believe zakk wanted it linked on icculus.org/quake3 > Anyhow commit 550 broke my Win32 build (I'm using VS 2005 and also > vcbuild.exe). > was the problem, in that Windows or MSVC do not come with it. > I began fixing my problen by adding my cygwin version of inttypes.h, but > it depended on another header and so on and so forth. > > So it ended up simpler to do this: > > Index: q_shared.h > =================================================================== > --- q_shared.h (revision 553) > +++ q_shared.h (working copy) > @@ -104,7 +104,7 @@ > > #ifdef Q3_VM > typedef int intptr_t; > -#else > +#elif !WIN32 > #include > #endif I assume cygwin/wingw32 have inttypes.h so I guess we need to use _MSC_VER here > Index: vm.c > =================================================================== > --- vm.c (revision 553) > +++ vm.c (working copy) > @@ -886,6 +886,11 @@ > f = fopen("syscalls.log", "w" ); > } > callnum++; > +#ifndef WIN32 > fprintf(f, "%i: %"PRIiPTR" (%i) = %i %i %i %i\n", callnum, > (intptr_t)(args - (int *)currentVM->dataBase), > args[0], args[1], args[2], args[3], args[4] ); > +#else > + fprintf(f, "%i: %li (%i) = %i %i %i %i\n", callnum, (intptr_t)(args > - (int *)currentVM->dataBase), > + args[0], args[1], args[2], args[3], args[4] ); > +#endif > } > > I had to also change the printf(). The compiler kept bombing with > regards to the argument type (PRIiPTR or li) being outside the quotes"". According to the header it's C99. It's the format specifier for intptr_t. intptr_t is not long on 64bit Windows so you can't use %li. Does MSVC have intptr_t but not PRIiPTR? If so maybe a scary construct like the following helps: Index: code/qcommon/q_shared.h =================================================================== --- code/qcommon/q_shared.h (Revision 553) +++ code/qcommon/q_shared.h (Arbeitskopie) @@ -105,7 +105,20 @@ #ifdef Q3_VM typedef int intptr_t; #else -#include +# if !defined( _MSC_VER ) +# include +# endif +# ifndef PRIiPTR +# if __WORDSIZE == 64 +# if defined( _MSC_VER ) +# define PRIiPTR "lli" +# else +# define PRIiPTR "li" +# endif +# else +# define PRIiPTR "i" +# endif +# endif #endif typedef unsigned char byte; cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From tim at ngus.net Sun Feb 19 06:55:56 2006 From: tim at ngus.net (Tim Angus) Date: Sun, 19 Feb 2006 11:55:56 +0000 Subject: first win64 patch In-Reply-To: <200602191243.11480.ludwig.nussel@suse.de> References: <200602182032.00663.ludwig.nussel@suse.de> <43F7EABF.2060106@it.uts.edu.au> <200602191243.11480.ludwig.nussel@suse.de> Message-ID: <20060219115556.672754c8.tim@ngus.net> On Sun, 19 Feb 2006 12:43:11 +0100 Ludwig wrote: > I assume cygwin/wingw32 have inttypes.h so I guess we need to use > _MSC_VER here Maybe stdint.h? From ludwig.nussel at suse.de Sun Feb 19 07:29:12 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 19 Feb 2006 13:29:12 +0100 Subject: [quake3] Re: first win64 patch In-Reply-To: <20060219115556.672754c8.tim@ngus.net> References: <200602191243.11480.ludwig.nussel@suse.de> <20060219115556.672754c8.tim@ngus.net> Message-ID: <200602191329.12314.ludwig.nussel@suse.de> Tim Angus wrote: > On Sun, 19 Feb 2006 12:43:11 +0100 Ludwig wrote: > > I assume cygwin/wingw32 have inttypes.h so I guess we need to use > > _MSC_VER here > > Maybe stdint.h? stdint.h only has typedefs but no format specifiers. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From tim at ngus.net Sun Feb 19 07:34:46 2006 From: tim at ngus.net (Tim Angus) Date: Sun, 19 Feb 2006 12:34:46 +0000 Subject: first win64 patch In-Reply-To: <200602191329.12314.ludwig.nussel@suse.de> References: <200602191243.11480.ludwig.nussel@suse.de> <20060219115556.672754c8.tim@ngus.net> <200602191329.12314.ludwig.nussel@suse.de> Message-ID: <20060219123446.26253852.tim@ngus.net> On Sun, 19 Feb 2006 13:29:12 +0100 Ludwig wrote: > > Maybe stdint.h? > > stdint.h only has typedefs but no format specifiers. Apparently MSVC doesn't have it anyway. Seriously, what the fuck? From ludwig.nussel at suse.de Sun Feb 19 07:50:10 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 19 Feb 2006 13:50:10 +0100 Subject: [quake3] Re: first win64 patch In-Reply-To: <20060219123446.26253852.tim@ngus.net> References: <200602191329.12314.ludwig.nussel@suse.de> <20060219123446.26253852.tim@ngus.net> Message-ID: <200602191350.10462.ludwig.nussel@suse.de> Tim Angus wrote: > On Sun, 19 Feb 2006 13:29:12 +0100 Ludwig wrote: > > > Maybe stdint.h? > > > > stdint.h only has typedefs but no format specifiers. > > Apparently MSVC doesn't have it anyway. Seriously, what the fuck? Where does intptr_t come from then? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From tim at ngus.net Sun Feb 19 08:41:10 2006 From: tim at ngus.net (Tim Angus) Date: Sun, 19 Feb 2006 13:41:10 +0000 Subject: first win64 patch In-Reply-To: <200602191350.10462.ludwig.nussel@suse.de> References: <200602191329.12314.ludwig.nussel@suse.de> <20060219123446.26253852.tim@ngus.net> <200602191350.10462.ludwig.nussel@suse.de> Message-ID: <20060219134110.1bab676e.tim@ngus.net> On Sun, 19 Feb 2006 13:50:10 +0100 Ludwig wrote: > Tim Angus wrote: > > On Sun, 19 Feb 2006 13:29:12 +0100 Ludwig wrote: > > > > Maybe stdint.h? > > > > > > stdint.h only has typedefs but no format specifiers. > > > > Apparently MSVC doesn't have it anyway. Seriously, what the fuck? > > Where does intptr_t come from then? I don't know, I asked somebody else who had MSVC. From shane at it.uts.edu.au Sun Feb 19 16:21:54 2006 From: shane at it.uts.edu.au (Shane Isley) Date: Mon, 20 Feb 2006 08:21:54 +1100 Subject: [quake3] Re: first win64 patch In-Reply-To: <20060219134110.1bab676e.tim@ngus.net> References: <200602191329.12314.ludwig.nussel@suse.de> <20060219123446.26253852.tim@ngus.net> <200602191350.10462.ludwig.nussel@suse.de> <20060219134110.1bab676e.tim@ngus.net> Message-ID: <43F8E172.2010501@it.uts.edu.au> Tim Angus wrote: >On Sun, 19 Feb 2006 13:50:10 +0100 Ludwig wrote: > > >>Tim Angus wrote: >> >> >>>On Sun, 19 Feb 2006 13:29:12 +0100 Ludwig wrote: >>> >>> >>>>>Maybe stdint.h? >>>>> >>>>> >>>>stdint.h only has typedefs but no format specifiers. >>>> >>>> >>>Apparently MSVC doesn't have it anyway. Seriously, what the fuck? >>> >>> >>Where does intptr_t come from then? >> >> > >I don't know, I asked somebody else who had MSVC. > > As you guys have been so nice to help out I took a look and intptr_t is defined in /*** *crtdefs.h - definitions/declarations common to all CRT * * Copyright (c) Microsoft Corporation. All rights reserved. * *Purpose: * This file has mostly defines used by the entire CRT. * * [Public] * ****/ ... From jamlacey at gmail.com Sun Feb 19 17:35:10 2006 From: jamlacey at gmail.com (James Lacey) Date: Sun, 19 Feb 2006 15:35:10 -0700 Subject: [quake3] Re: first win64 patch In-Reply-To: <43F8E172.2010501@it.uts.edu.au> References: <200602191329.12314.ludwig.nussel@suse.de> <20060219123446.26253852.tim@ngus.net> <200602191350.10462.ludwig.nussel@suse.de> <20060219134110.1bab676e.tim@ngus.net> <43F8E172.2010501@it.uts.edu.au> Message-ID: I am working on a patch that will clean up the code to be 64-bit clean on Windows per Ludwig's suggestions (i.e. only the intptr_t changes, not the size_t changes). I started from the new code he checked in but unfortunately, the game now crashes on startup. I have to do some work for my day job I have to do now so I don't have time to finish debugging but I wanted to let everyone know that I am working on it. BTW, in MSVC, %"PRIiPTR" is written as %p. I don't know if that is standard though. (I am guessing it is not.) James On 2/19/06, Shane Isley wrote: > Tim Angus wrote: > > >On Sun, 19 Feb 2006 13:50:10 +0100 Ludwig wrote: > > > > > >>Tim Angus wrote: > >> > >> > >>>On Sun, 19 Feb 2006 13:29:12 +0100 Ludwig wrote: > >>> > >>> > >>>>>Maybe stdint.h? > >>>>> > >>>>> > >>>>stdint.h only has typedefs but no format specifiers. > >>>> > >>>> > >>>Apparently MSVC doesn't have it anyway. Seriously, what the fuck? > >>> > >>> > >>Where does intptr_t come from then? > >> > >> > > > >I don't know, I asked somebody else who had MSVC. > > > > > As you guys have been so nice to help out I took a look and intptr_t is > defined in > > /*** > *crtdefs.h - definitions/declarations common to all CRT > * > * Copyright (c) Microsoft Corporation. All rights reserved. > * > *Purpose: > * This file has mostly defines used by the entire CRT. > * > * [Public] > * > ****/ > ... > From arny at ats.s.bawue.de Sun Feb 19 19:28:24 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Mon, 20 Feb 2006 01:28:24 +0100 Subject: SnapVector issues with old QVMs Message-ID: <200602200128.27321.arny@ats.s.bawue.de> Hello, I