From tim at ngus.net Wed Mar 1 03:54:40 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 01 Mar 2006 08:54:40 +0000 Subject: r607 - trunk In-Reply-To: <20060301013040.21462.qmail@icculus.org> References: <20060301013040.21462.qmail@icculus.org> Message-ID: <44056150.5060902@ngus.net> DONOTREPLY at icculus.org wrote: > Author: zakk > Date: 2006-02-28 20:30:39 -0500 (Tue, 28 Feb 2006) > New Revision: 607 > > Added: > trunk/id_patch_pk3s_Q3A_EULA.txt Wouldn't id_EULA.txt or Q3A_EULA.txt be better? That seems a bit unwieldy. From tim at ngus.net Wed Mar 1 04:01:42 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 01 Mar 2006 09:01:42 +0000 Subject: r606 - in trunk: . web/include In-Reply-To: <20060301004245.16091.qmail@icculus.org> References: <20060301004245.16091.qmail@icculus.org> Message-ID: <440562F6.9090605@ngus.net> DONOTREPLY at icculus.org wrote: > Author: floam > Date: 2006-02-28 19:42:45 -0500 (Tue, 28 Feb 2006) > New Revision: 606 > - @if [ ! -d $(COPYDIR)/baseq3 ]; then echo "You need to set COPYDIR to where you installed Quake III!"; false; fi > + @if [ ! -d $(COPYDIR) ]; then echo "You need to set COPYDIR to where your Quake3 data is!"; false; fi Hmmm, why? > - -$(MKDIR) -p -m 0755 $(COPYDIR)/baseq3 > + > $(INSTALL) -s -m 0755 $(BR)/baseq3/cgame$(ARCH).$(SHLIBEXT) \ > $(COPYDIR)/baseq3/. > $(INSTALL) -s -m 0755 $(BR)/baseq3/qagame$(ARCH).$(SHLIBEXT) \ The next two lines depend on baseq3 being present. From sketch at openverse.com Wed Mar 1 08:54:36 2006 From: sketch at openverse.com (Sketch) Date: Wed, 1 Mar 2006 07:54:36 -0600 (CST) Subject: [quake3] Re: r607 - trunk In-Reply-To: <44056150.5060902@ngus.net> References: <20060301013040.21462.qmail@icculus.org> <44056150.5060902@ngus.net> Message-ID: On Wed, 1 Mar 2006, Tim Angus wrote: > DONOTREPLY at icculus.org wrote: >> Author: zakk >> Date: 2006-02-28 20:30:39 -0500 (Tue, 28 Feb 2006) >> New Revision: 607 >> >> Added: >> trunk/id_patch_pk3s_Q3A_EULA.txt > > Wouldn't id_EULA.txt or Q3A_EULA.txt be better? That seems a bit unwieldy. _patch_ is also not entirely accurate, since the same EULA also applies to the demo data files. From floam at sh.nu Wed Mar 1 09:24:42 2006 From: floam at sh.nu (Aaron Gyes) Date: Wed, 01 Mar 2006 06:24:42 -0800 Subject: [quake3] Re: r606 - in trunk: . web/include In-Reply-To: <440562F6.9090605@ngus.net> References: <20060301004245.16091.qmail@icculus.org> <440562F6.9090605@ngus.net> Message-ID: <1141223082.30491.0.camel@localhost.localdomain> On Wed, 2006-03-01 at 09:01 +0000, Tim Angus wrote: > DONOTREPLY at icculus.org wrote: > > Author: floam > > Date: 2006-02-28 19:42:45 -0500 (Tue, 28 Feb 2006) > > New Revision: 606 > > > - @if [ ! -d $(COPYDIR)/baseq3 ]; then echo "You need to set COPYDIR to where you installed Quake III!"; false; fi > > + @if [ ! -d $(COPYDIR) ]; then echo "You need to set COPYDIR to where your Quake3 data is!"; false; fi > > Hmmm, why? I don't see any reason to require that directory be there. Someone may wish to install quake3 first and copy the data over afterwards, or use other data. Aaron Gyes From floam at sh.nu Wed Mar 1 09:25:25 2006 From: floam at sh.nu (Aaron Gyes) Date: Wed, 01 Mar 2006 06:25:25 -0800 Subject: [quake3] Re: r606 - in trunk: . web/include In-Reply-To: <440562F6.9090605@ngus.net> References: <20060301004245.16091.qmail@icculus.org> <440562F6.9090605@ngus.net> Message-ID: <1141223125.30491.2.camel@localhost.localdomain> On Wed, 2006-03-01 at 09:01 +0000, Tim Angus wrote: $(COPYDIR)/baseq3 > > + > > $(INSTALL) -s -m 0755 $(BR)/baseq3/cgame$(ARCH).$(SHLIBEXT) \ > > $(COPYDIR)/baseq3/. > > $(INSTALL) -s -m 0755 $(BR)/baseq3/qagame$(ARCH).$(SHLIBEXT) \ > > The next two lines depend on baseq3 being present. Then I shuold probably make them not do that. I know when I originally made make copyfiles work it didn't depend on baseq3 directory. From zakk at timedoctor.org Wed Mar 1 12:34:01 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 01 Mar 2006 09:34:01 -0800 Subject: [quake3] Re: r607 - trunk In-Reply-To: References: <20060301013040.21462.qmail@icculus.org> <44056150.5060902@ngus.net> Message-ID: <4405DB09.6010308@timedoctor.org> Sketch wrote: > On Wed, 1 Mar 2006, Tim Angus wrote: > >> DONOTREPLY at icculus.org wrote: >>> Author: zakk >>> Date: 2006-02-28 20:30:39 -0500 (Tue, 28 Feb 2006) >>> New Revision: 607 >>> >>> Added: >>> trunk/id_patch_pk3s_Q3A_EULA.txt >> >> Wouldn't id_EULA.txt or Q3A_EULA.txt be better? That seems a bit >> unwieldy. > > _patch_ is also not entirely accurate, since the same EULA also applies > to the demo data files. Timbo, perhaps, however I'd rather make it totally obvious that this only applies to the patch stuff Sketch, I don't have any interest in distributing demo data, really. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From tim at ngus.net Wed Mar 1 14:23:28 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 1 Mar 2006 19:23:28 +0000 Subject: r606 - in trunk: . web/include In-Reply-To: <1141223082.30491.0.camel@localhost.localdomain> References: <20060301004245.16091.qmail@icculus.org> <440562F6.9090605@ngus.net> <1141223082.30491.0.camel@localhost.localdomain> Message-ID: <20060301192328.4b0e519a.tim@ngus.net> On Wed, 01 Mar 2006 06:24:42 -0800 Aaron wrote: > I don't see any reason to require that directory be there. Extra sanity checking is always good. > Someone may > wish to install quake3 first and copy the data over afterwards, or use > other data. Maybe, kind of a corner case though really. The message doesn't really make sense now too; it only checks the install directory, not the data directory, yet implies that you haven't set COPYDIR to where the data directory is. > Then I shuold probably make them not do that. I know when I originally > made make copyfiles work it didn't depend on baseq3 directory. You should do something, because it's broken now ;)... during a code freeze. You also left the mkdir for missionpack in. I don't really understand what was wrong with it in the first place to be honest. Note that not copying the .so files makes some of what is said in the README untrue. From dominique.pichon at enst-bretagne.fr Fri Mar 3 08:37:28 2006 From: dominique.pichon at enst-bretagne.fr (Dominique Pichon) Date: Fri, 3 Mar 2006 14:37:28 +0100 Subject: quake 3 with IPv6 Message-ID: Hi, I recently installed Quake3 on MacOS X. It works fine in IPv4, of course. Yet I do not know how to connect to anther player using IPv6. And i am even not sure that the binary is able to do it. I tried my best to follow the given instructions. svn co svn://svn.icculus.org/quake3/trunk quake3 1. Run make. 2. Install the latest point release for OS X. 3. Copy ioquake3.ppc in build/release-darwin-ppc/ to /Applications/Quake3/Quake3.app/Contents/MacOS/Quake3. 4. You need a libSDL-1.2.0.dylib in that .app's MacOS directory. (which directory exactly? /Applications/Quake3/Quake3.app or /Applications/Quake3/Quake3.app/Contents/MacOS/Quake3 SDL works fine as the game uses the entire screen and it has no influence on IPv6, of course ) You need to copy your pak0.pk3 from your Quake 3 CD-ROM's /baseq3 directory to your /Applications/Quake3/baseq3 directory. I did it. It works but when i launch the binary it looks only in IPv4. At the beginning it writes that it discovers an ipv4 address. So any hint is welcome :) I installed a station with the code as well: this is a linux one. I would like to make it a permanent IPv6 Quake server. [mlk at jhg ~]$ cd /usr/local/games/quake3/ [mlk at jhg quake3]$ ls baseq3/ missionpack/ quake3-smp.x86* CHANGES-1.32.txt pb/ quake3.x86* Docs/ Q3A_EULA.txt quake3.xpm INSTALL q3ded* README-Id-7-26-01.html ioq3ded.i386* quake3* README-linux.txt ioquake3.i386* quake3-smp* Binaries are there, yet how do i use them? (no man quake ) So any configuration file for an ipv6 server would be welcome as well ;) Thanks -- Dominique PICHON GET-ENST Bretagne CS 17607 Rue de La chataigneraie 35576 CESSON SEVIGNE Cedex Tel: +33(0)299127023 dominique.pichon at enst-bretagne.fr http://www.enst-bretagne.fr/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Fri Mar 3 08:45:35 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Fri, 3 Mar 2006 14:45:35 +0100 Subject: [quake3] quake 3 with IPv6 In-Reply-To: References: Message-ID: <200603031445.38038.arny@ats.s.bawue.de> There is _no_ IPv6 support in the icculus.org engine yet. It will not be in the upcoming release 1.34 either. It is planned for 1.35 or later. However, you may try to apply the patch from https://bugzilla.icculus.org/show_bug.cgi?id=2355 I don't know whether the patch can be applied cleanly at all, and I don't know whether IPv6 support will work under MacOS if it does. