[quake2] Q2Max effects
qudos qudos
qudos2 at gmail.com
Tue May 17 06:44:50 EDT 2005
I've found the problem with tesla item in q2max
To temporaly fix it search for 'case TE_LIGHTNING:' (line ~1186)
inside the file client/cl_tent.c
in the function 'void CL_ParseTEnt (void)'
Changing from:
.....
case TE_LIGHTNING:
#ifdef QMAX
ent = CL_ParseLightning (10);
#else
ent = CL_ParseLightning (cl_mod_lightning);
#endif
......
to:
......
case TE_LIGHTNING:
/*
#ifdef QMAX
ent = CL_ParseLightning (10); //FIXME 'Tesla' item crashes
#else
*/
ent = CL_ParseLightning (cl_mod_lightning);
//#endif
......
then will run with the quake2 native effect, so dev team, take a look
for the next releases.
2005/4/18, tei <421621 at ingta.unizar.es>:
>
>
> coyote at cojot.name wrote:
> > On Sat, 16 Apr 2005, Michael Christy wrote:
> >
> >>
> >> I would also like to note that the Q2MAX renderer is seriously broken on
> >> the Alpha architecture. The games starts normally with Q2MAX but then
> >> always crashes when the pistol is fired. I have found that crashes like
> >> this on Alpha are sometimes indicative of a more insideous bug that is
> >> generally hidden on x86.
> >
> >
> > Just for the record, the QMAX work fine (albeit slowly) on Solaris/Sparc
> > (Same endianness as the axp).
> >
> > However, when the pistol is fired, strange things happen: On machines
> > with XVR-1000 graphics, the game freezes for a few seconds and on
> > machines with XVR-600 graphics the freeze is shorter (although noticeable).
> >
>
> Maybe the opengl driver or the loaders path need to do a malloc or
> something slow itself.
>
More information about the quake2
mailing list