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Quack 4
This commit is contained in:
parent
40035fa235
commit
25bfe82bec
127
3.16_Changes.txt
Normal file
127
3.16_Changes.txt
Normal file
@ -0,0 +1,127 @@
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Quake2 3.16 Upgrade
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-------------------
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This upgrade addresses several features, including security, playability, and
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enhancements.
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A new map is also included (in baseq2\pak3.pak) called match1, Reckless
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Abandon. This map is designed for one on one deathmatch play. It was built
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by American McGee and Dave "Zoid" Kirsch.
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Changes for 3.16
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----------------
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- Fixed infinite grenade bug
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- Fixed autodownloading to actually download sounds and console pics
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- Fixed autodownload to not create empty directories for files not on
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|
the server.
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|
- Added customized client downloading. cvars are the same as the server side:
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|
allow_download - global download on/off
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|
allow_download_players - players download on/off
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|
allow_download_models - models download on/off
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|
allow_download_sounds - sounds download on/off
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|
allow_download_maps - maps download on/off
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|
They can also be (more easily) set with a new Download Options menu
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|
accessible in Multiplayer/Player Setup/Download Options
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- Changed checksumming code to be more portable and faster.
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|
The checksum in 3.15 was seriously broken.
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|
This change makes 3.16 incompatible with previous servers.
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- Fixed it so sounds played for PPMs that default to male are only checked
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on disk once.
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|
- Fixed player 'warping' present in 3.15 (this was an artifact of the
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|
hyperblaster optimizations).
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- Fixed the autodownload in 3.15 so that stuff like skins for models are
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|
downloaded as well as pics.
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|
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Changes for 3.15
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----------------
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- Added visible weapons support. This is precached with a special symbol, i.e.
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gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
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the players current weapon model. Plug in player models can optionally
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|
support the visible weapons. Any that do not support it will use their
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|
default weapon.md2 files automatically.
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Visible weapons files for plug in player models are not downloaded
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|
automatically--only the default weapon.md2 (and skin) is.
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|
The Visible weapon models themselves are not included. They can be
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|
downloaded from http://www.telefragged.com/vwep/
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|
- Rewrote the some of the net code to use optimized network packets for
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|
projectiles. This is transparent to the game code, but improves netplay
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|
substancially. The hyperblaster doesn't flood modem players anymore.
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|
- Rewrote the packet checksum code to be more portable and defeat proxy bots
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|
yet again.
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|
- Autodownload support is in. The following items will be automatcally
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|
downloaded as needed:
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|
- world map (and textures)
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- models
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|
- sounds (precached ones)
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- plug in player model, skin, skin_i and weapon.md2
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|
downloads go to a temp file (maps/blah.tmp for example) and get renamed
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|
when done. autoresume is supported (if you lose connect during the
|
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|
download, just reconnect and resume). Server has fine control over
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|
the downloads with the following new cvars:
|
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|
allow_download - global download on/off
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||||||
|
allow_download_players - players download on/off
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|
allow_download_models - models download on/off
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|
allow_download_sounds - sounds download on/off
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|
allow_download_maps - maps download on/off
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|
maps that are in pak files will _not_ autodownload from the server, this
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|
is for copyright considerations.
|
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|
The QuakeWorld bug of the server map changing while download a map has
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|
been fixed.
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|
- New option in the Multiplayer/Player Setup menu for setting your connection
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|
speed. This sets a default rate for the player and can improve net
|
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|
performance for modem connections.
|
||||||
|
- Rewrote some of the save game code to make it more portable. I wanted to
|
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|
completely rewrite the entire save game system and make it portable across
|
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|
versions and operating systems, but this would require an enormous amount
|
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|
of work.
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|
- Added another 512 configure strings for general usage for mod makers.
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|
This gives lots of room for general string displays on the HUD and in other
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|
data.
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|
- Player movement code re-written to be similiar to that of NetQuake and
|
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|
later versions of QuakeWorld. Player has more control in the air and
|
||||||
|
gets a boost in vertical speed when jumping off the top of ramps.
|
||||||
|
- Fixed up serverrecord so that it works correctly with the later versions.
|
||||||
|
serverrecord lets the server do a recording of the current game that
|
||||||
|
demo editors can use to make demos from any PVS in the level. Server
|
||||||
|
recorded demos are BIG. Will look at using delta compression in them
|
||||||
|
to cut down the size.
|
||||||
|
- Copy protection CD check has been removed.
|
||||||
|
- Quake2 3.15 has changed the protocol (so old servers will not run) but
|
||||||
|
all existing game dlls can run on the new version (albiet without the
|
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|
new features such as visible weapons).
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|
- Added flood protection. Controlled from the following cvars:
|
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|
flood_msgs - maximum number of messages allowed in the time period
|
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|
specified by flood_persecond
|
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|
flood_persecond - time period that a maximum of flood_msgs messages are
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|
permitted
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|
flood_waitdelay - amount of time a client gets muzzled for flooding
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(gamex86 DLL specific)
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|
- fixed it so blaster/hyperblaster shots aren't treated as solid when
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|
predicting--you aren't clipped against them now.
|
||||||
|
(gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
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|
- gender support is now in. The userinfo cvar "gender" can be set to
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|
male/female/none (none for neutral messages). This doesn't affect sounds
|
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|
but does affect death messages in the game. The models male and cyborg
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default to gender male, and female and crackhor default to female.
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Everything else defaults to none, but you can set it by typing
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"gender male" or "gender female" as appropriate.
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- IP banning support ala QW. It's built into the game dll as 'sv' console
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|
commands. This list is:
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sv addip <ip-mask> - adds an ip to the ban list
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sv listip <ip-mask> - removes an ip from the ban list
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|
sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
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|
exec this on a server load to load the list on subsequent server runs.
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|
like so: quake2 +set dedicated 1 +exec listip.cfg
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|
sv removeip <ip-mask> - remove an ip from the list
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|
the ip list is a simple mask system. Adding 192.168 to the list
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|
would block out everyone in the 192.168.*.* net block. You get 1024 bans,
|
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|
if you need more, recompile the game dll. :)
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|
A new cvar is also supported called 'filterban'. It defaults to one which
|
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|
means "allow everyone to connect _except_ those matching in the ban list."
|
||||||
|
If you set it to zero, the meaning reverses like so, "don't allow anyone
|
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|
to connect unless they are in the list."
|
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|
(gamex86 DLL specific)
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|
|
158
3.17_Changes.txt
Normal file
158
3.17_Changes.txt
Normal file
@ -0,0 +1,158 @@
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|
|
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|
Quake2 3.17 Upgrade
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|
-------------------
|
||||||
|
|
||||||
|
This upgrade addresses several features, including security, playability, and
|
||||||
|
enhancements.
|
||||||
|
|
||||||
|
Changes for 3.17
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|
----------------
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- Fixed possible NAN resulting from handing zero to second arg of atan2
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- Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing
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'allow_download 1' at the console, or using the download options menu
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in Multiplayer/PlayerSetup/Download Options
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- Server demos now include a svc_serverdata block at the beginning with the
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attractloop byte set to '2' to indicate server demo (byte before gamedir
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in the svc_serverdata block). This allows easy identification of
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serverrecorded demos (serverrecord demos are only for demo editors, they
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can not be played back in Quake2 without being first edited).
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- New options for setting texture formats in ref_gl:
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gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
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GL_RGBA2
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gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
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GL_R3_G3_B2, GL_RGB2 (SGI only)
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- Player movement during Air acceleration changed to reflect more real-world
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physics while airborne.
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- Fixed a bug when riding trains that caused drift in a southwest direction
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(Thanks to Jim Dose at Ritual for pointing this one out).
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- Linux: Now correctly reports out of memory rather than segfaulting (mmap
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returns (void *)-1 and not NULL on error).
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- Fixed autodownloading to not create paths for files that can't be downloaded
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|
(this was creating many empty directories in baseq2/players).
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- When downloading a file from a server that doesn't have it, the message is
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now "Server does not have this file" rather than "File not found."
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- Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
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- Highbits are now stripped from console when using condump
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- Restored support for gl_modulate in multiplayer play
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- Fixed it so that players with a model/skin you don't have aren't checked for
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|
on disk more than once.
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|
- Fixed it so sounds played for PPMs that default to male are only checked
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|
on disk once.
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- Byte ordering/portability fixes in cinematics, PCX and other file handling.
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- Client state during static image cinematic (PCX image) so that client can
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continue to next unit.
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- Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
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if a server is in coop mode, hitting a button at the victory.pcx screen
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|
while cause the server to restart at base1
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|
- Fixed infinite grenade bug
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|
- Fixed autodownloading to actually download sounds and console pics
|
||||||
|
- Fixed autodownload to not create empty directories for files not on
|
||||||
|
the server.
|
||||||
|
- Added customized client downloading. cvars are the same as the server side:
|
||||||
|
allow_download - global download on/off
|
||||||
|
allow_download_players - players download on/off
|
||||||
|
allow_download_models - models download on/off
|
||||||
|
allow_download_sounds - sounds download on/off
|
||||||
|
allow_download_maps - maps download on/off
|
||||||
|
They can also be (more easily) set with a new Download Options menu
|
||||||
|
accessible in Multiplayer/Player Setup/Download Options
|
||||||
|
- Changed checksumming code to be more portable and faster.
|
||||||
|
The checksum in 3.15 was seriously broken.
|
||||||
|
This change makes 3.17 incompatible with previous servers.
|
||||||
|
- Fixed player 'warping' present in 3.15 (this was an artifact of the
|
||||||
|
hyperblaster optimizations).
|
||||||
|
- Fixed the autodownload in 3.15 so that stuff like skins for models are
|
||||||
|
downloaded as well as pics.
|
||||||
|
|
||||||
|
Changes for 3.15
|
||||||
|
----------------
|
||||||
|
|
||||||
|
- Added visible weapons support. This is precached with a special symbol, i.e.
|
||||||
|
gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
|
||||||
|
the players current weapon model. Plug in player models can optionally
|
||||||
|
support the visible weapons. Any that do not support it will use their
|
||||||
|
default weapon.md2 files automatically.
|
||||||
|
Visible weapons files for plug in player models are not downloaded
|
||||||
|
automatically--only the default weapon.md2 (and skin) is.
|
||||||
|
The Visible weapon models themselves are not included. They can be
|
||||||
|
downloaded from http://www.telefragged.com/vwep/
|
||||||
|
- Rewrote the some of the net code to use optimized network packets for
|
||||||
|
projectiles. This is transparent to the game code, but improves netplay
|
||||||
|
substancially. The hyperblaster doesn't flood modem players anymore.
|
||||||
|
- Rewrote the packet checksum code to be more portable and defeat proxy bots
|
||||||
|
yet again.
|
||||||
|
- Autodownload support is in. The following items will be automatcally
|
||||||
|
downloaded as needed:
|
||||||
|
- world map (and textures)
|
||||||
|
- models
|
||||||
|
- sounds (precached ones)
|
||||||
|
- plug in player model, skin, skin_i and weapon.md2
|
||||||
|
downloads go to a temp file (maps/blah.tmp for example) and get renamed
|
||||||
|
when done. autoresume is supported (if you lose connect during the
|
||||||
|
download, just reconnect and resume). Server has fine control over
|
||||||
|
the downloads with the following new cvars:
|
||||||
|
allow_download - global download on/off
|
||||||
|
allow_download_players - players download on/off
|
||||||
|
allow_download_models - models download on/off
|
||||||
|
allow_download_sounds - sounds download on/off
|
||||||
|
allow_download_maps - maps download on/off
|
||||||
|
maps that are in pak files will _not_ autodownload from the server, this
|
||||||
|
is for copyright considerations.
|
||||||
|
The QuakeWorld bug of the server map changing while download a map has
|
||||||
|
been fixed.