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From phatfil at optusnet.com.au Sat Mar 4 16:57:39 2006 From: phatfil at optusnet.com.au (Philip Nelson) Date: Sun, 5 Mar 2006 08:57:39 +1100 Subject: [quake3] Installers with the patch pk3s In-Reply-To: <4404F9D3.7030406@timedoctor.org> References: <4404F9D3.7030406@timedoctor.org> Message-ID: <200603050857.39604.phatfil@optusnet.com.au> On Wed, 1 Mar 2006 12:33, Zachary J. Slater wrote: > Please include the id_patch_pk3s_Q3A_EULA.txt with your installer, it > should get installed and should be a click thru in it I've updated my windows installer to do this now. I also added the missionpack pk3s. http://whatsbeef.net/philip/ioquake3_setup.exe From zakk at timedoctor.org Sat Mar 4 19:43:07 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 04 Mar 2006 16:43:07 -0800 Subject: [quake3] Installers with the patch pk3s In-Reply-To: <200603050857.39604.phatfil@optusnet.com.au> References: <4404F9D3.7030406@timedoctor.org> <200603050857.39604.phatfil@optusnet.com.au> Message-ID: <440A341B.3030106@timedoctor.org> Philip Nelson wrote: > On Wed, 1 Mar 2006 12:33, Zachary J. Slater wrote: >> Please include the id_patch_pk3s_Q3A_EULA.txt with your installer, it >> should get installed and should be a click thru in it > I've updated my windows installer to do this now. I also added the missionpack > pk3s. > > http://whatsbeef.net/philip/ioquake3_setup.exe Okay, I've replaced the one on the web site, thanks Philip! -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Sun Mar 5 02:30:16 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 04 Mar 2006 23:30:16 -0800 Subject: [quake3] Installers with the patch pk3s In-Reply-To: <200603050857.39604.phatfil@optusnet.com.au> References: <4404F9D3.7030406@timedoctor.org> <200603050857.39604.phatfil@optusnet.com.au> Message-ID: <440A9388.4090907@timedoctor.org> Philip Nelson wrote: > On Wed, 1 Mar 2006 12:33, Zachary J. Slater wrote: >> Please include the id_patch_pk3s_Q3A_EULA.txt with your installer, it >> should get installed and should be a click thru in it > I've updated my windows installer to do this now. I also added the missionpack > pk3s. > > http://whatsbeef.net/philip/ioquake3_setup.exe Hmm, This version of the installer seems to install a broken ioquake3 desktop shortcut :( Though the one in the start menu works, I'm not sure why. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ludwig.nussel at suse.de Sun Mar 5 13:39:35 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 5 Mar 2006 19:39:35 +0100 Subject: demo pak0.pk3 in baseq3? Message-ID: <200603051939.36094.ludwig.nussel@suse.de> Hi, Currently pak0.pk3 must be present in baseq3. The original demo used demoq3. Any objections to allowing that as additional location for pak0.pk3? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Sun Mar 5 13:40:55 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 5 Mar 2006 19:40:55 +0100 Subject: remove the EULA Message-ID: <200603051940.55987.ludwig.nussel@suse.de> Hi, The EULA in svn doesn't apply to any code in svn. Can we please remove the EULA and put it where the actual patch pk3's come from? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From zakk at timedoctor.org Sun Mar 5 13:50:40 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sun, 05 Mar 2006 10:50:40 -0800 Subject: [quake3] remove the EULA In-Reply-To: <200603051940.55987.ludwig.nussel@suse.de> References: <200603051940.55987.ludwig.nussel@suse.de> Message-ID: <440B3300.1010207@timedoctor.org> Ludwig Nussel wrote: > Hi, > > The EULA in svn doesn't apply to any code in svn. Can we please > remove the EULA and put it where the actual patch pk3's come from? > > cu > Ludwig > It'll get moved to the web directory. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From phatfil at optusnet.com.au Mon Mar 6 03:11:50 2006 From: phatfil at optusnet.com.au (Philip Nelson) Date: Mon, 6 Mar 2006 19:11:50 +1100 Subject: [quake3] Installers with the patch pk3s In-Reply-To: <440A9388.4090907@timedoctor.org> References: <4404F9D3.7030406@timedoctor.org> <200603050857.39604.phatfil@optusnet.com.au> <440A9388.4090907@timedoctor.org> Message-ID: <200603061911.51156.phatfil@optusnet.com.au> On Sun, 5 Mar 2006 18:30, Zachary J. Slater wrote: > This version of the installer seems to install a broken ioquake3 desktop > shortcut :( __ {o,o} |)__) -"-"- O RLY? http://whatsbeef.net/philip/ioquake3_setup.exe fixed although I haven't actually tested it because my brother who actually owns the windows machine I use to do this was yelling at me to get off it. From zakk at timedoctor.org Tue Mar 7 00:29:52 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 06 Mar 2006 21:29:52 -0800 Subject: [quake3] Installers with the patch pk3s In-Reply-To: <200603061911.51156.phatfil@optusnet.com.au> References: <4404F9D3.7030406@timedoctor.org> <200603050857.39604.phatfil@optusnet.com.au> <440A9388.4090907@timedoctor.org> <200603061911.51156.phatfil@optusnet.com.au> Message-ID: <440D1A50.4000400@timedoctor.org> Philip Nelson wrote: > On Sun, 5 Mar 2006 18:30, Zachary J. Slater wrote: >> This version of the installer seems to install a broken ioquake3 desktop >> shortcut :( > __ > {o,o} > |)__) > -"-"- > O RLY? > > http://whatsbeef.net/philip/ioquake3_setup.exe > > fixed > although I haven't actually tested it because my brother who actually owns the > windows machine I use to do this was yelling at me to get off it. Thanks, it did indeed fix it. I just tried. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ntoronto at cs.byu.edu Thu Mar 9 05:14:24 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Thu, 09 Mar 2006 03:14:24 -0700 Subject: Rendering nothing Message-ID: <44100000.7070207@cs.byu.edu> Sorry if this has been talked about before - but as far as I can tell, there's no mailing list archive to search. (If there is one, I'd love to see it.) System: Ubuntu Linux (Breezy), Intel garbage laptop card, Celery processor. I've downloaded the latest source. It compiles and runs just fine, but it has a teensy problem. It doesn't render anything - not even the console. There are two ways I've found to get it to do so: - Pressing K_ESCAPE or MOUSE2 when the UI game has full control (not during the opening cinematic or in the in-game menu overlay). This pops the menu off the stack and reinitializes it. I haven't got a clue why this should work the *second* time but not the first. - Loading a map from the command line (with +devmap) while running a debug build sometimes works. Again, clueless. One thing it *does* do properly is this: qglClearColor(1, 0, 0.5, 1); qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); when r_clear is 1. That's it, though. Any help would be much appreciated. Thanks, Neil From ntoronto at cs.byu.edu Thu Mar 9 14:26:02 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Thu, 09 Mar 2006 12:26:02 -0700 Subject: [quake3] Rendering nothing In-Reply-To: <44100000.7070207@cs.byu.edu> References: <44100000.7070207@cs.byu.edu> Message-ID: <4410814A.20106@cs.byu.edu> Alrighty, it was the garbage graphics card. *sigh* I'll try software rendering. Still, I'd like to see this working even on the laptop. Neil Neil Toronto wrote: > Sorry if this has been talked about before - but as far as I can tell, > there's no mailing list archive to search. (If there is one, I'd love > to see it.) > > System: Ubuntu Linux (Breezy), Intel garbage laptop card, Celery > processor. > > I've downloaded the latest source. It compiles and runs just fine, but > it has a teensy problem. It doesn't render anything - not even the > console. There are two ways I've found to get it to do so: > > - Pressing K_ESCAPE or MOUSE2 when the UI game has full control (not > during the opening cinematic or in the in-game menu overlay). This > pops the menu off the stack and reinitializes it. I haven't got a clue > why this should work the *second* time but not the first. > - Loading a map from the command line (with +devmap) while running a > debug build sometimes works. Again, clueless. > > One thing it *does* do properly is this: > > qglClearColor(1, 0, 0.5, 1); > qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); > > when r_clear is 1. That's it, though. > > Any help would be much appreciated. > > Thanks, > Neil > From zakk at timedoctor.org Thu Mar 9 14:28:48 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 09 Mar 2006 11:28:48 -0800 Subject: [quake3] Rendering nothing In-Reply-To: <4410814A.20106@cs.byu.edu> References: <44100000.7070207@cs.byu.edu> <4410814A.20106@cs.byu.edu> Message-ID: <441081F0.4020207@timedoctor.org> Neil Toronto wrote: > Alrighty, it was the garbage graphics card. *sigh* I'll try software > rendering. > > Still, I'd like to see this working even on the laptop. > > Neil > > Neil Toronto wrote: > I /think/ I had this working on my intel 855 GM chipset on my old thinkpad. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From sam at laclinux.com Thu Mar 9 19:56:16 2006 From: sam at laclinux.com (Sam Noble) Date: Thu, 09 Mar 2006 17:56:16 -0700 Subject: [quake3] Rendering nothing In-Reply-To: <441081F0.4020207@timedoctor.org> References: <44100000.7070207@cs.byu.edu> <4410814A.20106@cs.byu.edu> <441081F0.4020207@timedoctor.org> Message-ID: <1141952176.4884.45.camel@localhost.localdomain> On Thu, 2006-03-09 at 11:28 -0800, Zachary J. Slater wrote: > Neil Toronto wrote: > > Alrighty, it was the garbage graphics card. *sigh* I'll try software > > rendering. > > > > Still, I'd like to see this working even on the laptop. > > > > Neil > > > > Neil Toronto wrote: > > > > I /think/ I had this working on my intel 855 GM chipset on my old thinkpad. The game runs fine on intel cards. Do you have drm setup and working right? $ glxinfo |grep direct direct rendering: Yes If not it's often caused by the drm module loading before the agp modules. Try creating in /etc/modprobe.d/ that contains the line: install i915 /sbin/modprobe intel-agp; /sbin/modprobe --ignore-install i915 replace i915 with the correct drm module for your system, (i810, i830, i915) And then force those modules to load at boot by adding a line to /etc/modules with the drm module's name. # echo i915 >> /etc/modules From ntoronto at cs.byu.edu Thu Mar 9 20:33:10 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Thu, 09 Mar 2006 18:33:10 -0700 Subject: [quake3] Rendering nothing In-Reply-To: <1141952176.4884.45.camel@localhost.localdomain> References: <44100000.7070207@cs.byu.edu> <4410814A.20106@cs.byu.edu> <441081F0.4020207@timedoctor.org> <1141952176.4884.45.camel@localhost.localdomain> Message-ID: <4410D756.9090207@cs.byu.edu> Sam Noble wrote: >On Thu, 2006-03-09 at 11:28 -0800, Zachary J. Slater wrote: > > >>Neil Toronto wrote: >> >> >>>Alrighty, it was the garbage graphics card. *sigh* I'll try software >>>rendering. >>> >>>Still, I'd like to see this working even on the laptop. >>> >>>Neil >>> >>>Neil Toronto wrote: >>> >>> >>> >>I /think/ I had this working on my intel 855 GM chipset on my old thinkpad. >> >> > >The game runs fine on intel cards. > >Do you have drm setup and working right? > >$ glxinfo |grep direct >direct rendering: Yes > >If not it's often caused by the drm module loading before the agp >modules. Try creating in /etc/modprobe.d/ that contains the line: > >install i915 /sbin/modprobe intel-agp; /sbin/modprobe --ignore-install i915 > >replace i915 with the correct drm module for your system, (i810, i830, >i915) > >And then force those modules to load at boot by adding a line >to /etc/modules with the drm module's name. > ># echo i915 >> /etc/modules > > It seems I have the reverse problem. DRI is ostensibly working fine, but it's not rendering until some magic process happens. I just tried it with software rendering (commented out 'Load "dri"' in xorg.conf), and it works fine, though it's extremely slow. I'll try installing the latest Mesa from source next. Thanks, Neil From ntoronto at cs.byu.edu Fri Mar 10 03:59:50 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Fri, 10 Mar 2006 01:59:50 -0700 Subject: [quake3] Rendering nothing In-Reply-To: <44100000.7070207@cs.byu.edu> References: <44100000.7070207@cs.byu.edu> Message-ID: <44114006.90002@cs.byu.edu> Neil Toronto wrote: > It doesn't render anything - not even the console. There are two ways > I've found to get it to do so: > > - Pressing K_ESCAPE or MOUSE2 when the UI game has full control (not > during the opening cinematic or in the in-game menu overlay). This > pops the menu off the stack and reinitializes it. I haven't got a clue > why this should work the *second* time but not the first. > - Loading a map from the command line (with +devmap) while running a > debug build sometimes works. Again, clueless. Turns out I was wrong on both counts. - After the UI's opening cinematic, the CD key menu pops up (invisible). Dismissing that - drawing the main menu - was what fixed it. - It has nothing to do with loading a map from the command line, and everything to do with drawing the head model in the status bar. After poking around, I discovered that it only renders properly after having ONCE been told to render a scene smaller or larger than the screen size. (On the main menu, it's a scene containing the "Quake III Arena" logo, and on the status bar, it's a scene containing the player's head model.) I'm working on a engine/game mod that doesn't draw a status bar, so here's my hack in cg_draw.c: if (!doneHack) { doneHack = qtrue; cg.refdef.height--; } // draw 3D view trap_R_RenderScene(&cg.refdef); I hate it, but it works. Anybody got any bright ideas? Any reasons why this would happen, aside from "you've got a flaky card, bub?" This doesn't happen in any other 3D application I have, though it does in ioq3 using both SDL and GLX. By the way, the latest Mesa DRI driver (compiled from source) didn't fix it. The card is an Intel 855GM, which uses the i915 module. Neil From michel at daenzer.net Fri Mar 10 10:08:40 2006 From: michel at daenzer.net (Michel =?ISO-8859-1?Q?D=E4nzer?=) Date: Fri, 10 Mar 2006 16:08:40 +0100 Subject: [quake3] Rendering nothing In-Reply-To: <44114006.90002@cs.byu.edu> References: <44100000.7070207@cs.byu.edu> <44114006.90002@cs.byu.edu> Message-ID: <1142003320.7093.36.camel@localhost> On Fri, 2006-03-10 at 01:59 -0700, Neil Toronto wrote: > > After poking around, I discovered that it only renders properly after > having ONCE been told to render a scene smaller or larger than the > screen size. Does glViewport() ever get called before that? -- Earthling Michel D?nzer | Debian (powerpc), X and DRI developer Libre software enthusiast | http://svcs.affero.net/rm.php?r=daenzer From ntoronto at cs.byu.edu Fri Mar 10 12:04:57 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Fri, 10 Mar 2006 10:04:57 -0700 Subject: [quake3] Rendering nothing In-Reply-To: <1142003320.7093.36.camel@localhost> References: <44100000.7070207@cs.byu.edu> <44114006.90002@cs.byu.edu> <1142003320.7093.36.camel@localhost> Message-ID: <4411B1B9.90907@cs.byu.edu> Michel D?nzer wrote: >On Fri, 2006-03-10 at 01:59 -0700, Neil Toronto wrote: > > >>After poking around, I discovered that it only renders properly after >>having ONCE been told to render a scene smaller or larger than the >>screen size. >> >> > >Does glViewport() ever get called before that? > Oooh, thanks for the pointer. I traced it to the call to glScissor in tr_backend.c. Here's my new hack (I removed the one from cg_draw.c): // set the window clipping qglViewport(backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight); if (!i915hack) { i915hack = qtrue; qglScissor(backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight - 1); } else { qglScissor(backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight); } I tried a bunch of permutations of this (not scissoring, etc.), but they didn't work. Neil From michel at daenzer.net Fri Mar 10 12:45:49 2006 From: michel at daenzer.net (Michel =?ISO-8859-1?Q?D=E4nzer?