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Quake2 3.16 Upgrade
-------------------
This upgrade addresses several features, including security, playability, and
enhancements.
A new map is also included (in baseq2\pak3.pak) called match1, Reckless
Abandon. This map is designed for one on one deathmatch play. It was built
by American McGee and Dave "Zoid" Kirsch.
Changes for 3.16
----------------
- 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.
The checksum in 3.15 was seriously broken.
This change makes 3.16 incompatible with previous servers.
- Fixed it so sounds played for PPMs that default to male are only checked
on disk once.
- 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)

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Quake2 3.17 Upgrade
-------------------
This upgrade addresses several features, including security, playability, and
enhancements.
Changes for 3.17
----------------
- Fixed possible NAN resulting from handing zero to second arg of atan2
- Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing
'allow_download 1' at the console, or using the download options menu
in Multiplayer/PlayerSetup/Download Options
- Server demos now include a svc_serverdata block at the beginning with the
attractloop byte set to '2' to indicate server demo (byte before gamedir
in the svc_serverdata block). This allows easy identification of
serverrecorded demos (serverrecord demos are only for demo editors, they
can not be played back in Quake2 without being first edited).
- New options for setting texture formats in ref_gl:
gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4,
GL_RGBA2
gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4,
GL_R3_G3_B2, GL_RGB2 (SGI only)
- Player movement during Air acceleration changed to reflect more real-world
physics while airborne.
- Fixed a bug when riding trains that caused drift in a southwest direction
(Thanks to Jim Dose at Ritual for pointing this one out).
- Linux: Now correctly reports out of memory rather than segfaulting (mmap
returns (void *)-1 and not NULL on error).
- Fixed autodownloading to not create paths for files that can't be downloaded
(this was creating many empty directories in baseq2/players).
- When downloading a file from a server that doesn't have it, the message is
now "Server does not have this file" rather than "File not found."
- Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
- Highbits are now stripped from console when using condump
- Restored support for gl_modulate in multiplayer play
- Fixed it so that players with a model/skin you don't have aren't checked for
on disk more than once.
- Fixed it so sounds played for PPMs that default to male are only checked
on disk once.
- Byte ordering/portability fixes in cinematics, PCX and other file handling.
- Client state during static image cinematic (PCX image) so that client can
continue to next unit.
- Fixed it so that dedicated coop servers no longer get stuck at victory.pcx,
if a server is in coop mode, hitting a button at the victory.pcx screen
while cause the server to restart at base1
- 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.
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)

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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.

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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

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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
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END OF TERMS AND CONDITIONS

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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

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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 $@ $?

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zip -9 -r code .

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zip -9 -r -D -X code .

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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>
{{{
}}}
###############################################################################

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<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
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@ -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