|
||||||
|
- New option in the Multiplayer/Player Setup menu for setting your connection
|
||||||
|
speed. This sets a default rate for the player and can improve net
|
||||||
|
performance for modem connections.
|
||||||
|
- Rewrote some of the save game code to make it more portable. I wanted to
|
||||||
|
completely rewrite the entire save game system and make it portable across
|
||||||
|
versions and operating systems, but this would require an enormous amount
|
||||||
|
of work.
|
||||||
|
- Added another 512 configure strings for general usage for mod makers.
|
||||||
|
This gives lots of room for general string displays on the HUD and in other
|
||||||
|
data.
|
||||||
|
- Player movement code re-written to be similiar to that of NetQuake and
|
||||||
|
later versions of QuakeWorld. Player has more control in the air and
|
||||||
|
gets a boost in vertical speed when jumping off the top of ramps.
|
||||||
|
- Fixed up serverrecord so that it works correctly with the later versions.
|
||||||
|
serverrecord lets the server do a recording of the current game that
|
||||||
|
demo editors can use to make demos from any PVS in the level. Server
|
||||||
|
recorded demos are BIG. Will look at using delta compression in them
|
||||||
|
to cut down the size.
|
||||||
|
- Copy protection CD check has been removed.
|
||||||
|
- Quake2 3.15 has changed the protocol (so old servers will not run) but
|
||||||
|
all existing game dlls can run on the new version (albiet without the
|
||||||
|
new features such as visible weapons).
|
||||||
|
- Added flood protection. Controlled from the following cvars:
|
||||||
|
flood_msgs - maximum number of messages allowed in the time period
|
||||||
|
specified by flood_persecond
|
||||||
|
flood_persecond - time period that a maximum of flood_msgs messages are
|
||||||
|
permitted
|
||||||
|
flood_waitdelay - amount of time a client gets muzzled for flooding
|
||||||
|
(gamex86 DLL specific)
|
||||||
|
- fixed it so blaster/hyperblaster shots aren't treated as solid when
|
||||||
|
predicting--you aren't clipped against them now.
|
||||||
|
(gamex86 DLL specific, the SVF_DEADMONSTER flag is set on projectiles)
|
||||||
|
- gender support is now in. The userinfo cvar "gender" can be set to
|
||||||
|
male/female/none (none for neutral messages). This doesn't affect sounds
|
||||||
|
but does affect death messages in the game. The models male and cyborg
|
||||||
|
default to gender male, and female and crackhor default to female.
|
||||||
|
Everything else defaults to none, but you can set it by typing
|
||||||
|
"gender male" or "gender female" as appropriate.
|
||||||
|
- IP banning support ala QW. It's built into the game dll as 'sv' console
|
||||||
|
commands. This list is:
|
||||||
|
sv addip <ip-mask> - adds an ip to the ban list
|
||||||
|
sv listip <ip-mask> - removes an ip from the ban list
|
||||||
|
sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
|
||||||
|
exec this on a server load to load the list on subsequent server runs.
|
||||||
|
like so: quake2 +set dedicated 1 +exec listip.cfg
|
||||||
|
sv removeip <ip-mask> - remove an ip from the list
|
||||||
|
the ip list is a simple mask system. Adding 192.168 to the list
|
||||||
|
would block out everyone in the 192.168.*.* net block. You get 1024 bans,
|
||||||
|
if you need more, recompile the game dll. :)
|
||||||
|
A new cvar is also supported called 'filterban'. It defaults to one which
|
||||||
|
means "allow everyone to connect _except_ those matching in the ban list."
|
||||||
|
If you set it to zero, the meaning reverses like so, "don't allow anyone
|
||||||
|
to connect unless they are in the list."
|
||||||
|
(gamex86 DLL specific)
|
||||||
|
|
53
3.18_changes.txt
Normal file
53
3.18_changes.txt
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
3.18 Changes
|
||||||
|
|
||||||
|
- "Water surfing" that was present in 3.17 has been fixed (holding jump while
|
||||||
|
on the surface of water let you swim at full speed).
|
||||||
|
- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
|
||||||
|
- Spectator support added. A new cvar is built into the client, "spectator"
|
||||||
|
Setting it to value other than "0" will allow you join a game as a spectator.
|
||||||
|
While in spectator mode, you can press the attack button to enter a chasecam
|
||||||
|
mode and follow other players. Using the inventory keys (by default the
|
||||||
|
left and right square brackets) you can switch between players in the game
|
||||||
|
while using the chasecam.
|
||||||
|
You may enter and leave spectator mode while connected. Doing so resets
|
||||||
|
your score to zero.
|
||||||
|
***The new spectator support requires a new game.dll and may not work for
|
||||||
|
user mods until they update their code. The default game.dll that comes
|
||||||
|
with 3.18 supports chasecam as well as the new included Xatrix game.dll.
|
||||||
|
- Fixed it so that when a model defaults to male/grunt (don't have the
|
||||||
|
necessary model or skin for the player), VWep support is still enabled.
|
||||||
|
- New console command for players, "playerlist". This will cause the server
|
||||||
|
to give you a text list of the players on the server, including their
|
||||||
|
connect time, score, ping and spectator status. This is handy if not
|
||||||
|
everyone fits on the scoreboard on busy servers.
|
||||||
|
- New cvar for the game.dll: spectator_password. If set to a value (other
|
||||||
|
than "none"), users must set their spectator variable to this value in order
|
||||||
|
to join the server as a spectator. This password is independant of the
|
||||||
|
normal user password.
|
||||||
|
- New cvar for the game.dll: maxspectators (defaults to 4). This value is
|
||||||
|
not seperate from maxclients (a spectator is still a client).
|
||||||
|
- New cvar for the game.dll: sv_maplist. This can be set to a list of map
|
||||||
|
names that the server should autorotate through, rather than using the
|
||||||
|
nextmap set in the actual map files themselves.
|
||||||
|
For example: set sv_maplist "base1 q2dm1 q2dm3 fact3" will cause the server
|
||||||
|
to rotate through those maps.
|
||||||
|
***This requires a game.dll update and will not work with user mods until
|
||||||
|
they update their code.
|
||||||
|
- A new facility has been added to ClientConnect() in the game.dll to allow
|
||||||
|
the game.dll to pass a message back to the user for the reason of disallowing
|
||||||
|
a connection. It is done by setting a key of "rejmsg" in the passed userinfo.
|
||||||
|
For example:
|
||||||
|
Info_SetValueforKey(userinfo, "rejmsg", "Password required or incorrect.");
|
||||||
|
- The server cvar, password, may be set to "none" to clear the password. This
|
||||||
|
is needed because rcon can not set a blank password.
|
||||||
|
- New server cvar: sv_airaccelerate. This controls the optional air
|
||||||
|
acceleration facility. The default value is 0, which disables air control.
|
||||||
|
The usual value to replicate the air control seen in the original Quake and
|
||||||
|
later versions of Quakeworld is 10. 10 allows for much more
|
||||||
|
air control (as was seen in 3.15). This value is ignored in single player
|
||||||
|
and coop.
|
||||||
|
- Fixed NoSuchFrame/BAD_MODELTYPE errors when doing a vid_restart while
|
||||||
|
connected.
|
||||||
|
- NoSuchFrame errors now include model name to assist in debugging user mods.
|
||||||
|
- Fixed the remote status query response (ServerInfo) to not include error
|
||||||
|
messages and be more consistent.
|
166
changes.txt
Normal file
166
changes.txt
Normal file
@ -0,0 +1,166 @@
|
|||||||
|
|
||||||
|
Quake2 3.16 changes:
|
||||||
|
|
||||||
|
- Fixed infinite grenade bug
|
||||||
|
- Fixed autodownloading to actually download sounds and console pics
|
||||||
|
- Fixed autodownload to not create empty directories for files not on
|
||||||
|
the server.
|
||||||
|
- Added customized client downloading. cvars are the same as the server side:
|
||||||
|
allow_download - global download on/off
|
||||||
|
allow_download_players - players download on/off
|
||||||
|
allow_download_models - models download on/off
|
||||||
|
allow_download_sounds - sounds download on/off
|
||||||
|
allow_download_maps - maps download on/off
|
||||||
|
They can also be (more easily) set with a new Download Options menu
|
||||||
|
accessible in Multiplayer/Player Setup/Download Options
|
||||||
|
- Changed checksumming code to be more portable and faster.
|
||||||
|
|
||||||
|
|
||||||
|
Quake2 3.15 changes:
|
||||||
|
|
||||||
|
- Added visible weapons support. This is precached with a special symbol, i.e.
|
||||||
|
gi.modelindex("#w_shotgun.md2") which causes the client to autobind it to
|
||||||
|
the players current weapon model. Plug in player models can optionally
|
||||||
|
support the visible weapons. Any that do not support it will use their
|
||||||
|
default weapon.md2 files automatically.
|
||||||
|
Visible weapons files for plug in player models are not downloaded
|
||||||
|
automatically--only the default weapon.md2 (and skin) is.
|
||||||
|
- New cvar cl_vwep controls whether visible weapons is enabled on the client.
|
||||||
|
If you turn it off, the visible weapons models are not loaded. This can offer
|
||||||
|
a speed up on slow or memory starved machines.
|
||||||
|
- Rewrote the some of the net code to use optimized network packets for
|
||||||
|
projectiles. This is transparent to the game code, but improves netplay
|
||||||
|
substancially. The hyperblaster doesn't flood modem players anymore.
|
||||||
|
- Rewrote the packet checksum code to be more portable and defeat proxy bots
|
||||||
|
yet again.
|
||||||
|
- Autodownload support is in. The following items will be automatcally
|
||||||
|
downloaded as needed:
|
||||||
|
- world map (and textures)
|
||||||
|
- models
|
||||||
|
- sounds (precached ones)
|
||||||
|
- plug in player model, skin, skin_i and weapon.md2
|
||||||
|
downloads go to a temp file (maps/blah.tmp for example) and get renamed
|
||||||
|
when done. autoresume is supported (if you lose connect during the
|
||||||
|
download, just reconnect and resume). Server has fine control over
|
||||||
|
the downloads with the following new cvars:
|
||||||
|
allow_download - global download on/off
|
||||||
|
allow_download_players - players download on/off
|
||||||
|
allow_download_models - models download on/off
|
||||||
|
allow_download_sounds - sounds download on/off
|
||||||
|
allow_download_maps - maps download on/off
|
||||||
|
maps that are in pak files will _not_ autodownload from the server, this
|
||||||
|
is for copyright considerations.
|
||||||
|
The QuakeWorld bug of the server map changing while download a map has
|
||||||
|
been fixed.
|
||||||
|
- New option in the Multiplayer/Player Setup menu for setting your connection
|
||||||
|
speed. This sets a default rate for the player and can improve net
|
||||||
|
performance for modem connections.
|
||||||
|
- Rewrote some of the save game code to make it more portable. I wanted to
|
||||||
|
completely rewrite the entire save game system and make it portable across
|
||||||
|
versions and operating systems, but this would require an enormous amount
|
||||||
|
of work.
|
||||||
|
- Added another 512 configure strings for general usage for mod makers.
|
||||||
|
This gives lots of room for general string displays on the HUD and in other
|
||||||
|
data.
|
||||||
|
- Player movement code re-written to be similiar to that of NetQuake and
|
||||||
|
later versions of QuakeWorld. Player has more control in the air and
|
||||||
|
gets a boost in vertical speed when jumping off the top of ramps.
|
||||||
|
- Fixed up serverrecord so that it works correctly with the later versions.
|
||||||
|
serverrecord lets the server do a recording of the current game that
|
||||||
|
demo editors can use to make demos from any PVS in the level. Server
|
||||||
|
recorded demos are BIG. Will look at using delta compression in them
|
||||||
|
to cut down the size.