=) Date: Fri, 10 Mar 2006 18:45:49 +0100 Subject: [quake3] Rendering nothing In-Reply-To: <4411B1B9.90907@cs.byu.edu> References: <44100000.7070207@cs.byu.edu> <44114006.90002@cs.byu.edu> <1142003320.7093.36.camel@localhost> <4411B1B9.90907@cs.byu.edu> Message-ID: <1142012750.7093.97.camel@localhost> On Fri, 2006-03-10 at 10:04 -0700, Neil Toronto wrote: > Michel D?nzer wrote: > > >On Fri, 2006-03-10 at 01:59 -0700, Neil Toronto wrote: > > > >>After poking around, I discovered that it only renders properly after > >>having ONCE been told to render a scene smaller or larger than the > >>screen size. > > > >Does glViewport() ever get called before that? > > > Oooh, thanks for the pointer. I traced it to the call to glScissor in > tr_backend.c. Here's my new hack (I removed the one from cg_draw.c): [...] > I tried a bunch of permutations of this (not scissoring, etc.), but they > didn't work. If you think this is a driver bug, please report it at http://bugs.freedesktop.org, product 'Mesa', component 'Drivers/DRI/i915'. Thanks. -- Earthling Michel D?nzer | Debian (powerpc), X and DRI developer Libre software enthusiast | http://svcs.affero.net/rm.php?r=daenzer From ntoronto at cs.byu.edu Fri Mar 10 15:32:00 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Fri, 10 Mar 2006 13:32:00 -0700 Subject: [quake3] Rendering nothing In-Reply-To: <1142012750.7093.97.camel@localhost> References: <44100000.7070207@cs.byu.edu> <44114006.90002@cs.byu.edu> <1142003320.7093.36.camel@localhost> <4411B1B9.90907@cs.byu.edu> <1142012750.7093.97.camel@localhost> Message-ID: <4411E240.7070800@cs.byu.edu> Michel D?nzer wrote: >On Fri, 2006-03-10 at 10:04 -0700, Neil Toronto wrote: > > >>Oooh, thanks for the pointer. I traced it to the call to glScissor in >>tr_backend.c. Here's my new hack (I removed the one from cg_draw.c): >> >> > >[...] > > > >>I tried a bunch of permutations of this (not scissoring, etc.), but they >>didn't work. >> >> > >If you think this is a driver bug, please report it at >http://bugs.freedesktop.org, product 'Mesa', component >'Drivers/DRI/i915'. Thanks. > I reported it for completeness. Even if it's a hardware issue, it might still be prudent to put a workaround (if one exists) in the i915 DRI driver. https://bugs.freedesktop.org/show_bug.cgi?id=6222 I've never dived into the Mesa DRI code, but I'll keep looking into it. By the way, I stated in the bug report - but not here yet - that this also shows up with the commercial Quake 3 engine. Thanks! Neil From rstotts at cox.net Fri Mar 10 16:24:46 2006 From: rstotts at cox.net (Ryan Stotts) Date: Fri, 10 Mar 2006 15:24:46 -0600 Subject: [quake3] Rendering nothing References: <44100000.7070207@cs.byu.edu> <44114006.90002@cs.byu.edu> Message-ID: <001c01c64489$0e22ae40$660fa8c0@amd> > Neil Toronto wrote: > - It has nothing to do with loading a map from the command line, and > everything to do with drawing the head model in the status bar. Edit your q3config.cfg and change: seta cg_draw3dIcons from 1 to 0. From zakk at timedoctor.org Sat Mar 11 00:19:33 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Fri, 10 Mar 2006 21:19:33 -0800 Subject: Testing Quake 3 Message-ID: <44125DE5.5060201@timedoctor.org> I just put up a post on linuxgames.com to pull in some testers, hopefully. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From spam37512 at gmail.com Sat Mar 11 01:47:55 2006 From: spam37512 at gmail.com (Derek) Date: Fri, 10 Mar 2006 22:47:55 -0800 Subject: [quake3] Testing Quake 3 In-Reply-To: <44125DE5.5060201@timedoctor.org> References: <44125DE5.5060201@timedoctor.org> Message-ID: <1434813a0603102247u4d9f214fg84d9e20d019372be@mail.gmail.com> I can test if you need. On 3/10/06, Zachary J. Slater wrote: > > I just put up a post on linuxgames.com to pull in some testers, hopefully. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Sat Mar 11 01:55:08 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Fri, 10 Mar 2006 22:55:08 -0800 Subject: [quake3] Testing Quake 3 In-Reply-To: <1434813a0603102247u4d9f214fg84d9e20d019372be@mail.gmail.com> References: <44125DE5.5060201@timedoctor.org> <1434813a0603102247u4d9f214fg84d9e20d019372be@mail.gmail.com> Message-ID: <4412744C.0@timedoctor.org> Derek wrote: > I can test if you need. > > On 3/10/06, *Zachary J. Slater* > wrote: > > I just put up a post on linuxgames.com to > pull in some testers, hopefully. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > > Go for it, just play the hell out of it and have fun :) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From fuddl at gmx.de Sat Mar 11 05:19:24 2006 From: fuddl at gmx.de (Bruno Kleinert) Date: Sat, 11 Mar 2006 11:19:24 +0100 Subject: [quake3] Testing Quake 3 In-Reply-To: <44125DE5.5060201@timedoctor.org> References: <44125DE5.5060201@timedoctor.org> Message-ID: <20060311111924.55c1cfd0@localhost.localdomain> Zachary J. Slater wrote: > I just put up a post on linuxgames.com to pull in some testers, hopefully. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > hi there, next weekend i'll be on a lan-party. i'll see a lot of testing there :) cheers, fuddl -- Among elephants it's not considered cool nor in any good taste to drain other elephants -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From jack at monkeynoodle.org Sat Mar 11 18:48:56 2006 From: jack at monkeynoodle.org (Jack Coates) Date: Sat, 11 Mar 2006 15:48:56 -0800 Subject: [quake3] Testing Quake 3 In-Reply-To: <4412744C.0@timedoctor.org> References: <44125DE5.5060201@timedoctor.org> <1434813a0603102247u4d9f214fg84d9e20d019372be@mail.gmail.com> <4412744C.0@timedoctor.org> Message-ID: <441361E8.80701@monkeynoodle.org> Zachary J. Slater wrote: > Derek wrote: >> I can test if you need. >> >> On 3/10/06, *Zachary J. Slater* > > wrote: >> >> I just put up a post on linuxgames.com to >> pull in some testers, hopefully. >> -- >> - Zachary J. Slater >> zakk at timedoctor.org >> zacharyslater at gmail.com >> >> > > Go for it, just play the hell out of it and have fun :) > I've been playing the single-player mode with no problems. Played a few network games too, but you kids are too fast for me :) Anyway, the game is running fine. This is using the installer from Philip Nelson with the PAK file and key from my Quake3 Linux CD, running on Windows XP, IBM T43, ATI Mobility Radeon X300. I typically run in windowed mode at 1024x768, desktop at 1400x1050. thanks for the great work you've done! -- Jack at Monkeynoodle dot Org: It's a Scientific Venture... Riding the Emergency Third Rail Power Trip Since 1996 From zakk at timedoctor.org Sat Mar 11 19:27:41 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 11 Mar 2006 16:27:41 -0800 Subject: [quake3] Testing Quake 3 In-Reply-To: <441361E8.80701@monkeynoodle.org> References: <44125DE5.5060201@timedoctor.org> <1434813a0603102247u4d9f214fg84d9e20d019372be@mail.gmail.com> <4412744C.0@timedoctor.org> <441361E8.80701@monkeynoodle.org> Message-ID: <44136AFD.6090406@timedoctor.org> Jack Coates wrote: > Zachary J. Slater wrote: >> Derek wrote: >>> I can test if you need. >>> >>> On 3/10/06, *Zachary J. Slater* >> > wrote: >>> >>> I just put up a post on linuxgames.com to >>> pull in some testers, hopefully. >>> -- >>> - Zachary J. Slater >>> zakk at timedoctor.org >>> zacharyslater at gmail.com >>> >>> >> >> Go for it, just play the hell out of it and have fun :) >> > I've been playing the single-player mode with no problems. Played a few > network games too, but you kids are too fast for me :) Anyway, the game > is running fine. This is using the installer from Philip Nelson with the > PAK file and key from my Quake3 Linux CD, running on Windows XP, IBM > T43, ATI Mobility Radeon X300. I typically run in windowed mode at > 1024x768, desktop at 1400x1050. > > thanks for the great work you've done! > I'm glad to hear a success story from somebody in Windows, thanks! -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From anders at anders1.org Mon Mar 13 08:56:51 2006 From: anders at anders1.org (Anders Bergh) Date: Mon, 13 Mar 2006 14:56:51 +0100 Subject: [quake3] Testing Quake 3 In-Reply-To: <44136AFD.6090406@timedoctor.org> References: <44125DE5.5060201@timedoctor.org> <1434813a0603102247u4d9f214fg84d9e20d019372be@mail.gmail.com> <4412744C.0@timedoctor.org> <441361E8.80701@monkeynoodle.org> <44136AFD.6090406@timedoctor.org> Message-ID: <976395530603130556s24f92c25rc7f3a0e976f173b0@mail.gmail.com> I've been playing ioq3 in Windows too, using the installer by Philip. Works great! I've got a geforce 6600GT and I usually run ioq3 in fullscreen mode at 1024x768. On 3/12/06, Zachary J. Slater wrote: > Jack Coates wrote: > > Zachary J. Slater wrote: > >> Derek wrote: > >>> I can test if you need. > >>> > >>> On 3/10/06, *Zachary J. Slater* >>> > wrote: > >>> > >>> I just put up a post on linuxgames.com to > >>> pull in some testers, hopefully. > >>> -- > >>> - Zachary J. Slater > >>> zakk at timedoctor.org > >>> zacharyslater at gmail.com > >>> > >>> > >> > >> Go for it, just play the hell out of it and have fun :) > >> > > I've been playing the single-player mode with no problems. Played a few > > network games too, but you kids are too fast for me :) Anyway, the game > > is running fine. This is using the installer from Philip Nelson with the > > PAK file and key from my Quake3 Linux CD, running on Windows XP, IBM > > T43, ATI Mobility Radeon X300. I typically run in windowed mode at > > 1024x768, desktop at 1400x1050. > > > > thanks for the great work you've done! > > > > I'm glad to hear a success story from somebody in Windows, thanks! > > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From