have a few qvms for older q3 versions which use a SnapVector() with int casts to round the vector. In older versions, this was rounded non-ansi like to the nearest int. I have seen syscall traps to implement SnapVector in the engine itself that emulate this behaviour. Sadly, this is not being used in the old qvms. Since I have little knowledge of assembler and no knowledge about how the vm interpreter / JIT-compiler etc. work, I wanted to know whether there is a _feasible_ way to revert the rounding behaviour with ints to the previous state. I want to avoid having to compile new QVMs since this would lead to incompatibilities with already-existing clients using the old qvms. Judging from the many platforms already supported, recompiling the qvms and redistributing them would be the only alternative... am I correct with this assumption? -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From zakk at timedoctor.org Mon Feb 20 02:12:18 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sun, 19 Feb 2006 23:12:18 -0800 Subject: Good things and cats made of pudding. Message-ID: <43F96BD2.1090904@timedoctor.org> So we've got a windows installer, it works well, like a windows installer should. It doesn't offer the option to copy the pak0.pk3 from the cdrom, but it does tell you to do it. The logo is fugly in there because it gets scaled. this is alright, Aaron/floam has promised a new logo. My logo was a joke based on a Talking Heads album called "The Name of This Band is Talking Heads", four player split-screen would be nice, but it isn't there yet, and isn't likely to happen any time soon. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From floam at sh.nu Mon Feb 20 03:26:57 2006 From: floam at sh.nu (Aaron Gyes) Date: Mon, 20 Feb 2006 00:26:57 -0800 Subject: [quake3] Good things and cats made of pudding. In-Reply-To: <43F96BD2.1090904@timedoctor.org> References: <43F96BD2.1090904@timedoctor.org> Message-ID: <1140424017.28005.3.camel@localhost.localdomain> On Sun, 2006-02-19 at 23:12 -0800, Zachary J. Slater wrote: > So we've got a windows installer, it works well, like a windows > installer should. It doesn't offer the option to copy the pak0.pk3 from > the cdrom, but it does tell you to do it. > > The logo is fugly in there because it gets scaled. > this is alright, Aaron/floam has promised a new logo. New logo has been created and promoted to the web site. I'd like to thank Sander van Loon for his scalable quake 3 logo he made for the icon, I used it for this new image. If anyone wants the .svg source to the logo for something, it's here: http://floam.sh.nu/files/images/quake3_logo.svg You'll need the font Calibri for it, however, it's one of the new purdy webfonts in Vista. If you need it for generating the image for something important, email me and I can give it to you. Aaron Gyes From ludwig.nussel at suse.de Mon Feb 20 04:04:30 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 20 Feb 2006 10:04:30 +0100 Subject: [quake3] Good things and cats made of pudding. In-Reply-To: <1140424017.28005.3.camel@localhost.localdomain> References: <43F96BD2.1090904@timedoctor.org> <1140424017.28005.3.camel@localhost.localdomain> Message-ID: <200602201004.30727.ludwig.nussel@suse.de> On Monday 20 February 2006 09:26, Aaron Gyes wrote: > On Sun, 2006-02-19 at 23:12 -0800, Zachary J. Slater wrote: > > So we've got a windows installer, it works well, like a windows > > installer should. It doesn't offer the option to copy the pak0.pk3 from > > the cdrom, but it does tell you to do it. > > > > The logo is fugly in there because it gets scaled. > > this is alright, Aaron/floam has promised a new logo. > > New logo has been created and promoted to the web site. I'd like to > thank Sander van Loon for his scalable quake 3 logo he made for the > icon, I used it for this new image. Honestly the first thing I tought when I saw that logo was "it's damaged". Isn't there a way to keep the beautiful q3 logo in it's original shape? > If anyone wants the .svg source to the logo for something, it's here: > http://floam.sh.nu/files/images/quake3_logo.svg > You'll need the font Calibri for it, however, it's one of the new purdy > webfonts in Vista. If you need it for generating the image for something > important, email me and I can give it to you. o_O cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Mon Feb 20 04:05:54 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 20 Feb 2006 10:05:54 +0100 Subject: [quake3] SnapVector issues with old QVMs In-Reply-To: <200602200128.27321.arny@ats.s.bawue.de> References: <200602200128.27321.arny@ats.s.bawue.de> Message-ID: <200602201005.54912.ludwig.nussel@suse.de> On Monday 20 February 2006 01:28, Thilo Schulz wrote: > I have a few qvms for older q3 versions which use a SnapVector() with int > casts to round the vector. In older versions, this was rounded non-ansi like > to the nearest int. I have seen syscall traps to implement SnapVector in the > engine itself that emulate this behaviour. Sadly, this is not being used in > the old qvms. Since I have little knowledge of assembler and no knowledge > about how the vm interpreter / JIT-compiler etc. work, I wanted to know > whether there is a _feasible_ way to revert the rounding behaviour with ints > to the previous state. How old? 1.32? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From floam at sh.nu Mon Feb 20 04:26:16 2006 From: floam at sh.nu (Aaron Gyes) Date: Mon, 20 Feb 2006 01:26:16 -0800 Subject: [quake3] Good things and cats made of pudding. In-Reply-To: <200602201004.30727.ludwig.nussel@suse.de> References: <43F96BD2.1090904@timedoctor.org> <1140424017.28005.3.camel@localhost.localdomain> <200602201004.30727.ludwig.nussel@suse.de> Message-ID: <1140427576.30498.1.camel@localhost.localdomain> On Mon, 2006-02-20 at 10:04 +0100, Ludwig Nussel wrote: > On Monday 20 February 2006 09:26, Aaron Gyes wrote: > > On Sun, 2006-02-19 at 23:12 -0800, Zachary J. Slater wrote: > > > So we've got a windows installer, it works well, like a windows > > > installer should. It doesn't offer the option to copy the pak0.pk3 from > > > the cdrom, but it does tell you to do it. > > > > > > The logo is fugly in there because it gets scaled. > > > this is alright, Aaron/floam has promised a new logo. > > > > New logo has been created and promoted to the web site. I'd like to > > thank Sander van Loon for his scalable quake 3 logo he made for the > > icon, I used it for this new image. > > Honestly the first thing I tought when I saw that logo was "it's > damaged". It is, indeed! I decided to alter it because I think icculus.org/quake3 is more than just quake3, or different. If you can come up with something better, go ahead. I'm pretty sure it's not possible to both: a) Create a unique, identifying logo for ioq3 b) Preserve the old logo Without breaking the laws of physics. Aaron Gyes From zakk at timedoctor.org Mon Feb 20 04:50:09 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 20 Feb 2006 01:50:09 -0800 Subject: Windows port Message-ID: <43F990D1.3060506@timedoctor.org> I just dicked around with Quake 3 for a bit, beat the crap out of crash. First things I noticed: 1) Videos are still broken at 1680x1050, this isn't a deal-breaker for me for release, anyone else give a fuck? 2) Team Arena gives me some bizarre error that seems fairly familiar, I'll run it again and google it in the morning, this was only when I tried to join a server, arguably the point of the game, but still... 3) Cinematics (fullscreen videos) are broken in Team Arena as well. 4) Selecting a model in regular quake 3 made it seem as if the brightness is higher in the default than it is with my regular quake 3 config. Not sure if that is a bug (if it isn't just my q3 config) or not. I'll try urban terror tomorrow too, probably reaction quake 3 as well. Those are my test mods since they're my favorites. boop boop, beep beep. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From arny at ats.s.bawue.de Mon Feb 20 07:01:23 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Mon, 20 Feb 2006 13:01:23 +0100 Subject: [quake3] SnapVector issues with old QVMs In-Reply-To: <200602201005.54912.ludwig.nussel@suse.de> References: <200602200128.27321.arny@ats.s.bawue.de> <200602201005.54912.ludwig.nussel@suse.de> Message-ID: <200602201301.28148.arny@ats.s.bawue.de> On Monday 20 February 2006 10:05, Ludwig Nussel wrote: > How old? 1.32? 1.17 I think. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From phatfil at optusnet.com.au Mon Feb 20 07:37:00 2006 From: phatfil at optusnet.com.au (Philip Nelson) Date: Mon, 20 Feb 2006 23:37:00 +1100 Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602152005.37001.phatfil@optusnet.com.au> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> Message-ID: <200602202337.00894.phatfil@optusnet.com.au> Here's an updated installer. Uses the new icons and logo and stuff. Also installs the README now. http://whatsbeef.net/philip/ioquake3_setup.exe The icons are all cool except the small ones (16x16?) I reckon look a bit funny. http://whatsbeef.net/philip/ioq3/ - Some images of how the the setup and icons look on my win2k box there. Philip From floam at sh.nu Mon Feb 20 15:15:29 2006 From: floam at sh.nu (Aaron Gyes) Date: Mon, 20 Feb 2006 12:15:29 -0800 Subject: [quake3] Binaries!!!11111 In-Reply-To: <200602202337.00894.phatfil@optusnet.com.au> References: <43D6CE95.6040500@timedoctor.org> <200602152005.37001.phatfil@optusnet.com.au> <200602202337.00894.phatfil@optusnet.com.au> Message-ID: <1140466529.4839.1.camel@localhost.localdomain> On Mon, 2006-02-20 at 23:37 +1100, Philip Nelson wrote: > Here's an updated installer. Uses the new icons and logo and stuff. Also > installs the README now. > > http://whatsbeef.net/philip/ioquake3_setup.exe > > The icons are all cool except the small ones (16x16?) I reckon look a bit > funny. Wow, they do look bad at that size. I just redid the 16*16 ones by hand and commited the the change in qe3.ico to svn, care to try that out? Aaron Gyes From vincent at cojot.name Mon Feb 20 17:06:44 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 20 Feb 2006 23:06:44 +0100 (CET) Subject: Solaris pkg build patch... Message-ID: Hello everyone, Could you please apply the attached patch before 1.34 gets released? It doesn't modify any file in the tree, it just adds new ones... :) Thank you, Vincent -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost -------------- next part -------------- diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioq3ded.sh quake3-Solaris/code/unix/setup/pkg/ioq3ded.sh *** quake3/code/unix/setup/pkg/ioq3ded.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioq3ded.sh 2006-02-15 11:50:38.000000000 +0100 *************** *** 0 **** --- 1,42 ---- + #!/bin/bash + # Rev: $Id: ioq3ded.sh,v 1.9 2006/01/18 13:47:42 raistlin Exp raistlin $ + # Needed to make symlinks/shortcuts work. + # the binaries must run with correct working directory + # + + IOQ3_DIR=/usr/local/share/games/quake3 + + COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` + COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` + + EXEC_REL=release + + #EXEC_BIN=ioquake3.${COMPILE_ARCH} + #EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} + EXEC_BIN=ioq3ded.${COMPILE_ARCH} + + EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" + + EXEC_DIR_LIST=${IOQ3_DIR} + + for d in ${EXEC_DIR_LIST} + do + if [ -d $d ]; then + EXEC_DIR=${d} + break + fi + done + + if [ "X${EXEC_DIR}" != "X" ]; then + if [ ! -x ${EXEC_DIR}/${EXEC_BIN} ]; then + echo "Executable ${EXEC_DIR}/${EXEC_BIN} not found!" ; exit 1 + fi + cd ${IOQ3_DIR} && \ + ${EXEC_DIR}/${EXEC_BIN} ${EXEC_FLAGS} $* + exit $? + else + echo "No ioq3 binaries found!" + exit 1 + fi + + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/depend quake3-Solaris/code/unix/setup/pkg/ioquake3/depend *** quake3/code/unix/setup/pkg/ioquake3/depend 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/depend 2006-02-15 12:13:19.000000000 +0100 *************** *** 0 **** --- 1,3 ---- + P SUNWxilrl XIL Runtime Environment + P SFWsdl SDL - Simple DirectMedia Layer library + P ioquake3d Icculus.Org Quake3 game data files for Solaris 10 (X11,GLX,SDL) diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/pkginfo.template quake3-Solaris/code/unix/setup/pkg/ioquake3/pkginfo.template *** quake3/code/unix/setup/pkg/ioquake3/pkginfo.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/pkginfo.template 2006-02-15 12:13:32.000000000 +0100 *************** *** 0 **** --- 1,12 ---- + CLASSES=none + BASEDIR=/usr/local/share/games + TZ=PST + PATH=/sbin:/usr/sbin:/usr/bin:/usr/sadm/install/bin + PKG=ioquake3 + NAME=Icculus.Org Quake3 1.34 for Solaris 10 (X11,GLX,SDL) + VERSION= + CATEGORY=application,graphics,opengl + DESC=Icculus.Org Quake3 1.34 for Solaris 10 (http://www.icculus.org/quake3) + VENDOR=http://www.icculus.org/quake3 + EMAIL=quake at cojot.name + PKGSAV=/var/sadm/pkg/ioquake3/save diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/postinstall quake3-Solaris/code/unix/setup/pkg/ioquake3/postinstall *** quake3/code/unix/setup/pkg/ioquake3/postinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/postinstall 2006-02-15 13:03:29.000000000 +0100 *************** *** 0 **** --- 1,21 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postinstall,v 1.3 2006/01/21 12:54:52 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR/quake3 + dest_dir=${PKG_INSTALL_ROOT}/usr/local/bin + + if [ -d ${dest_dir} ]; then + for inst_script in ioq3ded.sh ioquake3.sh + do + dest_script=${dest_dir}/${inst_script} + if [ ! -h ${dest_script} ]; then + ln -s ${quake3_dir}/${inst_script} ${dest_script} + fi + done + fi + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/postremove quake3-Solaris/code/unix/setup/pkg/ioquake3/postremove *** quake3/code/unix/setup/pkg/ioquake3/postremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/postremove 2006-02-15 13:03:39.000000000 +0100 *************** *** 0 **** --- 1,21 ---- + #!/bin/sh + # + # @(#)postremove $Id: postremove,v 1.3 2006/01/21 12:54:52 coyote Exp $ + # + # postremove script for quake3 + + quake3_dir=$BASEDIR + dest_dir=${PKG_INSTALL_ROOT}/usr/local/bin + + if [ -d ${dest_dir} ]; then + for inst_script in ioq3ded.sh ioquake3.sh + do + dest_script=${dest_dir}/${inst_script} + if [ -h ${dest_script} ]; then + rm -f ${dest_script} + fi + done + fi + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/preinstall quake3-Solaris/code/unix/setup/pkg/ioquake3/preinstall *** quake3/code/unix/setup/pkg/ioquake3/preinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/preinstall 2006-02-15 12:14:30.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/preremove quake3-Solaris/code/unix/setup/pkg/ioquake3/preremove *** quake3/code/unix/setup/pkg/ioquake3/preremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/preremove 2006-02-15 12:14:34.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/prototype.template quake3-Solaris/code/unix/setup/pkg/ioquake3/prototype.template *** quake3/code/unix/setup/pkg/ioquake3/prototype.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/prototype.template 2002-08-29 19:54:38.000000000 +0200 *************** *** 0 **** --- 1,8 ---- + !default 0755 root bin + i pkginfo + i copyright + i depend + i postinstall + i postremove + i preinstall + i preremove diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/space quake3-Solaris/code/unix/setup/pkg/ioquake3/space *** quake3/code/unix/setup/pkg/ioquake3/space 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/space 2004-09-20 12:59:14.000000000 +0200 *************** *** 0 **** --- 1 ---- + /usr/local/share 20000 15 diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/depend quake3-Solaris/code/unix/setup/pkg/ioquake3d/depend *** quake3/code/unix/setup/pkg/ioquake3d/depend 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/depend 2004-09-20 13:38:51.000000000 +0200 *************** *** 0 **** --- 1,2 ---- + P SUNWxilrl XIL Runtime Environment + P SFWsdl SDL - Simple DirectMedia Layer library diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/pkginfo.template quake3-Solaris/code/unix/setup/pkg/ioquake3d/pkginfo.template *** quake3/code/unix/setup/pkg/ioquake3d/pkginfo.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/pkginfo.template 2006-02-15 12:13:57.000000000 +0100 *************** *** 0 **** --- 1,12 ---- + CLASSES=none + BASEDIR=/usr/local/share/games + TZ=PST + PATH=/sbin:/usr/sbin:/usr/bin:/usr/sadm/install/bin + PKG=ioquake3d + NAME=Icculus.Org Quake3 game data files for Solaris 10 (X11,GLX,SDL) + VERSION= + CATEGORY=application,graphics,opengl + DESC=Icculus.Org Quake3 game data files for Solaris 10 (http://www.icculus.org/quake3) + VENDOR=http://www.icculus.org/quake3 + EMAIL=quake at cojot.name + PKGSAV=/var/sadm/pkg/ioquake3d/save diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/postinstall quake3-Solaris/code/unix/setup/pkg/ioquake3d/postinstall *** quake3/code/unix/setup/pkg/ioquake3d/postinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/postinstall 2006-02-15 12:14:41.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/postremove quake3-Solaris/code/unix/setup/pkg/ioquake3d/postremove *** quake3/code/unix/setup/pkg/ioquake3d/postremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/postremove 2006-02-15 12:10:41.