|
||||||
|
- Copy protection CD check has been removed.
|
||||||
|
- Quake2 3.15 has changed the protocol (so old servers will not run) but
|
||||||
|
all existing game dlls can run on the new version (albiet without the
|
||||||
|
new features such as visible weapons).
|
||||||
|
- Added flood protection. Controlled from the following cvars:
|
||||||
|
flood_msgs - maximum number of messages allowed in the time period
|
||||||
|
specified by flood_persecond
|
||||||
|
flood_persecond - time period that a maximum of flood_msgs messages are
|
||||||
|
permitted
|
||||||
|
flood_waitdelay - amount of time a client gets muzzled for flooding
|
||||||
|
- fixed it so blaster/hyperblaster shots aren't treated as solid when
|
||||||
|
predicting--you aren't clipped against them now.
|
||||||
|
- gender support is now in. The userinfo cvar "gender" can be set to
|
||||||
|
male/female/none (none for neutral messages). This doesn't affect sounds
|
||||||
|
but does affect death messages in the game. The models male and cyborg
|
||||||
|
default to gender male, and female and crackhor default to female.
|
||||||
|
Everything else defaults to none, but you can set it by typing
|
||||||
|
"gender male" or "gender female" as appropriate.
|
||||||
|
- IP banning support ala QW. It's built into the game dll as 'sv' console
|
||||||
|
commands. This list is:
|
||||||
|
sv addip <ip-mask> - adds an ip to the ban list
|
||||||
|
sv listip <ip-mask> - removes an ip from the ban list
|
||||||
|
sv writeip - writes the ban list to <gamedir>/listip.cfg. You can
|
||||||
|
exec this on a server load to load the list on subsequent server runs.
|
||||||
|
like so: quake2 +set dedicated 1 +exec listip.cfg
|
||||||
|
sv removeip <ip-mask> - remove an ip from the list
|
||||||
|
the ip list is a simple mask system. Adding 192.168 to the list
|
||||||
|
would block out everyone in the 192.168.*.* net block. You get 1024 bans,
|
||||||
|
if you need more, recompile the game dll. :)
|
||||||
|
A new cvar is also supported called 'filterban'. It defaults to one which
|
||||||
|
means "allow everyone to connect _except_ those matching in the ban list."
|
||||||
|
If you set it to zero, the meaning reverses like so, "don't allow anyone
|
||||||
|
to connect unless they are in the list."
|
||||||
|
|
||||||
|
Quake2 CTF 1.09a Changes:
|
||||||
|
|
||||||
|
- Q2CTF 1.09 requires 3.15 now.
|
||||||
|
- Competition Match mode added. Server can be reset into a timed match mode.
|
||||||
|
Includes a pregame setup time, countdown until game start, timed match,
|
||||||
|
statistics on players, admin functions and a post game time.
|
||||||
|
- The server command 'gamemap' now works correctly. On a server, you can
|
||||||
|
change maps with two commands: map and gamemap. Map will cause all teams
|
||||||
|
to reset, gamemap will change maps with the teams intact.
|
||||||
|
- New console commands:
|
||||||
|
yes - vote yes on an election
|
||||||
|
no - vote no on an election
|
||||||
|
ready - ready oneself for a match
|
||||||
|
notready - remove oneself from the ready list (stop the clock)
|
||||||
|
ghost - ghost back into a match if connection was lost
|
||||||
|
admin - become an admin or access the admin menu
|
||||||
|
stats - show statistics on players in a match
|
||||||
|
warp - warp to a new level
|
||||||
|
boot - kick a player of the server (you must be an admin)
|
||||||
|
playerlist - show player list and connect times
|
||||||
|
- New cvars:
|
||||||
|
competition - set to 1 to allow the server to be voted by players into
|
||||||
|
competition mode. Set to 3 for a dedicated competition server.
|
||||||
|
The default, 0, disables competition features.
|
||||||
|
matchlock - controls whether players are allowed into a match in progress
|
||||||
|
in competition mode. Defaults to on (1).
|
||||||
|
electpercentage - the precentage of yes votes needed to win an election.
|
||||||
|
Defaults to 66%.
|
||||||
|
matchtime - length of a match, defaulting to 20 minutes. Can be changed
|
||||||
|
by admins.
|
||||||
|
matchsetuptime - length of time allowed to setup a match (after which
|
||||||
|
the server will reset itself back into normal pickup play). Defaults
|
||||||
|
to 10 mins.
|
||||||
|
matchstarttime - The countdown after match setup has been completed
|
||||||
|
until the match begins. Defaults to 20 seconds.
|
||||||
|
admin_password - Password for admin access (allowing access to the admin
|
||||||
|
menu without needing to be elected).
|
||||||
|
- Minor bug fixes in team selection to help balance the teams better (the
|
||||||
|
default option on the menu is now the team with the fewer players).
|
||||||
|
- Don't get base defenses for telefragging your teammates in base.
|
||||||
|
- Telefrags at start of game no longer count (to help with game spawning).
|
||||||
|
- Instant weapon changing is now a server option (and can be changed by
|
||||||
|
admin menu).
|
||||||
|
- New admin menu that allows remote changes of the following items:
|
||||||
|
Match length (time)
|
||||||
|
Match setup length (time)
|
||||||
|
Match start length (time)
|
||||||
|
Weapons Stay
|
||||||
|
Instant Items
|
||||||
|
Quad Drop
|
||||||
|
Instant Weapons
|
||||||
|
- As part of the match code, a new 'ghost' option is included. When a match
|
||||||
|
begins, all players are printed a randomly generated five digit ghost code
|
||||||
|
in their consoles. If the player loses connection for some reason during
|
||||||
|
the match, they can reconnect and reenter the game keeping their score
|
||||||
|
intact at the time of disconnection.
|
||||||
|
- Visible weapon support (as with the 3.15 release).
|
||||||
|
- Some minor changes to the pmenu code to allow more flexability
|
||||||
|
|
||||||
|
|
87
gnu.txt
Normal file
87
gnu.txt
Normal file
@ -0,0 +1,87 @@
|
|||||||
|
GNU GENERAL PUBLIC LICENSE
|
||||||
|
Version 2, June 1991
|
||||||
|
|
||||||
|
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||||
|
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
|
||||||
|
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
Preamble
|
||||||
|
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
|
||||||
|
|
||||||
|
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
|
||||||
|
|
||||||
|
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
|
||||||
|
|
||||||
|
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
|
||||||
|
|
||||||
|
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
|
||||||
|
|
||||||
|
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and modification follow.
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||||
|
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
|
||||||
|
|
||||||
|
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
|
||||||
|
|
||||||
|
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
|
||||||
|
|
||||||
|
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
|
||||||
|
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
|
||||||
|
|
||||||
|
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
|
||||||
|
|
||||||
|
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
|
||||||
|
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
|
||||||
|
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
|
||||||
|
|
||||||
|
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
|
||||||
|
|
||||||
|
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
|
||||||
|
|
||||||
|
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
|
||||||
|
|
||||||
|
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
|
||||||
|
|
||||||
|
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
|
||||||
|
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
|
||||||
|
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
|
||||||
|
|
||||||
|
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
|
||||||
|
|
||||||
|
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
|
||||||
|
|
||||||
|
6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.
|
||||||
|
|
||||||
|
7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
|
||||||
|
|
||||||
|
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
|
||||||
|
|
||||||
|
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
|
||||||
|
|
||||||
|
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
|
||||||
|
|
||||||
|
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
|
||||||
|
|
||||||
|
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.
|
||||||
|
|
||||||
|
10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
|
||||||
|
|
||||||
|
NO WARRANTY
|
||||||
|
|
||||||
|
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||||
|
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
226
joystick.txt
Normal file
226
joystick.txt
Normal file
@ -0,0 +1,226 @@
|
|||||||
|
Title: Description of Windows 95 Quake 2 support for DirectInput devices such as:
|
||||||
|
standard joysticks
|
||||||
|
FPgaming Assassin 3D www.fpgaming.com
|
||||||
|
Logitech WingMan Warrior www.logitech.com
|
||||||
|
Mad Catz Panther www.madcatz.com
|
||||||
|
Mad Catz Panther XL www.madcatz.com
|
||||||
|
SpaceTec IMC SpaceOrb 360 www.spacetec.com
|
||||||
|
File: JOYSTICK.TXT
|
||||||
|
Revision History:
|
||||||
|
02/21/97 JCB Quake 1: Created by FPgaming, Inc. (www.fpgaming.com) -- Creators of the Assassin 3D.
|
||||||
|
03/12/97 id Quake 1: Joysticks are disabled by default now.
|
||||||
|
10/28/97 JCB Quake 2: Added up/down axis control for SpaceOrb 360 users, changed names to joy_* and changed 'joystick to 'in_joystick'.
|
||||||
|
Overview:
|
||||||
|
The input device support in Quake 2 is designed to take full advantage of your DirectInput device. Standard joysticks, digital joysticks and new advanced controllers are all supported.
|
||||||
|
|
||||||
|
|
||||||
|
Standard Joystick Directions:
|
||||||
|
1. Verify your joystick or game controller is selected in the Joystick (or Game Controllers) control panel applet.
|
||||||
|
2. Verify your device has been calibrated and tested.
|
||||||
|
3. Launch Quake 2 (quake2.exe).
|
||||||
|
4. Type 'in_joystick 1' at the console to enable your joystick (only needs to by typed in one time).
|
||||||
|
From then on, just launch Quake 2.
|
||||||
|
|
||||||
|
|
||||||
|
Advanced Controller Directions:
|
||||||
|
1. Verify your joystick or game controller is selected in the Joystick (or Game Controllers) control panel applet.
|
||||||
|
2. Verify your device has been calibrated and tested.
|
||||||
|
3. Get the configuration file for your controller from your manufacturer's website or copy from the selections below.
|
||||||
|
4. Place the configuration file in your quake2\baseq2 directory.
|
||||||
|
6. Launch Quake 2 (quake2.exe).
|
||||||
|
7. Type 'exec <configuration file name here>' at the console to enable your advanced controller each time you launch Quake 2.
|
||||||
|
Optionally you can:
|
||||||
|
Create or modify quake2\baseq2\autoexec.cfg to include an exec to your configuration file (i.e. 'exec adva3d.cfg'). This will automatically load your configuration file each time you launch Quake 2.
|
||||||
|
From then on, just launch Quake 2.
|
||||||
|
|
||||||
|
|
||||||
|
Details:
|
||||||
|
(This may be more information than you ever wanted to know.)
|
||||||
|
Standard Joystick Support
|
||||||
|
The standard joystick support has been enhanced to provide the following:
|
||||||
|
1. proportional movement (the farther you move the stick, the faster you move)
|
||||||
|
2. support for up to 32 buttons (JOY1-JOY4 and AUX5-AUX32)
|
||||||
|
3. sensitivity setting for each control (allows tuning and inverting the control direction)
|
||||||
|
4. dead-zone setting for each control
|
||||||
|
|
||||||
|
The default joystick setting is for joystick left/right movement to control turning and for joystick forward/backward movement to control moving forward/backward. For optional strafing, add the 'sidestep' feature to one of your buttons (via the Customize menu). For optional looking, add the 'mouse look' feature to one of your buttons (also via the Customize menu).
|
||||||
|
|
||||||
|
Additionally, there are several features that you can set from the Options menu. 'Always Run' allows you change your maximum speed from walking to running. 'Invert Mouse' allows you to change the direction the joystick has to move to when looking up and down. 'Lookspring' enables automatic look-forward-when-moving. And, 'Lookstrafe' automatically enables strafing when the 'mouse look' button is pressed.