zakk at timedoctor.org Tue Mar 14 02:18:22 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 13 Mar 2006 23:18:22 -0800 Subject: Lots of changes to the web site Message-ID: <44166E3E.3020300@timedoctor.org> Just a quick note to apologize for all the web-site updates with svn commit notices, I've been asking floam to tweak things around for end-users in preparation for a (hopeful) release soonish. Do you like the changes? -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From spam37512 at gmail.com Tue Mar 14 02:41:37 2006 From: spam37512 at gmail.com (Derek) Date: Mon, 13 Mar 2006 23:41:37 -0800 Subject: [quake3] Lots of changes to the web site In-Reply-To: <44166E3E.3020300@timedoctor.org> References: <44166E3E.3020300@timedoctor.org> Message-ID: <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> I like the icons on the get it page.One question though,why is windoze on top?It should be at the bottom,where trash belongs(IMO).Linux should be on top. On 3/13/06, Zachary J. Slater wrote: > > Just a quick note to apologize for all the web-site updates with svn > commit notices, I've been asking floam to tweak things around for > end-users in preparation for a (hopeful) release soonish. > > Do you like the changes? > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > -------------- next part -------------- An HTML attachment was scrubbed... URL: From ntoronto at cs.byu.edu Tue Mar 14 03:02:41 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Tue, 14 Mar 2006 01:02:41 -0700 Subject: [quake3] Lots of changes to the web site In-Reply-To: <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> References: <44166E3E.3020300@timedoctor.org> <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> Message-ID: <441678A1.4020404@cs.byu.edu> Ditto on the icons, no ditto on the rabid Slashdot fanboyism. There's no natural ordering over the set of supported operating systems, but a DECENT one is likelihood of download, which is correlated with install base. Derek wrote: > I like the icons on the get it page.One question though,why is windoze > on top?It should be at the bottom,where trash belongs(IMO).Linux > should be on top. > > On 3/13/06, *Zachary J. Slater* > wrote: > > Just a quick note to apologize for all the web-site updates with svn > commit notices, I've been asking floam to tweak things around for > end-users in preparation for a (hopeful) release soonish. > > Do you like the changes? > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > > From zakk at timedoctor.org Tue Mar 14 03:11:01 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 14 Mar 2006 00:11:01 -0800 Subject: [quake3] Lots of changes to the web site In-Reply-To: <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> References: <44166E3E.3020300@timedoctor.org> <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> Message-ID: <44167A95.2050805@timedoctor.org> Derek wrote: > I like the icons on the get it page.One question though,why is windoze > on top?It should be at the bottom,where trash belongs(IMO).Linux should > be on top. > Dearest sir, please take your potty mouth and idiotic slashdot trolling away. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ntoronto at cs.byu.edu Tue Mar 14 03:18:55 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Tue, 14 Mar 2006 01:18:55 -0700 Subject: Laptops and busy wait In-Reply-To: <441678A1.4020404@cs.byu.edu> References: <44166E3E.3020300@timedoctor.org> <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> <441678A1.4020404@cs.byu.edu> Message-ID: <44167C6F.9050901@cs.byu.edu> For no good reason, I'm developing on a laptop running Linux. Quake 3 presents it with a special problem: even with com_maxfps set, it runs busy wait loop, which eats up CPU (near 100%), which turns on frequency throttling (or scaling), which lowers the framerate. I don't recall having this problem when I was developing mods on Windows. (However, looking through the engine source, I can't see a good reason it wouldn't have done it there.) The busy wait loop is in common.c: do { ... } while (msec < minMsec); Possible solution: do { ... if (msec < minMsec) Sys_Sleep(0); } while (msec < minMsec); This kicks Quake 3 off the scheduler if the frame didn't take long enough, so the CPU is free to pause for a half millisecond and cool off. Sys_Sleep() is a new function in unix_shared.c and win_shared.c. On unix systems it calls usleep(msec * 1000), on Windows, Sleep(msec). On both systems, Sys_Sleep(0) behaves the same way. I don't know what this would do when a server is running. My own codebase is heavily modified - no server, no netcode, etc. It works fine with just a client game, though. Thoughts? Neil From vincent at cojot.name Tue Mar 14 03:26:52 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Tue, 14 Mar 2006 09:26:52 +0100 (CET) Subject: Quake3 and Solaris Packages.. Message-ID: Hello everyone, I currently have Solaris/Sparc q3 packages and I'd like to be included in the official release too :) . Could someone please take a look into the attached patch and commit it? I will upload the Solaris/Sparc packages to my icculus account afterwards and you'll be able to provide them on the q3 web page if you wish to. I'll be building Solaris/x86 packages of q3 once I upgrade my vmware Solaris installs to S10 so stay tuned with these too... Thanks, -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost -------------- next part -------------- diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioq3ded.sh quake3-Solaris/code/unix/setup/pkg/ioq3ded.sh *** quake3/code/unix/setup/pkg/ioq3ded.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioq3ded.sh 2006-02-15 11:50:38.000000000 +0100 *************** *** 0 **** --- 1,42 ---- + #!/bin/bash + # Rev: $Id: ioq3ded.sh,v 1.9 2006/01/18 13:47:42 raistlin Exp raistlin $ + # Needed to make symlinks/shortcuts work. + # the binaries must run with correct working directory + # + + IOQ3_DIR=/usr/local/share/games/quake3 + + COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` + COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` + + EXEC_REL=release + + #EXEC_BIN=ioquake3.${COMPILE_ARCH} + #EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} + EXEC_BIN=ioq3ded.${COMPILE_ARCH} + + EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" + + EXEC_DIR_LIST=${IOQ3_DIR} + + for d in ${EXEC_DIR_LIST} + do + if [ -d $d ]; then + EXEC_DIR=${d} + break + fi + done + + if [ "X${EXEC_DIR}" != "X" ]; then + if [ ! -x ${EXEC_DIR}/${EXEC_BIN} ]; then + echo "Executable ${EXEC_DIR}/${EXEC_BIN} not found!" ; exit 1 + fi + cd ${IOQ3_DIR} && \ + ${EXEC_DIR}/${EXEC_BIN} ${EXEC_FLAGS} $* + exit $? + else + echo "No ioq3 binaries found!" + exit 1 + fi + + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/depend quake3-Solaris/code/unix/setup/pkg/ioquake3/depend *** quake3/code/unix/setup/pkg/ioquake3/depend 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/depend 2006-02-15 12:13:19.000000000 +0100 *************** *** 0 **** --- 1,3 ---- + P SUNWxilrl XIL Runtime Environment + P SFWsdl SDL - Simple DirectMedia Layer library + P ioquake3d Icculus.Org Quake3 game data files for Solaris 10 (X11,GLX,SDL) diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/pkginfo.template quake3-Solaris/code/unix/setup/pkg/ioquake3/pkginfo.template *** quake3/code/unix/setup/pkg/ioquake3/pkginfo.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/pkginfo.template 2006-02-15 12:13:32.000000000 +0100 *************** *** 0 **** --- 1,12 ---- + CLASSES=none + BASEDIR=/usr/local/share/games + TZ=PST + PATH=/sbin:/usr/sbin:/usr/bin:/usr/sadm/install/bin + PKG=ioquake3 + NAME=Icculus.Org Quake3 1.34 for Solaris 10 (X11,GLX,SDL) + VERSION= + CATEGORY=application,graphics,opengl + DESC=Icculus.Org Quake3 1.34 for Solaris 10 (http://www.icculus.org/quake3) + VENDOR=http://www.icculus.org/quake3 + EMAIL=quake at cojot.name + PKGSAV=/var/sadm/pkg/ioquake3/save diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/postinstall quake3-Solaris/code/unix/setup/pkg/ioquake3/postinstall *** quake3/code/unix/setup/pkg/ioquake3/postinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/postinstall 2006-02-15 13:03:29.000000000 +0100 *************** *** 0 **** --- 1,21 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postinstall,v 1.3 2006/01/21 12:54:52 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR/quake3 + dest_dir=${PKG_INSTALL_ROOT}/usr/local/bin + + if [ -d ${dest_dir} ]; then + for inst_script in ioq3ded.sh ioquake3.sh + do + dest_script=${dest_dir}/${inst_script} + if [ ! -h ${dest_script} ]; then + ln -s ${quake3_dir}/${inst_script} ${dest_script} + fi + done + fi + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/postremove quake3-Solaris/code/unix/setup/pkg/ioquake3/postremove *** quake3/code/unix/setup/pkg/ioquake3/postremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/postremove 2006-02-15 13:03:39.000000000 +0100 *************** *** 0 **** --- 1,21 ---- + #!