[quake3-bugzilla] [Bug 5270] Misc small bugfixes (patch included)

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Wed Feb 8 16:50:00 EST 2012


https://bugzilla.icculus.org/show_bug.cgi?id=5270

--- Comment #7 from Kuehnhammer Tobias <kuehnhammertobias at gmx.at> 2012-02-08 16:49:56 EST ---
Ah sorry, beside of your question, I saw that I didn't comment the new version,
or at least my comment was accidently deleted by myself.

In response to your question about GPLv3, I have to admit that I never
understood these GPL things...
If someone fixes a bug, and there is only one solution for that, does this mean
that you are not allowed to fix this bug, because someone already did fix it
that way?
I already mentioned that I'm no professional programmer or lawyer. So what I
can say is:

Bugfix 1: (bots on jumppad) is also seen on World of Padman. I fixed my own AI
          project independent from WoP, although in WoP the bugfix is nearly 
          done the same way as I did, or vice versa! (as already mentioned 
          because of the reason above)

Bugfix 4: The small precision update to the movement code was from Xreal and
          is no longer in the diff.patch (It seems that it will only fix issues
          if you work with a more accurate movement code)

Bugfix 5: The problem with disconnected "ghost" clients is fixed in Tremulous:
         
http://svn.icculus.org/tremulous/trunk/src/game/g_client.c?r1=1999&r2=2009
         
http://svn.icculus.org/tremulous/trunk/src/game/g_client.c?r1=1974&r2=1991

         But this bug is also fixed in World Of Padman. I bet that both 
         projects did find and fix this bug independent from each other. (Or 
         maybe "/dev/humancontroller" knows more about that) But here it comes:
         I noted that parts of this bug were also fixed in other projects. I 
         think one was called "qfusion" or something (maybe today nobody 
         remember this project). Anyways, AFTER "qfusion" fixed this problem, 
         the same bugfix was seen in ET-Wolfenstein.
         This leads me to the point that nobody could say today who first fixed
         this bug, moreover there seems to be no other way to implement this
         fix. (Personally, I think that again more projects found and fixed
         this bug independent from each other)

         Here is exactly what is written in ET-Wolfenstein:

     // Gordon: porting q3f flag bug fix
         // If a player reconnects quickly after a disconnect, the client 
            disconnect may never be called, thus flag can get lost in the ether
        if ( ent->inuse ) {
                G_LogPrintf( "Forcing disconnect on active client: %i\n", ent -
               g_entities );
        // so lets just fix up anything that should happen on a
                  disconnect
                ClientDisconnect( ent - g_entities );
         }

         If I remember correctly, I think the project "qfusion" started before 
         Wolfenstein-ET was there. And as I already said, the bugfix was
         written in the same way in "qfusion" or whatever it was called.

         I don't want to say that somthing is wrong here. All I want to say is
         that sometimes a bugfix looks the same because its a bugfix and not an
         enhancement or some new cool feature!

         This part is the only part which corresponds with Wolfenstein-ET!
         And I have no clue if this is good or bad!

Everthing else in this diff.patch is fixed by myself (although I don't follow
every other idtech3 project anymore!)

Now to version 2 of this diff.patch, as I already mentioned the changes in the
movement code aren't there anymore, because in plain ioquake3 there is no
benefit from it, and why should someone change something which doesn't do
anything? This was the only part from Xreal!

Second, a new bugfix was added which fixes the view if a player was standing on
rotating platforms. The bugfix is from OAX which is based upon ioquake3. OAX
is:
"The source code is GPL v2 or later but some of the tools are not"

Okay if you think that "ioq3 DOES accidentially incorporate code that would
force it to change license to GPLv3" than please delete everything which I
accidently did wrong. All those bugfixes are not worth to apply if ioquake3
would be in danger!

Now if you wonder why I always come with bugfixes from other projects or
Quake3World.com, than please note:
The only reason why I always want to stay in sync with other projects is that I
always want to make sure that mods (even older ones from 2001/2002 or so will
still work with ANY ioquake3 project out there (Q3Rally, Open Arena, Entity
Plus)). I do this for my own pleasure and to work on my own ioq3ztm/ioquake3
based project! I'm not sure how important all these bugfixes are for ioquake3,
this decision can only made by ioquake 3 maintainers, and not by me!

So I totally agree with you, and it is okay if we delete everything from here,
if this patch is not compatible with ioquake3!
--------------------------------------------------------------------------------PS.:
It seems that you know much about the GPL thing, so please give my a tip 
     on that. What is about this bug here on bugzilla:

     https://bugzilla.icculus.org/show_bug.cgi?id=4223

     Once I had this in ioquake3, but I'm confused with the new modular 
     rendering system!
     Beside of that, is it NOW allowed to apply foliage support or not?
--------------------------------------------------------------------------------
Thanks for your response,

Tobias Kuehnhammer

-- 
Configure bugmail: https://bugzilla.icculus.org/userprefs.cgi?tab=email
------- You are receiving this mail because: -------
You are the QA contact for the bug.


More information about the quake3-bugzilla mailing list