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/preinstall quake3-Solaris/code/unix/setup/pkg/ioquake3d/preinstall *** quake3/code/unix/setup/pkg/ioquake3d/preinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/preinstall 2006-02-15 12:11:01.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/preremove quake3-Solaris/code/unix/setup/pkg/ioquake3d/preremove *** quake3/code/unix/setup/pkg/ioquake3d/preremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/preremove 2006-02-15 12:11:27.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/prototype.template quake3-Solaris/code/unix/setup/pkg/ioquake3d/prototype.template *** quake3/code/unix/setup/pkg/ioquake3d/prototype.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/prototype.template 2002-08-29 19:54:38.000000000 +0200 *************** *** 0 **** --- 1,8 ---- + !default 0755 root bin + i pkginfo + i copyright + i depend + i postinstall + i postremove + i preinstall + i preremove diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/space quake3-Solaris/code/unix/setup/pkg/ioquake3d/space *** quake3/code/unix/setup/pkg/ioquake3d/space 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/space 2004-09-20 12:58:02.000000000 +0200 *************** *** 0 **** --- 1 ---- + /usr/local/share 50000 100 diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3.sh quake3-Solaris/code/unix/setup/pkg/ioquake3.sh *** quake3/code/unix/setup/pkg/ioquake3.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3.sh 2006-02-15 11:50:43.000000000 +0100 *************** *** 0 **** --- 1,41 ---- + #!/bin/bash + # Rev: $Id: ioquake3.sh,v 1.11 2006/01/18 13:47:42 raistlin Exp raistlin $ + # Needed to make symlinks/shortcuts work. + # the binaries must run with correct working directory + + IOQ3_DIR=/usr/local/share/games/quake3 + + COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` + COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` + + EXEC_REL=release + + EXEC_BIN=ioquake3.${COMPILE_ARCH} + #EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} + #EXEC_BIN=ioq3ded.${COMPILE_ARCH} + + EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" + + EXEC_DIR_LIST=${IOQ3_DIR} + + for d in ${EXEC_DIR_LIST} + do + if [ -d $d ]; then + EXEC_DIR=${d} + break + fi + done + + if [ "X${EXEC_DIR}" != "X" ]; then + if [ ! -x ${EXEC_DIR}/${EXEC_BIN} ]; then + echo "Executable ${EXEC_DIR}/${EXEC_BIN} not found!" ; exit 1 + fi + cd ${IOQ3_DIR} && \ + ${EXEC_DIR}/${EXEC_BIN} ${EXEC_FLAGS} $* + exit $? + else + echo "No ioq3 binaries found!" + exit 1 + fi + + diff -rcN --exclude=.svn quake3/code/unix/setup/Solaris_pkg.sh quake3-Solaris/code/unix/setup/Solaris_pkg.sh *** quake3/code/unix/setup/Solaris_pkg.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/Solaris_pkg.sh 2006-02-15 18:23:48.000000000 +0100 *************** *** 0 **** --- 1,117 ---- + #!/bin/bash + # Solaris tuff + OSTYPE=SunOS + if [ "X`uname -m`" = "Xi386" ]; then + ARCH=i386 + else + ARCH=sparc + fi + + # Packages + PKG_SOLARIS_NAME=ioquake3 + PKG_DATA_NAME=ioquake3d + BUILD_DATE="`/usr/bin/date '+%Y%m%d%H%M%S'`" + BUILD_VERSION="1.34-r544" + PKG_VERSION="1" + PKG_MAINT_ID="quake at cojot.name" + SOLARIS_PKGFILE="${PKG_SOLARIS_NAME}-${BUILD_VERSION}-${PKG_VERSION}-${ARCH}.pkg" + DATA_PKGFILE="${PKG_DATA_NAME}-${BUILD_VERSION}-${PKG_VERSION}-${ARCH}.pkg" + + # Locations + MOUNT_DIR="../../.." + BUILD_DIR="${MOUNT_DIR}/build/release-${OSTYPE}-${ARCH}" + PKG_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_SOLARIS_NAME}" + PKG_BUILD_DIR="/tmp/ioquake3-build/${PKG_SOLARIS_NAME}-${BUILD_VERSION}" + PKG_DATA_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_DATA_NAME}" + PKG_DATA_BUILD_DIR="/usr/local/src/quake3-data/quake3" + + # Tools + RM="/usr/bin/rm" + TOUCH="/usr/bin/touch" + SED="/usr/bin/sed" + CAT="/usr/bin/cat" + NAWK="/usr/bin/nawk" + MKDIR="gmkdir -v -p" + INSTALL_BIN="ginstall -D -m 755" + INSTALL_DATA="ginstall -D -m 644" + PKGPROTO="/usr/bin/pkgproto" + PKGMK="/usr/bin/pkgmk" + PKGTRANS="/usr/bin/pkgtrans" + + ############################################################################# + # SOLARIS PACKAGE + ############################################################################# + + if [ -d ${BUILD_DIR} ]; then + if [ ! -d ${BUILD_DIR}/pkg ]; then + ${MKDIR} ${BUILD_DIR}/pkg + fi + echo "Building ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE}" + ${RM} -f ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} + ${TOUCH} ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} + ${SED} -e "/VERSION=/s/.*/VERSION=${BUILD_VERSION}.${PKG_VERSION}/" \ + < ${PKG_SRC_DIR}/pkginfo.template \ + > ${PKG_SRC_DIR}/pkginfo + ${CAT} ${PKG_SRC_DIR}/prototype.template > ${PKG_SRC_DIR}/prototype + + ${INSTALL_DATA} ${MOUNT_DIR}/COPYING.txt ${PKG_SRC_DIR}/copyright + for EXEC_READ in README id-readme.txt + do + if [ -f ${MOUNT_DIR}/${EXEC_READ} ]; then + ${INSTALL_DATA} ${MOUNT_DIR}/${EXEC_READ} ${PKG_BUILD_DIR}/${EXEC_READ} + fi + done + + for EXEC_BIN in ioq3ded ioquake3-smp ioquake3 + do + if [ -f ${BUILD_DIR}/${EXEC_BIN}.${ARCH} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/${EXEC_BIN}.${ARCH} ${PKG_BUILD_DIR}/${EXEC_BIN}.${ARCH} + fi + done + + for EXEC_SH in ioq3ded.sh ioquake3.sh + do + if [ -f ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ]; then + ${INSTALL_BIN} ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ${PKG_BUILD_DIR}/${EXEC_SH} + fi + done + + for EXEC_SO in cgamesparc.so qagamesparc.so uisparc.so + do + if [ -f ${BUILD_DIR}/baseq3/${EXEC_SO} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/baseq3/${EXEC_SO} ${PKG_BUILD_DIR}/baseq3/${EXEC_SO} + fi + if [ -f ${BUILD_DIR}/missionpack/${EXEC_SO} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/missionpack/${EXEC_SO} ${PKG_BUILD_DIR}/missionpack/${EXEC_SO} + fi + done + + ${PKGPROTO} ${PKG_BUILD_DIR}=quake3 | \ + ${NAWK} '{ print $1,$2,$3,$4 }' >> ${PKG_SRC_DIR}/prototype + ${PKGMK} -o -p "${PKG_MAINT_ID}${BUILD_DATE}" \ + -b ${PKG_SRC_DIR} -f ${PKG_SRC_DIR}/prototype \ + -d /tmp -a ${ARCH} owner=root group=bin mode=0755 + ${PKGTRANS} -s /tmp ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} ${PKG_SOLARIS_NAME} + + echo "Building ${BUILD_DIR}/pkg/${DATA_PKGFILE}" + ${RM} -f ${BUILD_DIR}/pkg/${DATA_PKGFILE} + ${TOUCH} ${BUILD_DIR}/pkg/${DATA_PKGFILE} + ${SED} -e "/VERSION=/s/.*/VERSION=${BUILD_VERSION}.${PKG_VERSION}/" \ + < ${PKG_DATA_SRC_DIR}/pkginfo.template \ + > ${PKG_DATA_SRC_DIR}/pkginfo + ${CAT} ${PKG_DATA_SRC_DIR}/prototype.template > ${PKG_DATA_SRC_DIR}/prototype + + ${INSTALL_DATA} ${MOUNT_DIR}/COPYING.txt ${PKG_DATA_SRC_DIR}/install/copyright + + ${PKGPROTO} ${PKG_DATA_BUILD_DIR}=quake3 | \ + ${NAWK} '{ print $1,$2,$3,$4 }' >> ${PKG_DATA_SRC_DIR}/prototype + ${PKGMK} -o -p "${PKG_MAINT_ID}${BUILD_DATE}" \ + -b ${PKG_DATA_SRC_DIR} -f ${PKG_DATA_SRC_DIR}/prototype \ + -d /tmp -a ${ARCH} owner=root group=bin mode=0755 + ${PKGTRANS} -s /tmp ${BUILD_DIR}/pkg/${DATA_PKGFILE} ${PKG_DATA_NAME} + else + echo "Directory ${BUILD_DIR} not found!" + exit 1 + fi + + From tim at ngus.net Mon Feb 20 17:19:34 2006 From: tim at ngus.net (Tim Angus) Date: Mon, 20 Feb 2006 22:19:34 +0000 Subject: Code freeze Message-ID: <20060220221934.1128d333.tim@ngus.net> Dear committers, No more feature commits from now until 1.34 is released please. And check extra specially carefully when committing bug fixes. Thankyou. From jamlacey at gmail.com Tue Feb 21 22:23:21 2006 From: jamlacey at gmail.com (James Lacey) Date: Tue, 21 Feb 2006 20:23:21 -0700 Subject: second win64 patch Message-ID: I guess this is too late for the code freeze, but this patch makes the code 64-bit safe on Windows (plus adds a few changes necessary to compile on Win64). Per Ludwig's suggestion, I didn't change any int variables to size_t. So if you are working on something that requires more than 2 GB of memory (since the malloc functions take ints), then you are out of luck ;) Some notes: 1. Team Arena compiles cleanly with this patch. I played a map of Quake 3 and a map of TA with the MSVC Win32 binary and it seemed to work fine. 2. OpenAL is reenabled. 3. I included two versions of the patch, one with just the code changes and one that includes the new VS 2005 project file changes. I disabled the more prevalent warnings (i.e. possible data loss from size_t to int) in the project file, so if you are compiling on the command line, you will see a lot of warnings. 4. The game is currently broken on x64. It hangs on startup. That is my next problem to tackle. I just wanted to go ahead and submit this patch since the last intptr_t changes Ludwig committed broke someone's build. 