/bin/sh + # + # @(#)postremove $Id: postremove,v 1.3 2006/01/21 12:54:52 coyote Exp $ + # + # postremove script for quake3 + + quake3_dir=$BASEDIR + dest_dir=${PKG_INSTALL_ROOT}/usr/local/bin + + if [ -d ${dest_dir} ]; then + for inst_script in ioq3ded.sh ioquake3.sh + do + dest_script=${dest_dir}/${inst_script} + if [ -h ${dest_script} ]; then + rm -f ${dest_script} + fi + done + fi + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/preinstall quake3-Solaris/code/unix/setup/pkg/ioquake3/preinstall *** quake3/code/unix/setup/pkg/ioquake3/preinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/preinstall 2006-02-15 12:14:30.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/preremove quake3-Solaris/code/unix/setup/pkg/ioquake3/preremove *** quake3/code/unix/setup/pkg/ioquake3/preremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/preremove 2006-02-15 12:14:34.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/prototype.template quake3-Solaris/code/unix/setup/pkg/ioquake3/prototype.template *** quake3/code/unix/setup/pkg/ioquake3/prototype.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/prototype.template 2002-08-29 19:54:38.000000000 +0200 *************** *** 0 **** --- 1,8 ---- + !default 0755 root bin + i pkginfo + i copyright + i depend + i postinstall + i postremove + i preinstall + i preremove diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3/space quake3-Solaris/code/unix/setup/pkg/ioquake3/space *** quake3/code/unix/setup/pkg/ioquake3/space 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3/space 2004-09-20 12:59:14.000000000 +0200 *************** *** 0 **** --- 1 ---- + /usr/local/share 20000 15 diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/depend quake3-Solaris/code/unix/setup/pkg/ioquake3d/depend *** quake3/code/unix/setup/pkg/ioquake3d/depend 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/depend 2004-09-20 13:38:51.000000000 +0200 *************** *** 0 **** --- 1,2 ---- + P SUNWxilrl XIL Runtime Environment + P SFWsdl SDL - Simple DirectMedia Layer library diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/pkginfo.template quake3-Solaris/code/unix/setup/pkg/ioquake3d/pkginfo.template *** quake3/code/unix/setup/pkg/ioquake3d/pkginfo.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/pkginfo.template 2006-02-15 12:13:57.000000000 +0100 *************** *** 0 **** --- 1,12 ---- + CLASSES=none + BASEDIR=/usr/local/share/games + TZ=PST + PATH=/sbin:/usr/sbin:/usr/bin:/usr/sadm/install/bin + PKG=ioquake3d + NAME=Icculus.Org Quake3 game data files for Solaris 10 (X11,GLX,SDL) + VERSION= + CATEGORY=application,graphics,opengl + DESC=Icculus.Org Quake3 game data files for Solaris 10 (http://www.icculus.org/quake3) + VENDOR=http://www.icculus.org/quake3 + EMAIL=quake at cojot.name + PKGSAV=/var/sadm/pkg/ioquake3d/save diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/postinstall quake3-Solaris/code/unix/setup/pkg/ioquake3d/postinstall *** quake3/code/unix/setup/pkg/ioquake3d/postinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/postinstall 2006-02-15 12:14:41.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/postremove quake3-Solaris/code/unix/setup/pkg/ioquake3d/postremove *** quake3/code/unix/setup/pkg/ioquake3d/postremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/postremove 2006-02-15 12:10:41.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: postremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/preinstall quake3-Solaris/code/unix/setup/pkg/ioquake3d/preinstall *** quake3/code/unix/setup/pkg/ioquake3d/preinstall 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/preinstall 2006-02-15 12:11:01.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preinstall,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/preremove quake3-Solaris/code/unix/setup/pkg/ioquake3d/preremove *** quake3/code/unix/setup/pkg/ioquake3d/preremove 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/preremove 2006-02-15 12:11:27.000000000 +0100 *************** *** 0 **** --- 1,10 ---- + #!/bin/sh + # + # @(#)postinstall $Id: preremove,v 1.2 2006/01/25 13:22:56 coyote Exp $ + # + # postinstall script for quake3 + + quake3_dir=$BASEDIR + + exit 0 + diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/prototype.template quake3-Solaris/code/unix/setup/pkg/ioquake3d/prototype.template *** quake3/code/unix/setup/pkg/ioquake3d/prototype.template 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/prototype.template 2002-08-29 19:54:38.000000000 +0200 *************** *** 0 **** --- 1,8 ---- + !default 0755 root bin + i pkginfo + i copyright + i depend + i postinstall + i postremove + i preinstall + i preremove diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3d/space quake3-Solaris/code/unix/setup/pkg/ioquake3d/space *** quake3/code/unix/setup/pkg/ioquake3d/space 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3d/space 2004-09-20 12:58:02.000000000 +0200 *************** *** 0 **** --- 1 ---- + /usr/local/share 50000 100 diff -rcN --exclude=.svn quake3/code/unix/setup/pkg/ioquake3.sh quake3-Solaris/code/unix/setup/pkg/ioquake3.sh *** quake3/code/unix/setup/pkg/ioquake3.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/pkg/ioquake3.sh 2006-02-15 11:50:43.000000000 +0100 *************** *** 0 **** --- 1,41 ---- + #!/bin/bash + # Rev: $Id: ioquake3.sh,v 1.11 2006/01/18 13:47:42 raistlin Exp raistlin $ + # Needed to make symlinks/shortcuts work. + # the binaries must run with correct working directory + + IOQ3_DIR=/usr/local/share/games/quake3 + + COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` + COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` + + EXEC_REL=release + + EXEC_BIN=ioquake3.${COMPILE_ARCH} + #EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} + #EXEC_BIN=ioq3ded.${COMPILE_ARCH} + + EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" + + EXEC_DIR_LIST=${IOQ3_DIR} + + for d in ${EXEC_DIR_LIST} + do + if [ -d $d ]; then + EXEC_DIR=${d} + break + fi + done + + if [ "X${EXEC_DIR}" != "X" ]; then + if [ ! -x ${EXEC_DIR}/${EXEC_BIN} ]; then + echo "Executable ${EXEC_DIR}/${EXEC_BIN} not found!" ; exit 1 + fi + cd ${IOQ3_DIR} && \ + ${EXEC_DIR}/${EXEC_BIN} ${EXEC_FLAGS} $* + exit $? + else + echo "No ioq3 binaries found!" + exit 1 + fi + + diff -rcN --exclude=.svn quake3/code/unix/setup/Solaris_pkg.sh quake3-Solaris/code/unix/setup/Solaris_pkg.sh *** quake3/code/unix/setup/Solaris_pkg.sh 1970-01-01 01:00:00.000000000 +0100 --- quake3-Solaris/code/unix/setup/Solaris_pkg.sh 2006-02-15 18:23:48.000000000 +0100 *************** *** 0 **** --- 1,117 ---- + #!/bin/bash + # Solaris tuff + OSTYPE=SunOS + if [ "X`uname -m`" = "Xi386" ]; then + ARCH=i386 + else + ARCH=sparc + fi + + # Packages + PKG_SOLARIS_NAME=ioquake3 + PKG_DATA_NAME=ioquake3d + BUILD_DATE="`/usr/bin/date '+%Y%m%d%H%M%S'`" + BUILD_VERSION="1.34-rSVN" + PKG_VERSION="1" + PKG_MAINT_ID="quake at cojot.name" + SOLARIS_PKGFILE="${PKG_SOLARIS_NAME}-${BUILD_VERSION}-${PKG_VERSION}-${ARCH}.pkg" + DATA_PKGFILE="${PKG_DATA_NAME}-${BUILD_VERSION}-${PKG_VERSION}-${ARCH}.pkg" + + # Locations + MOUNT_DIR="../../.." + BUILD_DIR="${MOUNT_DIR}/build/release-${OSTYPE}-${ARCH}" + PKG_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_SOLARIS_NAME}" + PKG_BUILD_DIR="/tmp/ioquake3-build/${PKG_SOLARIS_NAME}-${BUILD_VERSION}" + PKG_DATA_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_DATA_NAME}" + PKG_DATA_BUILD_DIR="/usr/local/src/quake3-data/quake3" + + # Tools + RM="/usr/bin/rm" + TOUCH="/usr/bin/touch" + SED="/usr/bin/sed" + CAT="/usr/bin/cat" + NAWK="/usr/bin/nawk" + MKDIR="gmkdir -v -p" + INSTALL_BIN="ginstall -D -m 755" + INSTALL_DATA="ginstall -D -m 644" + PKGPROTO="/usr/bin/pkgproto" + PKGMK="/usr/bin/pkgmk" + PKGTRANS="/usr/bin/pkgtrans" + + ############################################################################# + # SOLARIS PACKAGE + ############################################################################# + + if [ -d ${BUILD_DIR} ]; then + if [ ! -d ${BUILD_DIR}/pkg ]; then + ${MKDIR} ${BUILD_DIR}/pkg + fi + echo "Building ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE}" + ${RM} -f ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} + ${TOUCH} ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} + ${SED} -e "/VERSION=/s/.