|
||||||
|
|
||||||
|
The following variables control your sensititivity settings:
|
||||||
|
joy_forwardsensitivity - controls the ramp-up speed for moving forward and backward
|
||||||
|
joy_sidesensitivity - controls the ramp-up speed for moving side to side
|
||||||
|
joy_upsensitivity - controls the ramp-up speed for moving up and down
|
||||||
|
joy_pitchsensitivity - controls the speed that you look up and down
|
||||||
|
joy_yawsensitivity - controls the speed that you look left to right
|
||||||
|
You can set the sensitivity settings to negative numbers. This inverts the direction of movement for the control. The default sensitivity settings are 1 (or -1). There is no limit on the range; whatever feels good.
|
||||||
|
|
||||||
|
The following variables control your threshold settings:
|
||||||
|
joy_forwardthreshold - controls the dead-zone for moving forward and backward
|
||||||
|
joy_sidethreshold - controls the dead-zone for moving side to side
|
||||||
|
joy_upthreshold - controls the dead-zone for moving up and down
|
||||||
|
joy_pitchthreshold - controls the dead-zone for looking up and down
|
||||||
|
joy_yawthreshold - controls the dead-zone for looking left and right
|
||||||
|
The threshold settings allow you to control your dead-zone (or no-movement zone). The default threshold settings are .15 (meaning 15% of the full-range). The range of the threshold settings is from 0 to 1. Troublesome analog joysticks may need a larger number (like .2). Premium joysticks can use a smaller number (like .1).
|
||||||
|
|
||||||
|
The joystick sensitivity settings and the threshold settings are not saved after you quit your game as inadvertent settings can really hose your control. If you want to keep any changes, add them into your autoexec.cfg file or add an 'exec' call to your configuration file.
|
||||||
|
|
||||||
|
If your joystick has a POV hat, the buttons are mapped to AUX29-AUX32. So, you get 8 buttons with the Logitech WingMan Extreme and 12 buttons with the Microsoft SideWinder 3D Pro, etc.
|
||||||
|
|
||||||
|
|
||||||
|
Advanced Controller Support
|
||||||
|
The following features have been added:
|
||||||
|
1. support for all 6 axes (X, Y, Z, R, U, V)
|
||||||
|
2. mapping of any axis to any control (Forward, Look, Side, Turn, Up)
|
||||||
|
3. proportional movement for all controls
|
||||||
|
4. sensitivity setting for any control (allows tuning and inverting the control direction)
|
||||||
|
5. threshold setting for any control (allows dead-zone setting)
|
||||||
|
6. support for absolute controls (like joysticks) and relative controls (like trackballs)
|
||||||
|
7. support for up to 32 buttons (JOY1-JOY4 and AUX5-AUX32)
|
||||||
|
|
||||||
|
******************************************************************************
|
||||||
|
NOTE: The information below is for game controller companies to integrate their device and for anyone wanting to create a custom setup.
|
||||||
|
|
||||||
|
In addition to the above new variables, there are six more for axis mapping. These are:
|
||||||
|
joy_advaxisx - controls mapping of DirectInput axis X (typically joystick left and right)
|
||||||
|
joy_advaxisy - controls mapping of DirectInput axis Y (typically joystick forward and backward)
|
||||||
|
joy_advaxisz - controls mapping of DirectInput axis Z (typically joystick throttle)
|
||||||
|
joy_advaxisr - controls mapping of DirectInput axis R (typically joystick rudder)
|
||||||
|
joy_advaxisu - controls mapping of DirectInput axis U (custom axis - Assassin 3D trackball left and right and SpaceOrb roll)
|
||||||
|
joy_advaxisv - controls mapping of DirectInput axis V (custom axis - Assassin 3D trackball forward and backward and SpaceOrb yaw)
|
||||||
|
Each joy_advaxis variable can be set to the following controls:
|
||||||
|
0 = Axis not used
|
||||||
|
1 = Axis is for forward and backward movement
|
||||||
|
2 = Axis is for looking up and down (pitch)
|
||||||
|
3 = Axis is for side to side movement
|
||||||
|
4 = Axis is for turning left and right (yaw)
|
||||||
|
5 = Axis is for up and down movement
|
||||||
|
Additionally, each axis can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate an axis as a relative axis, add 16 to the above control number. For example, to set the Assassin 3D's axis U to be looking left and right, type 'joyadvaxisu 20'. As another example, to make your rudder pedals contol turning left and right, type 'joyadvaxisr 4'. It's a bit complicated, but only needs to be done once.
|
||||||
|
|
||||||
|
The advanced axes variables will not have any effect until joyadvanced is set to 1. Additionally, any changes to the to the axes will not take effect until the joyadvancedupdate command is executed. So, the procedure for creating an advanced mapping is:
|
||||||
|
1. set 'joy_advanced 1'
|
||||||
|
2. make any desired mapping changes
|
||||||
|
3. make any desired sensitivity changes
|
||||||
|
4. make any desired threshold changes
|
||||||
|
3. call 'joy_advancedupdate'
|
||||||
|
|
||||||
|
Here is the config file for the FPgaming Assassin 3D:
|
||||||
|
// ADVA3D.CFG
|
||||||
|
// Revision 2.0 -- refer to www.fpgaming.com for updates
|
||||||
|
joy_name "FPgaming Assassin 3D"
|
||||||
|
+mlook
|
||||||
|
in_joystick 1
|
||||||
|
joy_advanced 1
|
||||||
|
joy_advaxisx 3
|
||||||
|
joy_advaxisy 1
|
||||||
|
joy_advaxisz 0
|
||||||
|
joy_advaxisr 0
|
||||||
|
joy_advaxisu 20
|
||||||
|
joy_advaxisv 18
|
||||||
|
joy_forwardsensitivity -1.0
|
||||||
|
joy_sidesensitivity 1.0
|
||||||
|
joy_upsensitivity 1.0
|
||||||
|
joy_pitchsensitivity -0.25
|
||||||
|
joy_yawsensitivity -0.5
|
||||||
|
joy_forwardthreshold 0.15
|
||||||
|
joy_sidethreshold 0.15
|
||||||
|
joy_upthreshold 0.15
|
||||||
|
joy_yawthreshold 0.0
|
||||||
|
joy_pitchthreshold 0.0
|
||||||
|
joy_advancedupdate
|
||||||
|
|
||||||
|
Here is a config file for the Mad Catz Panther and Mad Catz Panther XL:
|
||||||
|
// ADVPNTHR.CFG
|
||||||
|
// Revision 2.0 -- refer to www.madcatz.com for updates
|
||||||
|
joy_name "Mad Catz Panther/Panther XL"
|
||||||
|
+mlook
|
||||||
|
in_joystick 1
|
||||||
|
joy_advanced 1
|
||||||
|
joy_advaxisx 3
|
||||||
|
joy_advaxisy 1
|
||||||
|
joy_advaxisz 0
|
||||||
|
joy_advaxisr 0
|
||||||
|
joy_advaxisu 20
|
||||||
|
joy_advaxisv 18
|
||||||
|
joy_forwardsensitivity -1.0
|
||||||
|
joy_sidesensitivity 1.0
|
||||||
|
joy_upsensitivity 1.0
|
||||||
|
joy_pitchsensitivity -0.25
|
||||||
|
joy_yawsensitivity -0.5
|
||||||
|
joy_forwardthreshold 0.15
|
||||||
|
joy_sidethreshold 0.15
|
||||||
|
joy_upthreshold 0.15
|
||||||
|
joy_yawthreshold 0.0
|
||||||
|
joy_pitchthreshold 0.0
|
||||||
|
joy_advancedupdate
|
||||||
|
|
||||||
|
Here is a config file for the Logitech WingMan Warrior:
|
||||||
|
// ADVWW.CFG
|
||||||
|
// Revision 0.2 -- refer to www.logitech.com for updates
|
||||||
|
joy_name "Logitech WingMan Warrior"
|
||||||
|
in_joystick 1
|
||||||
|
joy_advanced 1
|
||||||
|
joy_advaxisx 3
|
||||||
|
joy_advaxisy 1
|
||||||
|
joy_advaxisz 0
|
||||||
|
joy_advaxisr 4
|
||||||
|
joy_advaxisu 0
|
||||||
|
joy_advaxisv 0
|
||||||
|
joy_forwardsensitivity -1.0
|
||||||
|
joy_sidesensitivity 1.0
|
||||||
|
joy_upsensitivity 1.0
|
||||||
|
joy_pitchsensitivity 0.0
|
||||||
|
joy_yawsensitivity -3.0
|
||||||
|
joy_forwardthreshold 0.15
|
||||||
|
joy_sidethreshold 0.15
|
||||||
|
joy_upthreshold 0.15
|
||||||
|
joy_pitchthreshold 0.0
|
||||||
|
joy_yawthreshold 0.0
|
||||||
|
joy_advancedupdate
|
||||||
|
|
||||||
|
Here is a config file for the SpaceTec IMC SpaceOrb 360:
|
||||||
|
// ADVSPORB.CFG
|
||||||
|
// Revision 0.2 -- refer to www.spacetec.com for updates
|
||||||
|
joy_name "SpaceTec IMC SpaceOrb 360"
|
||||||
|
+mlook
|
||||||
|
in_joystick 1
|
||||||
|
joy_advanced 1
|
||||||
|
joy_advaxisx 3
|
||||||
|
joy_advaxisy 0
|
||||||
|
joy_advaxisz 1
|
||||||
|
joy_advaxisr 2
|
||||||
|
joy_advaxisu 4
|
||||||
|
joy_advaxisv 5
|
||||||
|
joy_forwardsensitivity 2.5
|
||||||
|
joy_sidesensitivity 2.0
|
||||||
|
joy_upsensitivity -2.0
|
||||||
|
joy_pitchsensitivity 2.0
|
||||||
|
joy_yawsensitivity 5.0
|
||||||
|
joy_forwardthreshold 0.0
|
||||||
|
joy_sidethreshold 0.0
|
||||||
|
joy_upthreshold 0.15
|
||||||
|
joy_pitchthreshold 0.1
|
||||||
|
joy_yawthreshold 0.0
|
||||||
|
joy_advancedupdate
|
||||||
|
|
||||||
|
Here is a config file for making your joystick operate looking around and strafing, your rudder pedals control turning left and right and throttle control moving forward and backward:
|
||||||
|
joy_name "Joystick, Rudder & Throttle"
|
||||||
|
in_joystick 1
|
||||||
|
joy_advanced 1
|
||||||
|
joy_advaxisx 3
|
||||||
|
joy_advaxisy 2
|
||||||
|
joy_advaxisz 1
|
||||||
|
joy_advaxisr 4
|
||||||
|
joy_advaxisu 0
|
||||||
|
joy_advaxisv 0
|
||||||
|
joy_forwardsensitivity -1.0
|
||||||
|
joy_sidesensitivity -1.0
|
||||||
|
joy_upsensitivity 1.0
|
||||||
|
joy_pitchsensitivity 1.0
|
||||||
|
joy_yawsensitivity -1.0
|
||||||
|
joy_forwardthreshold 0.15
|
||||||
|
joy_sidethreshold 0.15
|
||||||
|
joy_upthreshold 0.15
|
||||||
|
joy_pitchthreshold 0.15
|
||||||
|
joy_yawthreshold 0.15
|
||||||
|
joy_advancedupdate
|
259
makefile
Normal file
259
makefile
Normal file
@ -0,0 +1,259 @@
|
|||||||
|
|
||||||
|
CFLAGS = -Wall -c -g -DNO_PRIVATE
|
||||||
|
LDFLAGS = -sectcreate __ICON __header rhapsody/QuakeWorld.iconheader -segprot __ICON r r -sectcreate __ICON app rhapsody/QuakeWorld.tiff -framework AppKit -framework Foundation
|
||||||
|
ODIR = rhapsody/output
|
||||||
|
|
||||||
|
EXEBASE = QuakeWorld
|
||||||
|
EXE = $(ODIR)/$(EXEBASE)
|
||||||
|
all: $(EXE)
|
||||||
|
|
||||||
|
_next:
|
||||||
|
make "CFLAGS = -Wall -c -g -DNO_PRIVATE" "ODIR = rhapsody/output"
|
||||||
|
|
||||||
|
_nextopt:
|
||||||
|
make "CFLAGS = -O2 -c -g -DNO_PRIVATE" "ODIR = rhapsody/output"
|
||||||
|
|
||||||
|
_irix:
|
||||||
|
make "CFLAGS = -c -Ofast=ip32_10k -Xcpluscomm -DNO_PRIVATE" "LDFLAGS = -Ofast=ip32_10k -lm" "ODIR = irix"
|
||||||
|
|
||||||
|
_osf:
|
||||||
|
make "CFLAGS = -c -O4 -DNO_PRIVATE" "LDFLAGS = -lm" "ODIR = osf"
|
||||||
|
|
||||||
|
clean:
|
||||||
|
rm -f $(ODIR)/*.o $(EXE)
|
||||||
|
|
||||||
|
REF_SOFT_SYSTEM_FILES = $(ODIR)/r_next.o
|
||||||
|
|
||||||
|
REF_SOFT_FILES = $(ODIR)/d_polyse.o $(ODIR)/d_scan.o $(ODIR)/draw.o $(ODIR)/model.o $(ODIR)/r_aclip.o $(ODIR)/r_alias.o $(ODIR)/r_bsp.o $(ODIR)/r_draw.o $(ODIR)/r_edge.o $(ODIR)/r_efrag.o $(ODIR)/r_inter.o $(ODIR)/r_light.o $(ODIR)/r_main.o $(ODIR)/r_misc.o $(ODIR)/r_part.o $(ODIR)/r_sky.o $(ODIR)/r_sprite.o $(ODIR)/r_surf.o $(REF_SOFT_SYSTEM_FILES)
|
||||||
|
|
||||||
|
CLIENT_SYSTEM_FILES = $(ODIR)/in_next.o $(ODIR)/cd_null.o $(ODIR)/snd_next.o $(ODIR)/vid_null.o
|
||||||
|
SOUND_FILES = $(ODIR)/snd_dma.o $(ODIR)/snd_mix.o $(ODIR)/snd_mem.o
|
||||||
|
CLIENT_FILES = $(ODIR)/cl_demo.o $(ODIR)/cl_ents.o $(ODIR)/cl_input.o $(ODIR)/cl_main.o $(ODIR)/cl_parse.o $(ODIR)/cl_pred.o $(ODIR)/cl_tent.o $(ODIR)/console.o $(ODIR)/keys.o $(ODIR)/menu.o $(ODIR)/sbar.o $(ODIR)/screen.o $(ODIR)/view.o $(SOUND_FILES) $(CLIENT_SYSTEM_FILES) $(REF_SOFT_FILES)
|
||||||
|
#CLIENT_FILES = $(ODIR)/cl_null.o
|
||||||
|
|
||||||
|
|
||||||
|
SERVER_FILES = $(ODIR)/pr_cmds.o $(ODIR)/pr_edict.o $(ODIR)/pr_exec.o $(ODIR)/sv_ccmds.o $(ODIR)/sv_ents.o $(ODIR)/sv_init.o $(ODIR)/sv_main.o $(ODIR)/sv_move.o $(ODIR)/sv_phys.o $(ODIR)/sv_send.o $(ODIR)/sv_user.o $(ODIR)/world.o
|
||||||
|
#SERVER_FILES = $(ODIR)/sv_null.o
|
||||||
|
|
||||||
|
|
||||||
|
QCOMMON_SYSTEM_FILES = $(ODIR)/net_udp.o $(ODIR)/sys_next.o
|
||||||
|
QCOMMON_FILES = $(ODIR)/cmd.o $(ODIR)/cmodel.o $(ODIR)/common.o $(ODIR)/crc.o $(ODIR)/cvar.o $(ODIR)/files.o $(ODIR)/mathlib.o $(ODIR)/net_chan.o $(ODIR)/pmove.o $(QCOMMON_SYSTEM_FILES)
|
||||||
|
|
||||||
|
$(EXE): $(CLIENT_FILES) $(SERVER_FILES) $(QCOMMON_FILES)
|
||||||
|
cc -o $(EXE) $(CLIENT_FILES) $(SERVER_FILES) $(QCOMMON_FILES) $(LDFLAGS)
|
||||||
|
|
||||||
|
#===========================================================================
|
||||||
|
|
||||||
|
$(ODIR)/cl_null.o : client/cl_null.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
$(ODIR)/cl_demo.o : client/cl_demo.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cl_ents.o : client/cl_ents.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cl_input.o : client/cl_input.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cl_main.o : client/cl_main.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cl_parse.o : client/cl_parse.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cl_pred.o : client/cl_pred.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cl_tent.o : client/cl_tent.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/console.o : client/console.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/keys.o : client/keys.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/menu.o : client/menu.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sbar.o : client/sbar.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/screen.o : client/screen.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/view.o : client/view.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
$(ODIR)/snd_dma.o : client/snd_dma.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/snd_mix.o : client/snd_mix.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/snd_mem.o : client/snd_mem.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
$(ODIR)/cd_null.o : client/cd_null.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/in_null.o : client/in_null.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/snd_null.o : client/snd_null.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/vid_null.o : client/vid_null.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
$(ODIR)/in_next.o : rhapsody/in_next.m
|
||||||
|
cc $(CFLAGS) -o $@ $?
|
||||||
|
$(ODIR)/snd_next.o : rhapsody/snd_next.m
|
||||||
|
cc $(CFLAGS) -o $@ $?
|
||||||
|
|
||||||
|
#===========================================================================
|
||||||
|
|
||||||
|
$(ODIR)/sv_null.o : server/sv_null.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
$(ODIR)/pr_cmds.o : server/pr_cmds.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/pr_edict.o : server/pr_edict.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/pr_exec.o : server/pr_exec.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_ccmds.o : server/sv_ccmds.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_ents.o : server/sv_ents.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_init.o : server/sv_init.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_main.o : server/sv_main.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_move.o : server/sv_move.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_phys.o : server/sv_phys.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_send.o : server/sv_send.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sv_user.o : server/sv_user.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/world.o : server/world.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
#===========================================================================
|
||||||
|
|
||||||
|
$(ODIR)/d_polyse.o : ref_soft/d_polyse.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/d_scan.o : ref_soft/d_scan.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/draw.o : ref_soft/draw.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/model.o : ref_soft/model.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_aclip.o : ref_soft/r_aclip.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_alias.o : ref_soft/r_alias.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_bsp.o : ref_soft/r_bsp.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_draw.o : ref_soft/r_draw.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_edge.o : ref_soft/r_edge.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_efrag.o : ref_soft/r_efrag.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_inter.o : ref_soft/r_inter.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_light.o : ref_soft/r_light.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_main.o : ref_soft/r_main.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_misc.o : ref_soft/r_misc.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_part.o : ref_soft/r_part.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_sky.o : ref_soft/r_sky.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_sprite.o : ref_soft/r_sprite.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/r_surf.o : ref_soft/r_surf.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
$(ODIR)/r_next.o : rhapsody/r_next.m
|
||||||
|
cc $(CFLAGS) -o $@ $?
|
||||||
|
|
||||||
|
#===========================================================================
|
||||||
|
|
||||||
|
$(ODIR)/cmd.o : qcommon/cmd.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cmodel.o : qcommon/cmodel.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/common.o : qcommon/common.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/crc.o : qcommon/crc.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/cvar.o : qcommon/cvar.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/files.o : qcommon/files.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/mathlib.o : qcommon/mathlib.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/net_chan.o : qcommon/net_chan.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/net_udp.o : qcommon/net_udp.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/pmove.o : qcommon/pmove.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
|
||||||
|
$(ODIR)/sys_null.o : qcommon/sys_null.c
|
||||||
|
cc $(CFLAGS) -E $? | tr -d '\015' > /tmp/temp.i
|
||||||
|
cc $(CFLAGS) -o $@ /tmp/temp.i
|
||||||
|
$(ODIR)/sys_next.o : rhapsody/sys_next.m
|
||||||
|
cc $(CFLAGS) -o $@ $?
|
1
makezip.bat
Normal file
1
makezip.bat
Normal file
@ -0,0 +1 @@
|
|||||||
|
zip -9 -r -D -X code .
|
2061
quake2.001
Normal file
2061
quake2.001
Normal file
File diff suppressed because it is too large
Load Diff
BIN
quake2.bce
Normal file
BIN
quake2.bce
Normal file
Binary file not shown.
BIN
quake2.bcp
Normal file
BIN
quake2.bcp
Normal file
Binary file not shown.
2050
quake2.dsp
Normal file
2050
quake2.dsp
Normal file
File diff suppressed because it is too large
Load Diff
77
quake2.dsw
Normal file
77
quake2.dsw
Normal file
@ -0,0 +1,77 @@
|
|||||||
|
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||||
|
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
Project: "ctf"=.\ctf\ctf.dsp - Package Owner=<4>
|
||||||
|
|
||||||
|
Package=<5>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
Package=<4>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
Project: "game"=.\game\game.dsp - Package Owner=<4>
|
||||||
|
|
||||||
|
Package=<5>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
Package=<4>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
Project: "quake2"=.\quake2.dsp - Package Owner=<4>
|
||||||
|
|
||||||
|
Package=<5>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
Package=<4>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
Project: "ref_gl"=.\ref_gl\ref_gl.dsp - Package Owner=<4>
|
||||||
|
|
||||||
|
Package=<5>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
Package=<4>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
Project: "ref_soft"=.\ref_soft\ref_soft.dsp - Package Owner=<4>
|
||||||
|
|
||||||
|
Package=<5>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
Package=<4>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
|
||||||
|
Global:
|
||||||
|
|
||||||
|
Package=<5>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
Package=<3>
|
||||||
|
{{{
|
||||||
|
}}}
|
||||||
|
|
||||||
|
###############################################################################
|
||||||
|
|
4593
quake2.mak
Normal file
4593
quake2.mak
Normal file
File diff suppressed because it is too large
Load Diff
BIN
quake2.opt
Normal file
BIN
quake2.opt
Normal file
Binary file not shown.