5. If I compile with mingw32, the game also hangs on startup for me. I am wondering if this is an issue running a binary combined with mingw32 on Win64. Like I said in an earlier email, I am having problems attaching gdb to see what is going on so if someone can help me out with that (or point me in the right direction), I would appreciate it. James -------------- next part -------------- A non-text attachment was scrubbed... Name: win64-safe.zip Type: application/zip Size: 42020 bytes Desc: not available URL: From vmorenas at free.fr Wed Feb 22 18:32:00 2006 From: vmorenas at free.fr (=?ISO-8859-1?Q?Vincent_Mor=E9nas?=) Date: Thu, 23 Feb 2006 00:32:00 +0100 Subject: bspc on MacOSX Message-ID: <2CEC9405-DCEE-4E8F-B256-2ED4802C1CFE@free.fr> Hi everyone, I don't know if it is the right place to ask but here is my problem: I compiled the bspc program (from the svn revision 200 of the Q3 source code, the last revision before the bspc folder disappeared) on MacOSX (ppc). The compiling went fine but when run, the executable generates wrong numbers (I compiled the same source on a pentium linux box and everything works as expected there). I first thought it was a big<->little endian issue but I checked and the byte swapping is done correctly.... so I am a little lost here.... Can the same floating point calculations give different results on different architecture ? Have you been faced with this kind of problem before ? Thanks for your suggestions, Vincent. From only_mortal at mac.com Wed Feb 22 19:16:27 2006 From: only_mortal at mac.com (Mike Davis) Date: Thu, 23 Feb 2006 01:16:27 +0100 Subject: [quake3] bspc on MacOSX In-Reply-To: <2CEC9405-DCEE-4E8F-B256-2ED4802C1CFE@free.fr> References: <2CEC9405-DCEE-4E8F-B256-2ED4802C1CFE@free.fr> Message-ID: <39035E4D-E4E2-490B-A675-2BA6B1547979@mac.com> I don't profess to understand your specific problem but floating point calculations will be different between PPC and Intel, writing from personal experience (NeXTStep 3.1 to be specific). As a rule, under Intel architectures I don't do, "x == y" with floats as the accuracy is higher (Intel P60 HP Vectra with NS3.1 versus 68040 pizza box). You usually have to do a tolerance such as: if( absf( x - y ) < 0.01f ) { } Instead of: if( x == y ) { } Naturally, the less civilized people will write some inline C++ function junk (requires -O3 on the Mac): inline bool IsEqual( float a, float b ) { return ( absf( a - b ) < 0.01 ? true : false ); } Even worse the C++ guys will stick it in a header file... /me shudders On 23 Feb 2006, at 00:32, Vincent Mor?nas wrote: > Hi everyone, > > I don't know if it is the right place to ask but here is my > problem: I compiled the bspc program (from the svn revision 200 of > the Q3 source code, the last revision before the bspc folder > disappeared) on MacOSX (ppc). The compiling went fine but when run, > the executable generates wrong numbers (I compiled the same source > on a pentium linux box and everything works as expected there). > I first thought it was a big<->little endian issue but I checked > and the byte swapping is done correctly.... so I am a little lost > here.... Can the same floating point calculations give different > results on different architecture ? Have you been faced with this > kind of problem before ? > > Thanks for your suggestions, > > Vincent. From ludwig.nussel at suse.de Thu Feb 23 05:47:25 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Thu, 23 Feb 2006 11:47:25 +0100 Subject: [quake3] second win64 patch In-Reply-To: References: Message-ID: <200602231147.26348.ludwig.nussel@suse.de> On Wednesday 22 February 2006 04:23, James Lacey wrote: > I guess this is too late for the code freeze, but this patch makes the > code 64-bit safe on Windows (plus adds a few changes necessary to > compile on Win64). Per Ludwig's suggestion, I didn't change any int > variables to size_t. So if you are working on something that requires > more than 2 GB of memory (since the malloc functions take ints), then > you are out of luck ;) > > Some notes: > 1. Team Arena compiles cleanly with this patch. I played a map of > Quake 3 and a map of TA with the MSVC Win32 binary and it seemed to > work fine. > 2. OpenAL is reenabled. > 3. I included two versions of the patch, one with just the code > changes and one that includes the new VS 2005 project file changes. I > disabled the more prevalent warnings (i.e. possible data loss from > size_t to int) in the project file, so if you are compiling on the > command line, you will see a lot of warnings. > 4. The game is currently broken on x64. It hangs on startup. That is > my next problem to tackle. I just wanted to go ahead and submit this > patch since the last intptr_t changes Ludwig committed broke someone's > build. How can it be 64bit clean and hang at startup at the same time? :-) Are both vm mode 0 (dll) and 1 (interpreter) broken or does one of them work? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Thu Feb 23 07:55:46 2006 From: jamlacey at gmail.com (James Lacey) Date: Thu, 23 Feb 2006 05:55:46 -0700 Subject: [quake3] second win64 patch In-Reply-To: <200602231147.26348.ludwig.nussel@suse.de> References: <200602231147.26348.ludwig.nussel@suse.de> Message-ID: It is 64-bit clean in the sense of there aren't going to be any pointer truncations in a Win64 build. I just wanted to send this on since there were build problems on the trunk. Other than fixing the broken build, you are right, it is kind of a useless patch. Once I find and fix the problem, I'll send on another patch. James On 2/23/06, Ludwig Nussel wrote: > On Wednesday 22 February 2006 04:23, James Lacey wrote: > > I guess this is too late for the code freeze, but this patch makes the > > code 64-bit safe on Windows (plus adds a few changes necessary to > > compile on Win64). Per Ludwig's suggestion, I didn't change any int > > variables to size_t. So if you are working on something that requires > > more than 2 GB of memory (since the malloc functions take ints), then > > you are out of luck ;) > > > > Some notes: > > 1. Team Arena compiles cleanly with this patch. I played a map of > > Quake 3 and a map of TA with the MSVC Win32 binary and it seemed to > > work fine. > > 2. OpenAL is reenabled. > > 3. I included two versions of the patch, one with just the code > > changes and one that includes the new VS 2005 project file changes. I > > disabled the more prevalent warnings (i.e. possible data loss from > > size_t to int) in the project file, so if you are compiling on the > > command line, you will see a lot of warnings. > > 4. The game is currently broken on x64. It hangs on startup. That is > > my next problem to tackle. I just wanted to go ahead and submit this > > patch since the last intptr_t changes Ludwig committed broke someone's > > build. > > How can it be 64bit clean and hang at startup at the same time? :-) > Are both vm mode 0 (dll) and 1 (interpreter) broken or does one of > them work? > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > From auerswal at unix-ag.uni-kl.de Thu Feb 23 17:44:42 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Thu, 23 Feb 2006 23:44:42 +0100 Subject: two patches Message-ID: <20060223224442.GA16559@sushi.unix-ag.uni-kl.de> Hi, I've recently added patches that address issues regarding the fixes to bugs 2583 (https://bugzilla.icculus.org/show_bug.cgi?id=2583) and 2599 (https://bugzilla.icculus.org/show_bug.cgi?id=2599) to bugzilla (without reopening those bugs). Erik From ludwig.nussel at suse.de Fri Feb 24 05:37:14 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 24 Feb 2006 11:37:14 +0100 Subject: [quake3] second win64 patch In-Reply-To: References: <200602231147.26348.ludwig.nussel@suse.de> Message-ID: <200602241137.15002.ludwig.nussel@suse.de> On Thursday 23 February 2006 13:55, James Lacey wrote: > It is 64-bit clean in the sense of there aren't going to be any > pointer truncations in a Win64 build. I just wanted to send this on > since there were build problems on the trunk. Other than fixing the > broken build, you are right, it is kind of a useless patch. Once I > find and fix the problem, I'll send on another patch. You didn't answer my second question. Is the dll interface, the interpreter or both broken? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Fri Feb 24 09:03:22 2006 From: jamlacey at gmail.com (James Lacey) Date: Fri, 24 Feb 2006 07:03:22 -0700 Subject: [quake3] second win64 patch In-Reply-To: <200602241137.15002.ludwig.nussel@suse.de> Message-ID: <000001c6394b$13815010$0600a8c0@interactiontech.local> I have just tried it with the interpreter. I have been swamped at work and haven't had a chance to play with it further and try the dlls. James -----Original Message----- From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] Sent: Friday, February 24, 2006 3:37 AM To: quake3 at icculus.org Subject: Re: [quake3] second win64 patch On Thursday 23 February 2006 13:55, James Lacey wrote: > It is 64-bit clean in the sense of there aren't going to be any > pointer truncations in a Win64 build. I just wanted to send this on > since there were build problems on the trunk. Other than fixing the > broken build, you are right, it is kind of a useless patch. Once I > find and fix the problem, I'll send on another patch. You didn't answer my second question. Is the dll interface, the interpreter or both broken? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Fri Feb 24 09:43:53 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 24 Feb 2006 15:43:53 +0100 Subject: [quake3] second win64 patch In-Reply-To: <000001c6394b$13815010$0600a8c0@interactiontech.local> References: <000001c6394b$13815010$0600a8c0@interactiontech.local> Message-ID: <200602241543.53831.ludwig.nussel@suse.de> On Friday 24 February 2006 15:03, James Lacey wrote: > I have just tried it with the interpreter. I have been swamped at work and > haven't had a chance to play with it further and try the dlls. Hmm, is __WORDSIZE set to 64? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From arny at ats.s.bawue.de Sun Feb 26 12:07:02 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sun, 26 Feb 2006 18:07:02 +0100 Subject: MP3 decoder and a few bugs fixed Message-ID: <200602261807.05627.arny@ats.s.bawue.de> Hello, Tim: I have finally written the promised MD4 format tutorial: https://bugzilla.icculus.org/show_bug.cgi?id=2603 (shame on me) Then there is a crash and memory leak in sounds functions fixed: https://bugzilla.icculus.org/show_bug.cgi?id=2604 And then there's an MP3 decoder I wrote for ioQ3 (requires libmad): https://bugzilla.icculus.org/show_bug.cgi?id=2605 have fun! -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From zakk at timedoctor.org Sun Feb 26 22:28:12 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sun, 26 Feb 2006 19:28:12 -0800 Subject: Windows installer. Message-ID: <440271CC.309@timedoctor.org> I just put the Windows installer up on the get it page. My thanks again to Philip Nelson, whom is excellent and withstood the barrage of requests from myself and other maintainers. Tell your friends, your enemies, and jerks whose systems you want infected with my awesome rootkit! Now if only I could get Ryan to stop being busy for a day and come over to cupertino for work on the mac version we'd be ready to rock :-) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ludwig.nussel at suse.de Mon Feb 27 09:00:22 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 27 Feb 2006 15:00:22 +0100 Subject: [PATCH] better NX support Message-ID: <200602271500.22843.ludwig.nussel@suse.de> Hi, Following patch uses anonymous mmap for the code produced by the vm compiler on i386 and x86_64. This way it's possible to have the memory only executable rather than executable and writeable. It's a cleaner method than using mprotect on memory allocated by Hunk_Alloc IMO. Changing the protection bits in vm_x86 is necessary otherwise quake3 will segfault systems where NX is enabled. I did not commit the patch yet, I'd like to get an explicit OK first. I don't know if it breaks the Windows build. cu Ludwig Index: code/qcommon/vm_x86.c =================================================================== --- code/qcommon/vm_x86.c (Revision 592) +++ code/qcommon/vm_x86.c (Arbeitskopie) @@ -31,6 +31,8 @@ #include // for PROT_ stuff #endif +static void VM_Destroy_Compiled(vm_t* self); + /* eax scratch @@ -1069,34 +1071,29 @@ // copy to an exact size buffer on the hunk vm->codeLength = compiledOfs; - vm->codeBase = Hunk_Alloc( compiledOfs, h_low ); + vm->codeBase = mmap(NULL, compiledOfs, PROT_WRITE, MAP_SHARED|MAP_ANONYMOUS, -1, 0); + if(vm->codeBase == (void*)-1) + Com_Error(ERR_DROP, "VM_CompileX86: can't mmap memory"); + Com_Memcpy( vm->codeBase, buf, compiledOfs ); + if(mprotect(vm->codeBase, compiledOfs, PROT_EXEC)) + Com_Error(ERR_DROP, "VM_CompileX86: mprotect failed"); + Z_Free( buf ); Z_Free( jused ); Com_Printf( "VM file %s compiled to %i bytes of code\n", vm->name, compiledOfs ); + vm->destroy = VM_Destroy_Compiled; + // offset all the instruction pointers for the new location for ( i = 0 ; i < header->instructionCount ; i++ ) { vm->instructionPointers[i] += (int)vm->codeBase; } +} -#if 0 // ndef _WIN32 - // Must make the newly generated code executable - { - int r; - unsigned long addr; - int psize = getpagesize(); - - addr = ((int)vm->codeBase & ~(psize-1)) - psize; - - r = mprotect((char*)addr, vm->codeLength + (int)vm->codeBase - addr + psize, - PROT_READ | PROT_WRITE | PROT_EXEC ); - - if (r < 0) - Com_Error( ERR_FATAL, "mprotect failed to change PROT_EXEC" ); - } -#endif - +void VM_Destroy_Compiled(vm_t* self) +{ + munmap(self->codeBase, self->codeLength); } /* Index: code/qcommon/vm_x86_64.c =================================================================== --- code/qcommon/vm_x86_64.c (Revision 592) +++ code/qcommon/vm_x86_64.c (Arbeitskopie) @@ -39,6 +39,8 @@ #define Dfprintf(args...) #endif +static void VM_Destroy_Compiled(vm_t* self); + /* eax scratch @@ -309,7 +311,7 @@ static int doas(char* in, char* out, unsigned char** compiledcode) { char* buf; - char* mem; + unsigned char* mem; size_t size = -1, allocsize; int ps; pid_t pid; @@ -365,35 +367,9 @@ return -1; } - ps = sysconf(_SC_PAGE_SIZE); - if(ps == -1) - { - Com_Printf(S_COLOR_RED "can't determine page size: %s\n", strerror(errno)); - return -1; - } + *compiledcode = mem; - --ps; - - allocsize = (size+ps)&~ps; - buf = Hunk_Alloc(allocsize, h_high); - - buf = (void*)(((unsigned long)buf+ps)&~ps); - - memcpy(buf, mem, size); - - munmap(mem, 0); - - if((*compiledcode = (unsigned char*)buf)) - { - // need to be able to exec code - if(mprotect(buf, allocsize, PROT_READ|PROT_WRITE|PROT_EXEC) == -1) - { - Com_Error(ERR_FATAL, "mprotect failed on %p+%x: %s\n", buf, allocsize, strerror(errno)); - } - return size; - } - - return -1; + return size; } static void block_copy_vm(unsigned dest, unsigned src, unsigned count) @@ -897,6 +873,8 @@ vm->codeBase = compiledcode; // remember to skip ELF header! vm->codeLength = compiledsize; + + vm->destroy = VM_Destroy_Compiled; entryPoint = getentrypoint(vm); @@ -930,6 +908,12 @@ } } + +void VM_Destroy_Compiled(vm_t* self) +{ + munmap(self->codeBase, self->codeLength); +} + /* ============== VM_CallCompiled Index: code/qcommon/vm.c =================================================================== --- code/qcommon/vm.c (Revision 592) +++ code/qcommon/vm.c (Arbeitskopie) @@ -615,6 +615,9 @@ */ void VM_Free( vm_t *vm ) { + if(vm->destroy) + vm->destroy(vm); + if ( vm->dllHandle ) { Sys_UnloadDll( vm->dllHandle ); Com_Memset( vm, 0, sizeof( *vm ) ); -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Mon Feb 27 10:42:38 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 27 Feb 2006 08:42:38 -0700 Subject: [quake3] [PATCH] better NX support In-Reply-To: <200602271500.22843.ludwig.nussel@suse.de> Message-ID: <000001c63bb4$70c94af0$6500000a@interactiontech.local> It will break the Windows build as mmap() is not in the CRT. Unless someone has an mmap() wrapper for the Win32 API (which is probably out there somewhere), equivalent code would have to be written using the Win32 memory mapped file functions. James -----Original Message----- From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] Sent: Monday, February 27, 2006 7:00 AM To: quake3 at icculus.org Subject: [quake3] [PATCH] better NX support Hi, Following patch uses anonymous mmap for the code produced by the vm compiler on i386 and x86_64. This way it's possible to have the memory only executable rather than executable and writeable. It's a cleaner method than using mprotect on memory allocated by Hunk_Alloc IMO. Changing the protection bits in vm_x86 is necessary otherwise quake3 will segfault systems where NX is enabled. I did not commit the patch yet, I'd like to get an explicit OK first. I don't know if it breaks the Windows build. cu Ludwig Index: code/qcommon/vm_x86.c =================================================================== --- code/qcommon/vm_x86.c (Revision 592) +++ code/qcommon/vm_x86.c (Arbeitskopie) @@ -31,6 +31,8 @@ #include // for PROT_ stuff #endif +static void VM_Destroy_Compiled(vm_t* self); + /* eax scratch @@ -1069,34 +1071,29 @@ // copy to an exact size buffer on the hunk vm->codeLength = compiledOfs; - vm->codeBase = Hunk_Alloc( compiledOfs, h_low ); + vm->codeBase = mmap(NULL, compiledOfs, PROT_WRITE, MAP_SHARED|MAP_ANONYMOUS, -1, 0); + if(vm->codeBase == (void*)-1) + Com_Error(ERR_DROP, "VM_CompileX86: can't mmap memory"); + Com_Memcpy( vm->codeBase, buf, compiledOfs ); + if(mprotect(vm->codeBase, compiledOfs, PROT_EXEC)) + Com_Error(ERR_DROP, "VM_CompileX86: mprotect failed"); + Z_Free( buf ); Z_Free( jused ); Com_Printf( "VM file %s compiled to %i bytes of code\n", vm->name, compiledOfs ); + vm->destroy = VM_Destroy_Compiled; + // offset all the instruction pointers for the new location for ( i = 0 ; i < header->instructionCount ; i++ ) { vm->instructionPointers[i] += (int)vm->codeBase; } +} -#if 0 // ndef _WIN32 - // Must make the newly generated code executable - { - int r; - unsigned long addr; - int psize = getpagesize(); - - addr = ((int)vm->codeBase & ~(psize-1)) - psize; - - r = mprotect((char*)addr, vm->codeLength + (int)vm->codeBase - addr + psize, - PROT_READ | PROT_WRITE | PROT_EXEC ); - - if (r < 0) - Com_Error( ERR_FATAL, "mprotect failed to change PROT_EXEC" ); - } -#endif - +void VM_Destroy_Compiled(vm_t* self) +{ + munmap(self->codeBase, self->codeLength); } /* Index: code/qcommon/vm_x86_64.c =================================================================== --- code/qcommon/vm_x86_64.c (Revision 592) +++ code/qcommon/vm_x86_64.c (Arbeitskopie) @@ -39,6 +39,8 @@ #define Dfprintf(args...) #endif +static void VM_Destroy_Compiled(vm_t* self); + /* eax scratch @@ -309,7 +311,7 @@ static int doas(char* in, char* out, unsigned char** compiledcode) { char* buf; - char* mem; + unsigned char* mem; size_t size = -1, allocsize; int ps; pid_t pid; @@ -365,35 +367,9 @@ return -1; } - ps = sysconf(_SC_PAGE_SIZE); - if(ps == -1) - { - Com_Printf(S_COLOR_RED "can't determine page size: %s\n", strerror(errno)); - return -1; - } + *compiledcode = mem; - --ps; - - allocsize = (size+ps)&~ps; - buf = Hunk_Alloc(allocsize, h_high); - - buf = (void*)(((unsigned long)buf+ps)&~ps); - - memcpy(buf, mem, size); - - munmap(mem, 0); - - if((*compiledcode = (unsigned char*)buf)) - { - // need to be able to exec code - if(mprotect(buf, allocsize, PROT_READ|PROT_WRITE|PROT_EXEC) == -1) - { - Com_Error(ERR_FATAL, "mprotect failed on %p+%x: %s\n", buf, allocsize, strerror(errno)); - } - return size; - } - - return -1; + return size; } static void block_copy_vm(unsigned dest, unsigned src, unsigned count) @@ -897,6 +873,8 @@ vm->codeBase = compiledcode; // remember to skip ELF header! vm->codeLength = compiledsize; + + vm->destroy = VM_Destroy_Compiled; entryPoint = getentrypoint(vm); @@ -930,6 +908,12 @@ } } + +void VM_Destroy_Compiled(vm_t* self) +{ + munmap(self->codeBase, self->codeLength); +} + /* ============== VM_CallCompiled Index: code/qcommon/vm.c =================================================================== --- code/qcommon/vm.c (Revision 592) +++ code/qcommon/vm.c (Arbeitskopie) @@ -615,6 +615,9 @@ */ void VM_Free( vm_t *vm ) { + if(vm->destroy) + vm->destroy(vm); + if ( vm->dllHandle ) { Sys_UnloadDll( vm->dllHandle ); Com_Memset( vm, 0, sizeof( *vm ) ); -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Mon Feb 27 10:50:36 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 27 Feb 2006 16:50:36 +0100 Subject: [quake3] [PATCH] better NX support In-Reply-To: <000001c63bb4$70c94af0$6500000a@interactiontech.local> References: <000001c63bb4$70c94af0$6500000a@interactiontech.local> Message-ID: <200602271650.36289.ludwig.nussel@suse.de> On Monday 27 February 2006 16:42, James Lacey wrote: > It will break the Windows build as mmap() is not in the CRT. Unless someone > has an mmap() wrapper for the Win32 API (which is probably out there > somewhere), equivalent code would have to be written using the Win32 memory > mapped file functions. As I suspected, thanks. Easiest way is to just use malloc via #ifdef _MSC_VER on Windows then I guess. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Mon Feb 27 10:58:02 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 27 Feb 2006 08:58:02 -0700 Subject: [quake3] [PATCH] better NX support In-Reply-To: <200602271650.36289.ludwig.nussel@suse.de> Message-ID: <000101c63bb6$97aa12b0$6500000a@interactiontech.local> That sounds good for now. I haven't had much free time lately, but when I get a chance, I will try to code a patch to memory map the file with the Win32 API. James -----Original Message----- From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] Sent: Monday, February 27, 2006 8:51 AM To: quake3 at icculus.org Subject: Re: [quake3] [PATCH] better NX support On Monday 27 February 2006 16:42, James Lacey wrote: > It will break the Windows build as mmap() is not in the CRT. Unless someone > has an mmap() wrapper for the Win32 API (which is probably out there > somewhere), equivalent code would have to be written using the Win32 memory > mapped file functions. As I suspected, thanks. Easiest way is to just use malloc via #ifdef _MSC_VER on Windows then I guess. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Mon Feb 27 20:56:28 2006 From: jamlacey at gmail.com (James Lacey) Date: Mon, 27 Feb 2006 18:56:28 -0700 Subject: [quake3] [PATCH] better NX support In-Reply-To: <000101c63bb6$97aa12b0$6500000a@interactiontech.local> References: <200602271650.36289.ludwig.nussel@suse.de> <000101c63bb6$97aa12b0$6500000a@interactiontech.local> Message-ID: I fixed the Win64 build but I want to clean up the project files to remove warnings, etc. So I will try to post a patch in the next couple of days (or by the end of the week at the latest). In addition, I thought I would submit the Windows mmap() changes in my patch as well. Does anyone have a preference for two different patches (Win64 & mmap() separate) or all rolled into one? James On 2/27/06, James Lacey wrote: > That sounds good for now. I haven't had much free time lately, but when I > get a chance, I will try to code a patch to memory map the file with the > Win32 API. > > James > > -----Original Message----- > From: Ludwig Nussel [mailto:ludwig.nussel at suse.de] > Sent: Monday, February 27, 2006 8:51 AM > To: quake3 at icculus.org > Subject: Re: [quake3] [PATCH] better NX support > > On Monday 27 February 2006 16:42, James Lacey wrote: > > It will break the Windows build as mmap() is not in the CRT. Unless > someone > > has an mmap() wrapper for the Win32 API (which is probably out there > > somewhere), equivalent code would have to be written using the Win32 > memory > > mapped file functions. > > As I suspected, thanks. Easiest way is to just use malloc via #ifdef > _MSC_VER > on Windows then I guess. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > From stowellt at gmail.com Tue Feb 28 10:43:25 2006 From: stowellt at gmail.com (Tim Stowell) Date: Tue, 28 Feb 2006 08:43:25 -0700 Subject: [quake3] MP3 decoder and a few bugs fixed In-Reply-To: <200602261807.05627.arny@ats.s.bawue.de> References: <200602261807.05627.arny@ats.s.bawue.de> Message-ID: <994f7fe90602280743i41f8faccpb9f1a405d32fe91@mail.gmail.com> Great, nice to have the md4 info up. One quick question, does cgame as it currently stands in the Icculus code have support for morphstates for the skeletons, or would I need to copy that from the elite forces code? I'm just wondering if cgame as it currently stands is ready enough where I could just throw in the mdr and have full animation control without needing to dissect the elite sources code to make things functional, thanks. On 2/26/06, Thilo Schulz wrote: > > Hello, > > Tim: I have finally written the promised MD4 format tutorial: > https://bugzilla.icculus.org/show_bug.cgi?id=2603 > (shame on me) > > Then there is a crash and memory leak in sounds functions fixed: > https://bugzilla.icculus.org/show_bug.cgi?id=2604 > > And then there's an MP3 decoder I wrote for ioQ3 (requires libmad): > https://bugzilla.icculus.org/show_bug.cgi?id=2605 > > have fun! > > -- > Thilo Schulz > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Tue Feb 28 10:54:01 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 28 Feb 2006 16:54:01 +0100 Subject: [quake3] MP3 decoder and a few bugs fixed In-Reply-To: <994f7fe90602280743i41f8faccpb9f1a405d32fe91@mail.gmail.com> References: <200602261807.05627.arny@ats.s.bawue.de> <994f7fe90602280743i41f8faccpb9f1a405d32fe91@mail.gmail.com> Message-ID: <200602281654.05761.arny@ats.s.bawue.de> On Tuesday 28 February 2006 16:43, Tim Stowell wrote: > Great, nice to have the md4 info up. One quick question, does cgame as it > currently stands in the Icculus code have support for morphstates for the > skeletons, or would I need to copy that from the elite forces code? I'm > just wondering if cgame as it currently stands is ready enough where I > could just throw in the mdr and have full animation control without needing > to dissect the elite sources code to make things functional, thanks. Umm, I'm pretty sure that the morph states (I guess you mean the current animation frame being displayed) are handled exactly the same way they're being handled in MD3s. The info which frame is displayed is stored in the "frame" variable of the respective entity. The renderer then uses this: backEnd.currentEntity->e.frame to get the frame number it must display. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From stowellt at gmail.com Tue Feb 28 11:04:11 2006 From: stowellt at gmail.com (Tim Stowell) Date: Tue, 28 Feb 2006 09:04:11 -0700 Subject: [quake3] MP3 decoder and a few bugs fixed In-Reply-To: <200602281654.05761.arny@ats.s.bawue.de> References: <200602261807.05627.arny@ats.s.bawue.de> <994f7fe90602280743i41f8faccpb9f1a405d32fe91@mail.gmail.com> <200602281654.05761.arny@ats.s.bawue.de> Message-ID: <994f7fe90602280804m44f35eb6nd4802cf1b3d90f8a@mail.gmail.com> I may have used the wrong term, but I was thinking of the ability to blend one animation into another, i.e. blend from running animation to jumping in a smooth transition dynmaically as a lot of games can do. Maybe this is already handled in the engine, but I would appreciate any input. On 2/28/06, Thilo Schulz wrote: > > On Tuesday 28 February 2006 16:43, Tim Stowell wrote: > > Great, nice to have the md4 info up. One quick question, does cgame as > it > > currently stands in the Icculus code have support for morphstates for > the > > skeletons, or would I need to copy that from the elite forces code? I'm > > just wondering if cgame as it currently stands is ready enough where I > > could just throw in the mdr and have full animation control without > needing > > to dissect the elite sources code to make things functional, thanks. > > Umm, I'm pretty sure that the morph states (I guess you mean the current > animation frame being displayed) are handled exactly the same way they're > being handled in MD3s. > > The info which frame is displayed is stored in the "frame" variable of the > respective entity. > > The renderer then uses this: backEnd.currentEntity->e.frame to get the > frame > number it must display. > > -- > Thilo Schulz > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Tue Feb 28 12:14:09 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 28 Feb 2006 18:14:09 +0100 Subject: [quake3] MP3 decoder and a few bugs fixed In-Reply-To: <994f7fe90602280804m44f35eb6nd4802cf1b3d90f8a@mail.gmail.com> References: <200602261807.05627.arny@ats.s.bawue.de> <200602281654.05761.arny@ats.s.bawue.de> <994f7fe90602280804m44f35eb6nd4802cf1b3d90f8a@mail.gmail.com> Message-ID: <200602281814.11925.arny@ats.s.bawue.de> On Tuesday 28 February 2006 17:04, Tim Stowell wrote: > I may have used the wrong term, but I was thinking of the ability to blend > one animation into another, i.e. blend from running animation to jumping in > a smooth transition dynmaically as a lot of games can do. Maybe this is > already handled in the engine, but I would appreciate any input. Yes, you have to take care of the "transitions", but the way this is being done has not been changed, as far as I can tell looking at the EF source code. The engine does some basic lerping between animation frames. It only needs to be told which frame to lerp from. I suggest you take a look at renderer/tr_animation.c (MD4 format), renderer/tr_surface.c (the lerping functions for MD3 format) and cgame/cg_players.c to see what is basically being done :) The engine only understands a few variables you can use to control animation: The current frame (frame), oldorigin, oldframe (previous played frame) and backlerp, the latter being used to indicate how far we've gone into animating from the old to the new frame and uses that to do a linear interpolation from the old bone position (or vertex coordinates in the MD3 format) to the new one. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From stowellt at gmail.com Tue Feb 28 14:06:47 2006 From: stowellt at gmail.com (Tim Stowell) Date: Tue, 28 Feb 2006 12:06:47 -0700 Subject: [quake3] MP3 decoder and a few bugs fixed In-Reply-To: <200602281814.11925.arny@ats.s.bawue.de> References: <200602261807.05627.arny@ats.s.bawue.de> <200602281654.05761.arny@ats.s.bawue.de> <994f7fe90602280804m44f35eb6nd4802cf1b3d90f8a@mail.gmail.com> <200602281814.11925.arny@ats.s.bawue.de> Message-ID: <994f7fe90602281106m6c9f5916h3fb411ee5a298f28@mail.gmail.com> Thanks for the tips. So are the files you mentioned (tr_animation.c, tr_surface.c, etc.) the current Icculus files or are you referring to the EF source code files there? On 2/28/06, Thilo Schulz wrote: > > On Tuesday 28 February 2006 17:04, Tim Stowell wrote: > > I may have used the wrong term, but I was thinking of the ability to > blend > > one animation into another, i.e. blend from running animation to jumping > in > > a smooth transition dynmaically as a lot of games can do. Maybe this is > > already handled in the engine, but I would appreciate any input. > > Yes, you have to take care of the "transitions", but the way this is being > done has not been changed, as far as I can tell looking at the EF source > code. The engine does some basic lerping between animation frames. It only > needs to be told which frame to lerp from. > > I suggest you take a look at renderer/tr_animation.c (MD4 format), > renderer/tr_surface.c (the lerping functions for MD3 format) and > cgame/cg_players.c to see what is basically being done :) > The engine only understands a few variables you can use to control > animation: > The current frame (frame), oldorigin, oldframe (previous played frame) and > backlerp, the latter being used to indicate how far we've gone into > animating > from the old to the new frame and uses that to do a linear interpolation > from > the old bone position (or vertex coordinates in the MD3 format) to the new > one. > > -- > Thilo Schulz > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Tue Feb 28 15:32:00 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 28 Feb 2006 21:32:00 +0100 Subject: [quake3] MP3 decoder and a few bugs fixed In-Reply-To: <994f7fe90602281106m6c9f5916h3fb411ee5a298f28@mail.gmail.com> References: <200602261807.05627.arny@ats.s.bawue.de> <200602281814.11925.arny@ats.s.bawue.de> <994f7fe90602281106m6c9f5916h3fb411ee5a298f28@mail.gmail.com> Message-ID: <200602282132.03302.arny@ats.s.bawue.de> On Tuesday 28 February 2006 20:06, Tim Stowell wrote: > Thanks for the tips. So are the files you mentioned (tr_animation.c, > tr_surface.c, etc.) the current Icculus files or are you referring to the > EF source code files there? A quick look into the Quake3 source files would have revealed their presence =) -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From stowellt at gmail.com Tue Feb 28 16:57:41 2006 From: stowellt at gmail.com (Tim Stowell) Date: Tue, 28 Feb 2006 14:57:41 -0700 Subject: [quake3] MP3 decoder and a few bugs fixed In-Reply-To: <200602282132.03302.arny@ats.s.bawue.de> References: <200602261807.05627.arny@ats.s.bawue.de> <200602281814.11925.arny@ats.s.bawue.de> <994f7fe90602281106m6c9f5916h3fb411ee5a298f28@mail.gmail.com> <200602282132.03302.arny@ats.s.bawue.de> Message-ID: <994f7fe90602281357h76dbfa1fo71317ca3d16cc98d@mail.gmail.com> Sorry, I knew they were in the Quake3 source but you mentioned before you had used the EF cgame code, so I wondered if you were referring me to that since that also contains the said files :) On 2/28/06, Thilo Schulz wrote: > > On Tuesday 28 February 2006 20:06, Tim Stowell wrote: > > Thanks for the tips. So are the files you mentioned (tr_animation.c, > > tr_surface.c, etc.) the current Icculus files or are you referring to > the > > EF source code files there? > > A quick look into the Quake3 source files would have revealed their > presence > =) > > -- > Thilo Schulz > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Tue Feb 28 20:33:07 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 28 Feb 2006 17:33:07 -0800 Subject: Installers with the patch pk3s Message-ID: <4404F9D3.7030406@timedoctor.org> Please include the id_patch_pk3s_Q3A_EULA.txt with your installer, it should get installed and should be a click thru in it, IF the user wants that set of pk3s. You can get the pk3s for your installer from the web site on the get page, which also makes you click-thru the installer. Sorry for the nasty clik-thrus, this is all CYA schtuff. Obviously GPL clik-thrus should never be in any installer, though they can be an optional button to read it, or whatever. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com