*/VERSION=${BUILD_VERSION}.${PKG_VERSION}/" \ + < ${PKG_SRC_DIR}/pkginfo.template \ + > ${PKG_SRC_DIR}/pkginfo + ${CAT} ${PKG_SRC_DIR}/prototype.template > ${PKG_SRC_DIR}/prototype + + ${INSTALL_DATA} ${MOUNT_DIR}/COPYING.txt ${PKG_SRC_DIR}/copyright + for EXEC_READ in README id-readme.txt + do + if [ -f ${MOUNT_DIR}/${EXEC_READ} ]; then + ${INSTALL_DATA} ${MOUNT_DIR}/${EXEC_READ} ${PKG_BUILD_DIR}/${EXEC_READ} + fi + done + + for EXEC_BIN in ioq3ded ioquake3-smp ioquake3 + do + if [ -f ${BUILD_DIR}/${EXEC_BIN}.${ARCH} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/${EXEC_BIN}.${ARCH} ${PKG_BUILD_DIR}/${EXEC_BIN}.${ARCH} + fi + done + + for EXEC_SH in ioq3ded.sh ioquake3.sh + do + if [ -f ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ]; then + ${INSTALL_BIN} ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ${PKG_BUILD_DIR}/${EXEC_SH} + fi + done + + for EXEC_SO in cgamesparc.so qagamesparc.so uisparc.so + do + if [ -f ${BUILD_DIR}/baseq3/${EXEC_SO} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/baseq3/${EXEC_SO} ${PKG_BUILD_DIR}/baseq3/${EXEC_SO} + fi + if [ -f ${BUILD_DIR}/missionpack/${EXEC_SO} ]; then + ${INSTALL_BIN} ${BUILD_DIR}/missionpack/${EXEC_SO} ${PKG_BUILD_DIR}/missionpack/${EXEC_SO} + fi + done + + ${PKGPROTO} ${PKG_BUILD_DIR}=quake3 | \ + ${NAWK} '{ print $1,$2,$3,$4 }' >> ${PKG_SRC_DIR}/prototype + ${PKGMK} -o -p "${PKG_MAINT_ID}${BUILD_DATE}" \ + -b ${PKG_SRC_DIR} -f ${PKG_SRC_DIR}/prototype \ + -d /tmp -a ${ARCH} owner=root group=bin mode=0755 + ${PKGTRANS} -s /tmp ${BUILD_DIR}/pkg/${SOLARIS_PKGFILE} ${PKG_SOLARIS_NAME} + + echo "Building ${BUILD_DIR}/pkg/${DATA_PKGFILE}" + ${RM} -f ${BUILD_DIR}/pkg/${DATA_PKGFILE} + ${TOUCH} ${BUILD_DIR}/pkg/${DATA_PKGFILE} + ${SED} -e "/VERSION=/s/.*/VERSION=${BUILD_VERSION}.${PKG_VERSION}/" \ + < ${PKG_DATA_SRC_DIR}/pkginfo.template \ + > ${PKG_DATA_SRC_DIR}/pkginfo + ${CAT} ${PKG_DATA_SRC_DIR}/prototype.template > ${PKG_DATA_SRC_DIR}/prototype + + ${INSTALL_DATA} ${MOUNT_DIR}/COPYING.txt ${PKG_DATA_SRC_DIR}/install/copyright + + ${PKGPROTO} ${PKG_DATA_BUILD_DIR}=quake3 | \ + ${NAWK} '{ print $1,$2,$3,$4 }' >> ${PKG_DATA_SRC_DIR}/prototype + ${PKGMK} -o -p "${PKG_MAINT_ID}${BUILD_DATE}" \ + -b ${PKG_DATA_SRC_DIR} -f ${PKG_DATA_SRC_DIR}/prototype \ + -d /tmp -a ${ARCH} owner=root group=bin mode=0755 + ${PKGTRANS} -s /tmp ${BUILD_DIR}/pkg/${DATA_PKGFILE} ${PKG_DATA_NAME} + else + echo "Directory ${BUILD_DIR} not found!" + exit 1 + fi + + From spam37512 at gmail.com Tue Mar 14 03:33:55 2006 From: spam37512 at gmail.com (Derek) Date: Tue, 14 Mar 2006 00:33:55 -0800 Subject: [quake3] Lots of changes to the web site In-Reply-To: <44167A95.2050805@timedoctor.org> References: <44166E3E.3020300@timedoctor.org> <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> <44167A95.2050805@timedoctor.org> Message-ID: <1434813a0603140033l78d45e8xc245ae64a61868ad@mail.gmail.com> potty mouth and idiotic slashdot trolling?Did not mean to offend anyone,I was just saying what I thought,thats all.You asked,I answered with my opinion.I did not realize there were windows fanatics on here,thought it was all *nix users. Good bye On 3/14/06, Zachary J. Slater wrote: > > Derek wrote: > > I like the icons on the get it page.One question though,why is windoze > > on top?It should be at the bottom,where trash belongs(IMO).Linux should > > be on top. > > > > Dearest sir, please take your potty mouth and idiotic slashdot trolling > away. > > > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > -------------- next part -------------- An HTML attachment was scrubbed... URL: From tim at ngus.net Tue Mar 14 03:46:32 2006 From: tim at ngus.net (Tim Angus) Date: Tue, 14 Mar 2006 08:46:32 +0000 Subject: Lots of changes to the web site In-Reply-To: <44166E3E.3020300@timedoctor.org> References: <44166E3E.3020300@timedoctor.org> Message-ID: <441682E8.1070700@ngus.net> Zachary J. Slater wrote: > Just a quick note to apologize for all the web-site updates with svn > commit notices, I've been asking floam to tweak things around for > end-users in preparation for a (hopeful) release soonish. > > Do you like the changes? Yeah, much better. From ludwig.nussel at suse.de Tue Mar 14 03:51:39 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Tue, 14 Mar 2006 09:51:39 +0100 Subject: [quake3] Lots of changes to the web site In-Reply-To: <44166E3E.3020300@timedoctor.org> References: <44166E3E.3020300@timedoctor.org> Message-ID: <200603140951.39757.ludwig.nussel@suse.de> On Tuesday 14 March 2006 08:18, Zachary J. Slater wrote: > Just a quick note to apologize for all the web-site updates with svn > commit notices, I've been asking floam to tweak things around for > end-users in preparation for a (hopeful) release soonish. > > Do you like the changes? You mirrored the installers, fine. SUSE mirrors are overloaded anyways. The installers alone do not have gpg signatures though. You need to either include MD5SUMS{,.asc} or I'll have to sign the installers individually (can do this evening, don't have key here). It may not be important to you but it is for me. If you insist in turning my name into a link I'd prefer mailto:ludwig.nussel at suse.de over angst.cynapses.org. The quake3 directory on the ftp server contains repo-md files btw so on rpm based systems you can just add it as installation source to yum/smart/yast. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From demodevil at gmail.com Tue Mar 14 16:43:56 2006 From: demodevil at gmail.com (Slash) Date: Tue, 14 Mar 2006 16:43:56 -0500 Subject: [quake3] Lots of changes to the web site In-Reply-To: <200603140951.39757.ludwig.nussel@suse.de> References: <44166E3E.3020300@timedoctor.org> <200603140951.39757.ludwig.nussel@suse.de> Message-ID: On 3/14/06, Ludwig Nussel wrote: > On Tuesday 14 March 2006 08:18, Zachary J. Slater wrote: > > Just a quick note to apologize for all the web-site updates with svn > > commit notices, I've been asking floam to tweak things around for > > end-users in preparation for a (hopeful) release soonish. > > > > Do you like the changes? > Perhaps you can add this to "Unofficial installers and packages"? * Arch Linux http://aur.archlinux.org/packages.php?do_Details=1&ID=2061 This is an Arch Linux PKGBUILD to get the latest code from SVN and build a package for icculus.org/quake3. The complete list of commands to do so are as follows (but I think any Arch Linux user would know how to anyways): wget http://aur.archlinux.org/packages/quake3-icculus-svn/quake3-icculus-svn.tar.gz tar zxvf quake3-icculus-svn.tar.gz cd quake3-icculus-svn/ versionpkg pacman -A quake3-icculus-svn-*.pkg.tar.gz Then run "quake3" to play :) Thanks, Slash From floam at sh.nu Tue Mar 14 17:59:02 2006 From: floam at sh.nu (Aaron Gyes) Date: Tue, 14 Mar 2006 14:59:02 -0800 Subject: [quake3] Lots of changes to the web site In-Reply-To: <1434813a0603140033l78d45e8xc245ae64a61868ad@mail.gmail.com> References: <44166E3E.3020300@timedoctor.org> <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> <44167A95.2050805@timedoctor.org> <1434813a0603140033l78d45e8xc245ae64a61868ad@mail.gmail.com> Message-ID: <1142377142.12795.2.camel@localhost.localdomain> On Tue, 2006-03-14 at 00:33 -0800, Derek wrote: > potty mouth and idiotic slashdot trolling?Did not mean to offend > anyone,I was just saying what I thought,thats all.You asked,I answered > with my opinion.I did not realize there were windows fanatics on > here,thought it was all *nix users. We are indeed mostly all Linux users. Zakk is, I am (I'm the one that did the page). The world however is not full of fanboys. Windows went on top because it's most likely to be downloaded. Linux was second, and Mac is at the end. Had I put them in order of preference, it would have gone Linux, Mac, Windows, but that'd just be off. Aaron Gyes From floam at sh.nu Tue Mar 14 18:04:10 2006 From: floam at sh.nu (Aaron Gyes) Date: Tue, 14 Mar 2006 15:04:10 -0800 Subject: [quake3] Lots of changes to the web site In-Reply-To: <200603140951.39757.ludwig.nussel@suse.de> References: <44166E3E.3020300@timedoctor.org> <200603140951.39757.ludwig.nussel@suse.de> Message-ID: <1142377450.12795.6.camel@localhost.localdomain> On Tue, 2006-03-14 at 09:51 +0100, Ludwig Nussel wrote: > You mirrored the installers, fine. SUSE mirrors are overloaded > anyways. The installers alone do not have gpg signatures though. You > need to either include MD5SUMS{,.asc} or I'll have to sign the > installers individually (can do this