715
quake2.plg
Normal file
715
quake2.plg
Normal file
@ -0,0 +1,715 @@
|
|||||||
|
<html>
|
||||||
|
<body>
|
||||||
|
<pre>
|
||||||
|
<h1>Build Log</h1>
|
||||||
|
<h3>
|
||||||
|
--------------------Configuration: ctf - Win32 Debug--------------------
|
||||||
|
</h3>
|
||||||
|
<h3>Command Lines</h3>
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB38.tmp" with contents
|
||||||
|
[
|
||||||
|
/nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR".\debug/" /Fp".\debug/ctf.pch" /YX /Fo".\debug/" /Fd".\debug/" /FD /c
|
||||||
|
"D:\quake2\code\ctf\g_ai.c"
|
||||||
|
"D:\quake2\code\ctf\g_chase.c"
|
||||||
|
"D:\quake2\code\ctf\g_cmds.c"
|
||||||
|
"D:\quake2\code\ctf\g_combat.c"
|
||||||
|
"D:\quake2\code\ctf\g_ctf.c"
|
||||||
|
"D:\quake2\code\ctf\g_func.c"
|
||||||
|
"D:\quake2\code\ctf\g_items.c"
|
||||||
|
"D:\quake2\code\ctf\g_main.c"
|
||||||
|
"D:\quake2\code\ctf\g_misc.c"
|
||||||
|
"D:\quake2\code\ctf\g_monster.c"
|
||||||
|
"D:\quake2\code\ctf\g_phys.c"
|
||||||
|
"D:\quake2\code\ctf\g_save.c"
|
||||||
|
"D:\quake2\code\ctf\g_spawn.c"
|
||||||
|
"D:\quake2\code\ctf\g_svcmds.c"
|
||||||
|
"D:\quake2\code\ctf\g_target.c"
|
||||||
|
"D:\quake2\code\ctf\g_trigger.c"
|
||||||
|
"D:\quake2\code\ctf\g_utils.c"
|
||||||
|
"D:\quake2\code\ctf\g_weapon.c"
|
||||||
|
"D:\quake2\code\ctf\m_move.c"
|
||||||
|
"D:\quake2\code\ctf\p_client.c"
|
||||||
|
"D:\quake2\code\ctf\p_hud.c"
|
||||||
|
"D:\quake2\code\ctf\p_menu.c"
|
||||||
|
"D:\quake2\code\ctf\p_trail.c"
|
||||||
|
"D:\quake2\code\ctf\p_view.c"
|
||||||
|
"D:\quake2\code\ctf\p_weapon.c"
|
||||||
|
"D:\quake2\code\ctf\q_shared.c"
|
||||||
|
]
|
||||||
|
Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB38.tmp"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB39.tmp" with contents
|
||||||
|
[
|
||||||
|
kernel32.lib user32.lib winmm.lib /nologo /subsystem:windows /dll /incremental:no /pdb:".\debug/gamex86.pdb" /map:".\debug/gamex86.map" /debug /machine:I386 /def:".\ctf.def" /out:".\debug\gamex86.dll" /implib:".\debug/gamex86.lib" /pdbtype:sept
|
||||||
|
.\debug\g_ai.obj
|
||||||
|
.\debug\g_chase.obj
|
||||||
|
.\debug\g_cmds.obj
|
||||||
|
.\debug\g_combat.obj
|
||||||
|
.\debug\g_ctf.obj
|
||||||
|
.\debug\g_func.obj
|
||||||
|
.\debug\g_items.obj
|
||||||
|
.\debug\g_main.obj
|
||||||
|
.\debug\g_misc.obj
|
||||||
|
.\debug\g_monster.obj
|
||||||
|
.\debug\g_phys.obj
|
||||||
|
.\debug\g_save.obj
|
||||||
|
.\debug\g_spawn.obj
|
||||||
|
.\debug\g_svcmds.obj
|
||||||
|
.\debug\g_target.obj
|
||||||
|
.\debug\g_trigger.obj
|
||||||
|
.\debug\g_utils.obj
|
||||||
|
.\debug\g_weapon.obj
|
||||||
|
.\debug\m_move.obj
|
||||||
|
.\debug\p_client.obj
|
||||||
|
.\debug\p_hud.obj
|
||||||
|
.\debug\p_menu.obj
|
||||||
|
.\debug\p_trail.obj
|
||||||
|
.\debug\p_view.obj
|
||||||
|
.\debug\p_weapon.obj
|
||||||
|
.\debug\q_shared.obj
|
||||||
|
]
|
||||||
|
Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB39.tmp"
|
||||||
|
<h3>Output Window</h3>
|
||||||
|
Compiling...
|
||||||
|
g_ai.c
|
||||||
|
g_chase.c
|
||||||
|
g_cmds.c
|
||||||
|
g_combat.c
|
||||||
|
g_ctf.c
|
||||||
|
g_func.c
|
||||||
|
g_items.c
|
||||||
|
g_main.c
|
||||||
|
g_misc.c
|
||||||
|
g_monster.c
|
||||||
|
g_phys.c
|
||||||
|
g_save.c
|
||||||
|
g_spawn.c
|
||||||
|
g_svcmds.c
|
||||||
|
g_target.c
|
||||||
|
g_trigger.c
|
||||||
|
g_utils.c
|
||||||
|
g_weapon.c
|
||||||
|
m_move.c
|
||||||
|
p_client.c
|
||||||
|
p_hud.c
|
||||||
|
p_menu.c
|
||||||
|
p_trail.c
|
||||||
|
p_view.c
|
||||||
|
p_weapon.c
|
||||||
|
q_shared.c
|
||||||
|
Linking...
|
||||||
|
LINK : warning LNK4075: ignoring /EDITANDCONTINUE due to /INCREMENTAL:NO specification
|
||||||
|
Creating library .\debug/gamex86.lib and object .\debug/gamex86.exp
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<h3>Results</h3>
|
||||||
|
gamex86.dll - 0 error(s), 1 warning(s)
|
||||||
|
<h3>
|
||||||
|
--------------------Configuration: game - Win32 Debug--------------------
|
||||||
|
</h3>
|
||||||
|
<h3>Command Lines</h3>
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB3E.tmp" with contents
|
||||||
|
[
|
||||||
|
/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "BUILDING_REF_GL" /FR".\debug/" /Fp".\debug/game.pch" /YX /Fo".\debug/" /Fd".\debug/" /FD /c
|
||||||
|
"D:\quake2\code\game\g_ai.c"
|
||||||
|
"D:\quake2\code\game\g_chase.c"
|
||||||
|
"D:\quake2\code\game\g_cmds.c"
|
||||||
|
"D:\quake2\code\game\g_combat.c"
|
||||||
|
"D:\quake2\code\game\g_func.c"
|
||||||
|
"D:\quake2\code\game\g_items.c"
|
||||||
|
"D:\quake2\code\game\g_main.c"
|
||||||
|
"D:\quake2\code\game\g_misc.c"
|
||||||
|
"D:\quake2\code\game\g_monster.c"
|
||||||
|
"D:\quake2\code\game\g_phys.c"
|
||||||
|
"D:\quake2\code\game\g_save.c"
|
||||||
|
"D:\quake2\code\game\g_spawn.c"
|
||||||
|
"D:\quake2\code\game\g_svcmds.c"
|
||||||
|
"D:\quake2\code\game\g_target.c"
|
||||||
|
"D:\quake2\code\game\g_trigger.c"
|
||||||
|
"D:\quake2\code\game\g_turret.c"
|
||||||
|
"D:\quake2\code\game\g_utils.c"
|
||||||
|
"D:\quake2\code\game\g_weapon.c"
|
||||||
|
"D:\quake2\code\game\m_actor.c"
|
||||||
|
"D:\quake2\code\game\m_berserk.c"
|
||||||
|
"D:\quake2\code\game\m_boss2.c"
|
||||||
|
"D:\quake2\code\game\m_boss3.c"
|
||||||
|
"D:\quake2\code\game\m_boss31.c"
|
||||||
|
"D:\quake2\code\game\m_boss32.c"
|
||||||
|
"D:\quake2\code\game\m_brain.c"
|
||||||
|
"D:\quake2\code\game\m_chick.c"
|
||||||
|
"D:\quake2\code\game\m_flash.c"
|
||||||
|
"D:\quake2\code\game\m_flipper.c"
|
||||||
|
"D:\quake2\code\game\m_float.c"
|
||||||
|
"D:\quake2\code\game\m_flyer.c"
|
||||||
|
"D:\quake2\code\game\m_gladiator.c"
|
||||||
|
"D:\quake2\code\game\m_gunner.c"
|
||||||
|
"D:\quake2\code\game\m_hover.c"
|
||||||
|
"D:\quake2\code\game\m_infantry.c"
|
||||||
|
"D:\quake2\code\game\m_insane.c"
|
||||||
|
"D:\quake2\code\game\m_medic.c"
|
||||||
|
"D:\quake2\code\game\m_move.c"
|
||||||
|
"D:\quake2\code\game\m_mutant.c"
|
||||||
|
"D:\quake2\code\game\m_parasite.c"
|
||||||
|
"D:\quake2\code\game\m_soldier.c"
|
||||||
|
"D:\quake2\code\game\m_supertank.c"
|
||||||
|
"D:\quake2\code\game\m_tank.c"
|
||||||
|
"D:\quake2\code\game\p_client.c"
|
||||||
|
"D:\quake2\code\game\p_hud.c"
|
||||||
|
"D:\quake2\code\game\p_trail.c"
|
||||||
|
"D:\quake2\code\game\p_view.c"
|
||||||
|
"D:\quake2\code\game\p_weapon.c"
|
||||||
|
"D:\quake2\code\game\q_shared.c"
|
||||||
|
]
|
||||||
|
Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB3E.tmp"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB3F.tmp" with contents
|
||||||
|
[
|
||||||
|
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"..\debug/gamex86.pdb" /map:".\debug/gamex86.map" /debug /machine:I386 /def:".\game.def" /out:"..\debug\gamex86.dll" /implib:"..\debug/gamex86.lib"
|
||||||
|
.\debug\g_ai.obj
|
||||||
|
.\debug\g_chase.obj
|
||||||
|
.\debug\g_cmds.obj
|
||||||
|
.\debug\g_combat.obj
|
||||||
|
.\debug\g_func.obj
|
||||||
|
.\debug\g_items.obj
|
||||||
|
.\debug\g_main.obj
|
||||||
|
.\debug\g_misc.obj
|
||||||
|
.\debug\g_monster.obj
|
||||||
|
.\debug\g_phys.obj
|
||||||
|
.\debug\g_save.obj
|
||||||
|
.\debug\g_spawn.obj
|
||||||
|
.\debug\g_svcmds.obj
|
||||||
|
.\debug\g_target.obj
|
||||||
|
.\debug\g_trigger.obj
|
||||||
|
.\debug\g_turret.obj
|
||||||
|
.\debug\g_utils.obj
|
||||||
|
.\debug\g_weapon.obj
|
||||||
|
.\debug\m_actor.obj
|
||||||
|
.\debug\m_berserk.obj
|
||||||
|
.\debug\m_boss2.obj
|
||||||
|
.\debug\m_boss3.obj
|
||||||
|
.\debug\m_boss31.obj
|
||||||
|
.\debug\m_boss32.obj
|
||||||
|
.\debug\m_brain.obj
|
||||||
|
.\debug\m_chick.obj
|
||||||
|
.\debug\m_flash.obj
|
||||||
|
.\debug\m_flipper.obj
|
||||||
|
.\debug\m_float.obj
|
||||||
|
.\debug\m_flyer.obj
|
||||||
|
.\debug\m_gladiator.obj
|
||||||
|
.\debug\m_gunner.obj
|
||||||
|
.\debug\m_hover.obj
|
||||||
|
.\debug\m_infantry.obj
|
||||||
|
.\debug\m_insane.obj
|
||||||
|
.\debug\m_medic.obj
|
||||||
|
.\debug\m_move.obj
|
||||||
|
.\debug\m_mutant.obj
|
||||||
|
.\debug\m_parasite.obj
|
||||||
|
.\debug\m_soldier.obj
|
||||||
|
.\debug\m_supertank.obj
|
||||||
|
.\debug\m_tank.obj
|
||||||
|
.\debug\p_client.obj
|
||||||
|
.\debug\p_hud.obj
|
||||||
|
.\debug\p_trail.obj
|
||||||
|
.\debug\p_view.obj
|
||||||
|
.\debug\p_weapon.obj
|
||||||
|
.\debug\q_shared.obj
|
||||||
|
]
|
||||||
|
Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB3F.tmp"
|
||||||
|
<h3>Output Window</h3>
|
||||||
|
Compiling...
|
||||||
|
g_ai.c
|
||||||
|
g_chase.c
|
||||||
|
g_cmds.c
|
||||||
|
g_combat.c
|
||||||
|
g_func.c
|
||||||
|
g_items.c
|
||||||
|
g_main.c
|
||||||
|
g_misc.c
|
||||||
|
g_monster.c
|
||||||
|
g_phys.c
|
||||||
|
g_save.c
|
||||||
|
g_spawn.c
|
||||||
|
g_svcmds.c
|
||||||
|
g_target.c
|
||||||
|
g_trigger.c
|
||||||
|
g_turret.c
|
||||||
|
g_utils.c
|
||||||
|
g_weapon.c
|
||||||
|
m_actor.c
|
||||||
|
m_berserk.c
|
||||||
|
m_boss2.c
|
||||||
|
m_boss3.c
|
||||||
|
m_boss31.c
|
||||||
|
m_boss32.c
|
||||||
|
m_brain.c
|
||||||
|
m_chick.c
|
||||||
|
m_flash.c
|
||||||
|
m_flipper.c
|
||||||
|
m_float.c
|
||||||
|
m_flyer.c
|
||||||
|
m_gladiator.c
|
||||||
|
m_gunner.c
|
||||||
|
m_hover.c
|
||||||
|
m_infantry.c
|
||||||
|
m_insane.c
|
||||||
|
m_medic.c
|
||||||
|
m_move.c
|
||||||
|
m_mutant.c
|
||||||
|
m_parasite.c
|
||||||
|
m_soldier.c
|
||||||
|
m_supertank.c
|
||||||
|
m_tank.c
|
||||||
|
p_client.c
|
||||||
|
p_hud.c
|
||||||
|
p_trail.c
|
||||||
|
p_view.c
|
||||||
|
p_weapon.c
|
||||||
|
q_shared.c
|
||||||
|
Linking...
|
||||||
|
LINK : warning LNK4075: ignoring /EDITANDCONTINUE due to /INCREMENTAL:NO specification
|
||||||
|
Creating library ..\debug/gamex86.lib and object ..\debug/gamex86.exp
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<h3>Results</h3>
|
||||||
|
gamex86.dll - 0 error(s), 1 warning(s)
|
||||||
|
<h3>
|
||||||
|
--------------------Configuration: quake2 - Win32 Debug--------------------
|
||||||
|
</h3>
|
||||||
|
<h3>Command Lines</h3>
|
||||||
|
Creating command line "rc.exe /l 0x409 /fo".\debug/q2.res" /i "win32" /d "_DEBUG" "D:\quake2\code\win32\q2.rc""
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB44.tmp" with contents
|
||||||
|
[
|
||||||
|
/nologo /G5 /MTd /W3 /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR".\debug/" /Fp".\debug/quake2.pch" /YX /Fo".\debug/" /Fd".\debug/" /FD /c
|
||||||
|
"D:\quake2\code\win32\cd_win.c"
|
||||||
|
"D:\quake2\code\client\cl_cin.c"
|
||||||
|
"D:\quake2\code\client\cl_ents.c"
|
||||||
|
"D:\quake2\code\client\cl_fx.c"
|
||||||
|
"D:\quake2\code\client\cl_input.c"
|
||||||
|
"D:\quake2\code\client\cl_inv.c"
|
||||||
|
"D:\quake2\code\client\cl_main.c"
|
||||||
|
"D:\quake2\code\client\cl_newfx.c"
|
||||||
|
"D:\quake2\code\client\cl_parse.c"
|
||||||
|
"D:\quake2\code\client\cl_pred.c"
|
||||||
|
"D:\quake2\code\client\cl_scrn.c"
|
||||||
|
"D:\quake2\code\client\cl_tent.c"
|
||||||
|
"D:\quake2\code\client\cl_view.c"
|
||||||
|
"D:\quake2\code\qcommon\cmd.c"
|
||||||
|
"D:\quake2\code\qcommon\cmodel.c"
|
||||||
|
"D:\quake2\code\qcommon\common.c"
|
||||||
|
"D:\quake2\code\win32\conproc.c"
|
||||||
|
"D:\quake2\code\client\console.c"
|
||||||
|
"D:\quake2\code\qcommon\crc.c"
|
||||||
|
"D:\quake2\code\qcommon\cvar.c"
|
||||||
|
"D:\quake2\code\qcommon\files.c"
|
||||||
|
"D:\quake2\code\win32\in_win.c"
|
||||||
|
"D:\quake2\code\client\keys.c"
|
||||||
|
"D:\quake2\code\game\m_flash.c"
|
||||||
|
"D:\quake2\code\qcommon\md4.c"
|
||||||
|
"D:\quake2\code\client\menu.c"
|
||||||
|
"D:\quake2\code\qcommon\net_chan.c"
|
||||||
|
"D:\quake2\code\win32\net_wins.c"
|
||||||
|
"D:\quake2\code\qcommon\pmove.c"
|
||||||
|
"D:\quake2\code\game\q_shared.c"
|
||||||
|
"D:\quake2\code\win32\q_shwin.c"
|
||||||
|
"D:\quake2\code\client\qmenu.c"
|
||||||
|
"D:\quake2\code\client\snd_dma.c"
|
||||||
|
"D:\quake2\code\client\snd_mem.c"
|
||||||
|
"D:\quake2\code\client\snd_mix.c"
|
||||||
|
"D:\quake2\code\win32\snd_win.c"
|
||||||
|
"D:\quake2\code\server\sv_ccmds.c"
|
||||||
|
"D:\quake2\code\server\sv_ents.c"
|
||||||
|
"D:\quake2\code\server\sv_game.c"
|
||||||
|
"D:\quake2\code\server\sv_init.c"
|
||||||
|
"D:\quake2\code\server\sv_main.c"
|
||||||
|
"D:\quake2\code\server\sv_send.c"
|
||||||
|
"D:\quake2\code\server\sv_user.c"
|
||||||
|
"D:\quake2\code\server\sv_world.c"
|
||||||
|
"D:\quake2\code\win32\sys_win.c"
|
||||||
|
"D:\quake2\code\win32\vid_dll.c"
|
||||||
|
"D:\quake2\code\win32\vid_menu.c"
|
||||||
|
"D:\quake2\code\client\x86.c"
|
||||||
|
]
|
||||||
|
Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB44.tmp"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB45.tmp" with contents
|
||||||
|
[
|
||||||
|
winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib /nologo /subsystem:windows /incremental:no /pdb:".\debug/quake2.pdb" /map:".\debug/quake2.map" /debug /machine:I386 /out:".\debug/quake2.exe"
|
||||||
|
.\debug\cd_win.obj
|
||||||
|
.\debug\cl_cin.obj
|
||||||
|
.\debug\cl_ents.obj
|
||||||
|
.\debug\cl_fx.obj
|
||||||
|
.\debug\cl_input.obj
|
||||||
|
.\debug\cl_inv.obj
|
||||||
|
.\debug\cl_main.obj
|
||||||
|
.\debug\cl_newfx.obj
|
||||||
|
.\debug\cl_parse.obj
|
||||||
|
.\debug\cl_pred.obj
|
||||||
|
.\debug\cl_scrn.obj
|
||||||
|
.\debug\cl_tent.obj
|
||||||
|
.\debug\cl_view.obj
|
||||||
|
.\debug\cmd.obj
|
||||||
|
.\debug\cmodel.obj
|
||||||
|
.\debug\common.obj
|
||||||
|
.\debug\conproc.obj
|
||||||
|
.\debug\console.obj
|
||||||
|
.\debug\crc.obj
|
||||||
|
.\debug\cvar.obj
|
||||||
|
.\debug\files.obj
|
||||||
|
.\debug\in_win.obj
|
||||||
|
.\debug\keys.obj
|
||||||
|
.\debug\m_flash.obj
|
||||||
|
.\debug\md4.obj
|
||||||
|
.\debug\menu.obj
|
||||||
|
.\debug\net_chan.obj
|
||||||
|
.\debug\net_wins.obj
|
||||||
|
.\debug\pmove.obj
|
||||||
|
.\debug\q_shared.obj
|
||||||
|
.\debug\q_shwin.obj
|
||||||
|
.\debug\qmenu.obj
|
||||||
|
.\debug\snd_dma.obj
|
||||||
|
.\debug\snd_mem.obj
|
||||||
|
.\debug\snd_mix.obj
|
||||||
|
.\debug\snd_win.obj
|
||||||
|
.\debug\sv_ccmds.obj
|
||||||
|
.\debug\sv_ents.obj
|
||||||
|
.\debug\sv_game.obj
|
||||||
|
.\debug\sv_init.obj
|
||||||
|
.\debug\sv_main.obj
|
||||||
|
.\debug\sv_send.obj
|
||||||
|
.\debug\sv_user.obj
|
||||||
|
.\debug\sv_world.obj
|
||||||
|
.\debug\sys_win.obj
|
||||||
|
.\debug\vid_dll.obj
|
||||||
|
.\debug\vid_menu.obj
|
||||||
|
.\debug\x86.obj
|
||||||
|
.\debug\q2.res
|
||||||
|
]
|
||||||
|
Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB45.tmp"
|
||||||
|
<h3>Output Window</h3>
|
||||||
|
Compiling resources...
|
||||||
|
Compiling...
|
||||||
|
cd_win.c
|
||||||
|
cl_cin.c
|
||||||
|
cl_ents.c
|
||||||
|
cl_fx.c
|
||||||
|
cl_input.c
|
||||||
|
D:\quake2\code\client\cl_input.c(460) : warning C4700: local variable 'buf' used without having been initialized
|
||||||
|
cl_inv.c
|
||||||
|
cl_main.c
|
||||||
|
cl_newfx.c
|
||||||
|
cl_parse.c
|
||||||
|
cl_pred.c
|
||||||
|
cl_scrn.c
|
||||||
|
cl_tent.c
|
||||||
|
cl_view.c
|
||||||
|
cmd.c
|
||||||
|
cmodel.c
|
||||||
|
common.c
|
||||||
|
conproc.c
|
||||||
|
console.c
|
||||||
|
crc.c
|
||||||
|
cvar.c
|
||||||
|
files.c
|
||||||
|
in_win.c
|
||||||
|
d:\quake2\code\win32\in_win.c(555) : warning C4715: 'RawValuePointer' : not all control paths return a value
|
||||||
|
keys.c
|
||||||
|
m_flash.c
|
||||||
|
md4.c
|
||||||
|
menu.c
|
||||||
|
d:\quake2\code\client\menu.c(3561) : warning C4715: 'PlayerConfig_ScanDirectories' : not all control paths return a value
|
||||||
|
net_chan.c
|
||||||
|
net_wins.c
|
||||||
|
d:\quake2\code\win32\net_wins.c(105) : warning C4715: 'NET_CompareAdr' : not all control paths return a value
|
||||||
|
d:\quake2\code\win32\net_wins.c(135) : warning C4715: 'NET_CompareBaseAdr' : not all control paths return a value
|
||||||
|
pmove.c
|
||||||
|
q_shared.c
|
||||||
|
q_shwin.c
|
||||||
|
qmenu.c
|
||||||
|
snd_dma.c
|
||||||
|
snd_mem.c
|
||||||
|
snd_mix.c
|
||||||
|
snd_win.c
|
||||||
|
sv_ccmds.c
|
||||||
|
sv_ents.c
|
||||||
|
sv_game.c
|
||||||
|
sv_init.c
|
||||||
|
sv_main.c
|
||||||
|
sv_send.c
|
||||||
|
sv_user.c
|
||||||
|
sv_world.c
|
||||||
|
sys_win.c
|
||||||
|
vid_dll.c
|
||||||
|
vid_menu.c
|
||||||
|
x86.c
|
||||||
|
Linking...
|
||||||
|
LINK : warning LNK4075: ignoring /EDITANDCONTINUE due to /INCREMENTAL:NO specification
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<h3>Results</h3>
|
||||||
|
quake2.exe - 0 error(s), 6 warning(s)
|
||||||
|
<h3>
|
||||||
|
--------------------Configuration: ref_gl - Win32 Debug--------------------
|
||||||
|
</h3>
|
||||||
|
<h3>Command Lines</h3>
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB48.tmp" with contents
|
||||||
|
[
|
||||||
|
/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /FR".\debug/" /Fp".\debug/ref_gl.pch" /YX /Fo".\debug/" /Fd".\debug/" /FD /c
|
||||||
|
"D:\quake2\code\ref_gl\gl_draw.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_image.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_light.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_mesh.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_model.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_rmain.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_rmisc.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_rsurf.c"
|
||||||
|
"D:\quake2\code\ref_gl\gl_warp.c"
|
||||||
|
"D:\quake2\code\win32\glw_imp.c"
|
||||||
|
"D:\quake2\code\game\q_shared.c"
|
||||||
|
"D:\quake2\code\win32\q_shwin.c"
|
||||||
|
"D:\quake2\code\win32\qgl_win.c"
|
||||||
|
]
|
||||||
|
Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB48.tmp"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB49.tmp" with contents
|
||||||
|
[
|
||||||
|
kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /subsystem:windows /dll /incremental:no /pdb:"..\debug/ref_gl.pdb" /map:".\debug/ref_gl.map" /debug /machine:I386 /def:".\ref_gl.def" /out:"..\debug/ref_gl.dll" /implib:"..\debug/ref_gl.lib"
|
||||||
|
.\debug\gl_draw.obj
|
||||||
|
.\debug\gl_image.obj
|
||||||
|
.\debug\gl_light.obj
|
||||||
|
.\debug\gl_mesh.obj
|
||||||
|
.\debug\gl_model.obj
|
||||||
|
.\debug\gl_rmain.obj
|
||||||
|
.\debug\gl_rmisc.obj
|
||||||
|
.\debug\gl_rsurf.obj
|
||||||
|
.\debug\gl_warp.obj
|
||||||
|
.\debug\glw_imp.obj
|
||||||
|
.\debug\q_shared.obj
|
||||||
|
.\debug\q_shwin.obj
|
||||||
|
.\debug\qgl_win.obj
|
||||||
|
]
|
||||||
|
Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB49.tmp"
|
||||||
|
<h3>Output Window</h3>
|
||||||
|
Compiling...
|
||||||
|
gl_draw.c
|
||||||
|
gl_image.c
|
||||||
|
D:\quake2\code\ref_gl\gl_image.c(1204) : warning C4715: 'GL_Upload8' : not all control paths return a value
|
||||||
|
gl_light.c
|
||||||
|
gl_mesh.c
|
||||||
|
gl_model.c
|
||||||
|
gl_rmain.c
|
||||||
|
D:\quake2\code\ref_gl\gl_rmain.c(1322) : warning C4715: 'R_Init' : not all control paths return a value
|
||||||
|
gl_rmisc.c
|
||||||
|
gl_rsurf.c
|
||||||
|
gl_warp.c
|
||||||
|
glw_imp.c
|
||||||
|
q_shared.c
|
||||||
|
q_shwin.c
|
||||||
|
qgl_win.c
|
||||||
|
Linking...
|
||||||
|
LINK : warning LNK4075: ignoring /EDITANDCONTINUE due to /INCREMENTAL:NO specification
|
||||||
|
Creating library ..\debug/ref_gl.lib and object ..\debug/ref_gl.exp
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<h3>Results</h3>
|
||||||
|
ref_gl.dll - 0 error(s), 3 warning(s)
|
||||||
|
<h3>
|
||||||
|
--------------------Configuration: ref_soft - Win32 Debug--------------------
|
||||||
|
</h3>
|
||||||
|
<h3>Command Lines</h3>
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB4E.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_varsa.obj /Zm /Zi .\r_varsa.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB4E.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB4F.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_surf8.obj /Zm /Zi .\r_surf8.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB4F.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB50.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_spr8.obj /Zm /Zi .\r_spr8.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB50.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB51.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_scana.obj /Zm /Zi .\r_scana.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB51.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB52.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_polysa.obj /Zm /Zi .\r_polysa.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB52.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB53.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_edgea.obj /Zm /Zi .\r_edgea.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB53.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB54.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_drawa.obj /Zm /Zi .\r_drawa.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB54.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB55.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_draw16.obj /Zm /Zi .\r_draw16.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB55.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB56.bat" with contents
|
||||||
|
[
|
||||||
|
@echo off
|
||||||
|
ml /c /Cp /coff /Fo.\..\debug\r_aclipa.obj /Zm /Zi .\r_aclipa.asm
|
||||||
|
]
|
||||||
|
Creating command line "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB56.bat"
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB57.tmp" with contents
|
||||||
|
[
|
||||||
|
/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /FR".\debug/" /Fp".\debug/ref_soft.pch" /YX /Fo".\debug/" /Fd".\debug/" /FD /c
|
||||||
|
"D:\quake2\code\game\q_shared.c"
|
||||||
|
"D:\quake2\code\win32\q_shwin.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_aclip.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_alias.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_bsp.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_draw.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_edge.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_image.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_light.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_main.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_misc.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_model.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_part.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_poly.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_polyse.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_rast.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_scan.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_sprite.c"
|
||||||
|
"D:\quake2\code\ref_soft\r_surf.c"
|
||||||
|
"D:\quake2\code\win32\rw_ddraw.c"
|
||||||
|
"D:\quake2\code\win32\rw_dib.c"
|
||||||
|
"D:\quake2\code\win32\rw_imp.c"
|
||||||
|
]
|
||||||
|
Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB57.tmp"
|
||||||
|
Performing Custom Build Step on .\r_varsa.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_varsa.asm
|
||||||
|
Performing Custom Build Step on .\r_surf8.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_surf8.asm
|
||||||
|
Performing Custom Build Step on .\r_spr8.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_spr8.asm
|
||||||
|
Performing Custom Build Step on .\r_scana.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_scana.asm
|
||||||
|
Performing Custom Build Step on .\r_polysa.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_polysa.asm
|
||||||
|
Performing Custom Build Step on .\r_edgea.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_edgea.asm
|
||||||
|
Performing Custom Build Step on .\r_drawa.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_drawa.asm
|
||||||
|
Performing Custom Build Step on .\r_draw16.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_draw16.asm
|
||||||
|
Performing Custom Build Step on .\r_aclipa.asm
|
||||||
|
Microsoft (R) Macro Assembler Version 6.15.8803
|
||||||
|
Copyright (C) Microsoft Corp 1981-2000. All rights reserved.
|
||||||
|
|
||||||
|
Assembling: .\r_aclipa.asm
|
||||||
|
Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB58.tmp" with contents
|
||||||
|
[
|
||||||
|
kernel32.lib user32.lib gdi32.lib winmm.lib /nologo /subsystem:windows /dll /incremental:no /pdb:"..\debug/ref_soft.pdb" /map:".\debug/ref_soft.map" /debug /machine:I386 /nodefaultlib:"libc" /def:".\ref_soft.def" /out:"..\debug/ref_soft.dll" /implib:"..\debug/ref_soft.lib"
|
||||||
|
.\debug\q_shared.obj
|
||||||
|
.\debug\q_shwin.obj
|
||||||
|
.\debug\r_aclip.obj
|
||||||
|
.\debug\r_alias.obj
|
||||||
|
.\debug\r_bsp.obj
|
||||||
|
.\debug\r_draw.obj
|
||||||
|
.\debug\r_edge.obj
|
||||||
|
.\debug\r_image.obj
|
||||||
|
.\debug\r_light.obj
|
||||||
|
.\debug\r_main.obj
|
||||||
|
.\debug\r_misc.obj
|
||||||
|
.\debug\r_model.obj
|
||||||
|
.\debug\r_part.obj
|
||||||
|
.\debug\r_poly.obj
|
||||||
|
.\debug\r_polyse.obj
|
||||||
|
.\debug\r_rast.obj
|
||||||
|
.\debug\r_scan.obj
|
||||||
|
.\debug\r_sprite.obj
|
||||||
|
.\debug\r_surf.obj
|
||||||
|
.\debug\rw_ddraw.obj
|
||||||
|
.\debug\rw_dib.obj
|
||||||
|
.\debug\rw_imp.obj
|
||||||
|
\quake2\code\debug\r_aclipa.obj
|
||||||
|
\quake2\code\debug\r_draw16.obj
|
||||||
|
\quake2\code\debug\r_drawa.obj
|
||||||
|
\quake2\code\debug\r_edgea.obj
|
||||||
|
\quake2\code\debug\r_polysa.obj
|
||||||
|
\quake2\code\debug\r_scana.obj
|
||||||
|
\quake2\code\debug\r_spr8.obj
|
||||||
|
\quake2\code\debug\r_surf8.obj
|
||||||
|
\quake2\code\debug\r_varsa.obj
|
||||||
|
]
|
||||||
|
Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSPB58.tmp"
|
||||||
|
<h3>Output Window</h3>
|
||||||
|
Compiling...
|
||||||
|
q_shared.c
|
||||||
|
q_shwin.c
|
||||||
|
r_aclip.c
|
||||||
|
r_alias.c
|
||||||
|
r_bsp.c
|
||||||
|
r_draw.c
|
||||||
|
r_edge.c
|
||||||
|
r_image.c
|
||||||
|
r_light.c
|
||||||
|
r_main.c
|
||||||
|
r_misc.c
|
||||||
|
r_model.c
|
||||||
|
r_part.c
|
||||||
|
r_poly.c
|
||||||
|
r_polyse.c
|
||||||
|
r_rast.c
|
||||||
|
r_scan.c
|
||||||
|
r_sprite.c
|
||||||
|
r_surf.c
|
||||||
|
rw_ddraw.c
|
||||||
|
rw_dib.c
|
||||||
|
rw_imp.c
|
||||||
|
Linking...
|
||||||
|
LINK : warning LNK4075: ignoring /EDITANDCONTINUE due to /INCREMENTAL:NO specification
|
||||||
|
Creating library ..\debug/ref_soft.lib and object ..\debug/ref_soft.exp
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<h3>Results</h3>
|
||||||
|
ref_soft.dll - 0 error(s), 1 warning(s)
|
||||||
|
</pre>
|
||||||
|
</body>
|
||||||
|
</html>
|
29
readme.txt
Normal file
29
readme.txt
Normal file
@ -0,0 +1,29 @@
|
|||||||
|
|
||||||
|
This is the complete source code for Quake 2, version 3.19, buildable with
|
||||||
|
visual C++ 6.0. The linux version should be buildable, but we haven't
|
||||||
|
tested it for the release.
|
||||||
|
|
||||||
|
The code is all licensed under the terms of the GPL (gnu public license).
|
||||||
|
You should read the entire license, but the gist of it is that you can do
|
||||||
|
anything you want with the code, including sell your new version. The catch
|
||||||
|
is that if you distribute new binary versions, you are required to make the
|
||||||
|
entire source code available for free to everyone.
|
||||||
|
|
||||||
|
The primary intent of this release is for entertainment and educational
|
||||||
|
purposes, but the GPL does allow commercial exploitation if you obey the
|
||||||
|
full license. If you want to do something commercial and you just can't bear
|
||||||
|
to have your source changes released, we could still negotiate a separate
|
||||||
|
license agreement (for $$$), but I would encourage you to just live with the
|
||||||
|
GPL.
|
||||||
|
|
||||||
|
All of the Q2 data files remain copyrighted and licensed under the
|
||||||
|
original terms, so you cannot redistribute data from the original game, but if
|
||||||
|
you do a true total conversion, you can create a standalone game based on
|
||||||
|
this code.
|
||||||
|
|
||||||
|
Thanks to Robert Duffy for doing the grunt work of building this release.
|
||||||
|
|
||||||
|
John Carmack
|
||||||
|
Id Software
|
||||||
|
|
||||||
|
|
Loading…
x
Reference in New Issue
Block a user