evening, don't have key here). > It may not be important to you but it is for me. Do you need those actual files, or is okay if I just include the MD5 sums as text next to each download link? I had planned to add those anyways for all downloads. > If you insist in turning my name into a link I'd prefer > mailto:ludwig.nussel at suse.de over angst.cynapses.org. Oops, sorry. That'll be in the next commit. Aaron Gyes From jack at monkeynoodle.org Tue Mar 14 22:48:03 2006 From: jack at monkeynoodle.org (Jack Coates) Date: Tue, 14 Mar 2006 19:48:03 -0800 Subject: [quake3] Lots of changes to the web site In-Reply-To: <1142377142.12795.2.camel@localhost.localdomain> References: <44166E3E.3020300@timedoctor.org> <1434813a0603132341xe6d1cebgeaedd8d2ab8773fa@mail.gmail.com> <44167A95.2050805@timedoctor.org> <1434813a0603140033l78d45e8xc245ae64a61868ad@mail.gmail.com> <1142377142.12795.2.camel@localhost.localdomain> Message-ID: <44178E73.90608@monkeynoodle.org> Aaron Gyes wrote: > On Tue, 2006-03-14 at 00:33 -0800, Derek wrote: > >> potty mouth and idiotic slashdot trolling?Did not mean to offend >> anyone,I was just saying what I thought,thats all.You asked,I answered >> with my opinion.I did not realize there were windows fanatics on >> here,thought it was all *nix users. >> It's not about fanaticism, it's about experience... http://www.monkeynoodle.org/comp/suck -- Jack at Monkeynoodle dot Org: It's a Scientific Venture... Riding the Emergency Third Rail Power Trip Since 1996 From ludwig.nussel at suse.de Wed Mar 15 03:35:05 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 15 Mar 2006 09:35:05 +0100 Subject: [quake3] Lots of changes to the web site In-Reply-To: <1142377450.12795.6.camel@localhost.localdomain> References: <44166E3E.3020300@timedoctor.org> <200603140951.39757.ludwig.nussel@suse.de> <1142377450.12795.6.camel@localhost.localdomain> Message-ID: <200603150935.05957.ludwig.nussel@suse.de> On Wednesday 15 March 2006 00:04, Aaron Gyes wrote: > On Tue, 2006-03-14 at 09:51 +0100, Ludwig Nussel wrote: > > You mirrored the installers, fine. SUSE mirrors are overloaded > > anyways. The installers alone do not have gpg signatures though. You > > need to either include MD5SUMS{,.asc} or I'll have to sign the > > installers individually (can do this evening, don't have key here). > > It may not be important to you but it is for me. > Do you need those actual files, or is okay if I just include the MD5 > sums as text next to each download link? I had planned to add those > anyways for all downloads. MD5 sums can't prove the authenticity of the files. I've uploaded the gpg signatures for the installers, please add them. The link to the ppc installer is broken btw. Typo in file name, ippc instead of ppc. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From vincent at cojot.name Wed Mar 15 09:03:06 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Wed, 15 Mar 2006 15:03:06 +0100 (CET) Subject: [quake3] Re: Lots of changes to the web site In-Reply-To: <441682E8.1070700@ngus.net> References: <44166E3E.3020300@timedoctor.org> <441682E8.1070700@ngus.net> Message-ID: Hello everyone, Thanks Tim for the commited patch.. Here are the ioq3 Solaris packages for SPARC (they are in my $HOME on icculus since I don't want a web page where to host them), perhaps you'd like to put them in the public area on the ioq3 web page... coyote at gamehenge ioq3 $ pwd /home/coyote/ioq3 coyote at gamehenge ioq3 $ hostname -f gamehenge.icculus.org coyote at gamehenge ioq3 $ ls -la total 74016 -rw-r--r-- 1 coyote users 3603893 Mar 15 05:15 ioquake3-1.34-rSVN-1-sparc.pkg.gz -rw-r--r-- 1 coyote users 68 Mar 15 05:17 ioquake3-1.34-rSVN-1-sparc.pkg.gz.md5 -rw-r--r-- 1 coyote users 72088979 Mar 15 05:15 ioquake3d-1.34-rSVN-1-sparc.pkg.gz -rw-r--r-- 1 coyote users 69 Mar 15 05:17 ioquake3d-1.34-rSVN-1-sparc.pkg.gz.md5 Cheers, -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost From vincent at cojot.name Wed Mar 15 09:04:54 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Wed, 15 Mar 2006 15:04:54 +0100 (CET) Subject: [quake3] Re: Lots of changes to the web site In-Reply-To: <441682E8.1070700@ngus.net> References: <44166E3E.3020300@timedoctor.org> <441682E8.1070700@ngus.net> Message-ID: Hello Tim, Could you please apply this very minor patch? The package I built already do include it but it may as well land into SVN... -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost -------------- next part -------------- Index: code/unix/setup/Solaris_pkg.sh =================================================================== --- code/unix/setup/Solaris_pkg.sh (revision 645) +++ code/unix/setup/Solaris_pkg.sh (working copy) @@ -101,7 +101,7 @@ > ${PKG_DATA_SRC_DIR}/pkginfo ${CAT} ${PKG_DATA_SRC_DIR}/prototype.template > ${PKG_DATA_SRC_DIR}/prototype - ${INSTALL_DATA} ${MOUNT_DIR}/COPYING.txt ${PKG_DATA_SRC_DIR}/install/copyright + ${INSTALL_DATA} ${MOUNT_DIR}/web/include/id_patch_pk3s_Q3A_EULA.txt ${PKG_DATA_SRC_DIR}/copyright ${PKGPROTO} ${PKG_DATA_BUILD_DIR}=quake3 | \ ${NAWK} '{ print $1,$2,$3,$4 }' >> ${PKG_DATA_SRC_DIR}/prototype From zakk at timedoctor.org Wed Mar 15 10:05:07 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 15 Mar 2006 07:05:07 -0800 Subject: [quake3] Re: Lots of changes to the web site In-Reply-To: References: <44166E3E.3020300@timedoctor.org> <441682E8.1070700@ngus.net> Message-ID: <44182D23.2080709@timedoctor.org> I have to take your packages and put them with the others on i.o -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From insidepoolhenry at yahoo.com Thu Mar 16 16:04:48 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Thu, 16 Mar 2006 13:04:48 -0800 (PST) Subject: SMP functionality Message-ID: <20060316210449.72074.qmail@web52315.mail.yahoo.com> Quake-3 smp works fine on a dual PIII-550 system using DRI with Debian Etch Xorg.6.9 - Mesa 6.4.1 . Getting excellent frame rate now over 100FPS on Radeon 8500 But ioquake3-smp.x86 does not. It compiles fine. Anybody had any success? Thanks, Hank --------------------------------- Yahoo! Mail Use Photomail to share photos without annoying attachments. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Thu Mar 16 16:19:46 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 16 Mar 2006 13:19:46 -0800 Subject: [quake3] SMP functionality In-Reply-To: <20060316210449.72074.qmail@web52315.mail.yahoo.com> References: <20060316210449.72074.qmail@web52315.mail.yahoo.com> Message-ID: <4419D672.1070307@timedoctor.org> Henry Garcia wrote: > Quake-3 smp works fine on a dual PIII-550 system using DRI with Debian > Etch Xorg.6.9 - Mesa 6.4.1 . Getting excellent frame rate now over > 100FPS on Radeon 8500 > > But ioquake3-smp.x86 does not. It compiles fine. Anybody had any success? > Does not what? Does not achieve a framerate that good? -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From insidepoolhenry at yahoo.com Thu Mar 16 16:54:26 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Thu, 16 Mar 2006 13:54:26 -0800 (PST) Subject: [quake3] SMP functionality In-Reply-To: <4419D672.1070307@timedoctor.org> Message-ID: <20060316215426.90007.qmail@web52306.mail.yahoo.com> ioquake3-smp.x86 does run. But console messages say enabling SMP acceleration failed. Using svn 643. Get a varying frame rate of 30 - 90 fps using ioquake3-smp.x86. Using quake3-smp.x86 console says smp acceleration succeeded. And says it's using smp acceleration for textures later on in the message. Have the vm_game, vm_cgame, vm_ui all set to 1. Get a varying frame rate of 30 - 90 fps using ioquake3-smp.x86. same as ioquake3.x86 I did replace the -march=i586 with -march=pentium3 in the Optimizations section of the x86 section. Figured it would help, since I have a Pentium III system? But in general, it seems the ioquake3.x86 files run about 10% faster than the quake3.x86 files. Graphics look better, also. Didn't know if the SMP was broken in the new ioquake builds? Thanks, Hank "Zachary J. Slater" wrote: Henry Garcia wrote: > Quake-3 smp works fine on a dual PIII-550 system using DRI with Debian > Etch Xorg.6.9 - Mesa 6.4.1 . Getting excellent frame rate now over > 100FPS on Radeon 8500 > > But ioquake3-smp.x86 does not. It compiles fine. Anybody had any success? > Does not what? Does not achieve a framerate that good? -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com --------------------------------- Yahoo! Mail Bring photos to life! New PhotoMail makes sharing a breeze. -------------- next part -------------- An HTML attachment was scrubbed... URL: From psyborg at pkg.fr Fri Mar 17 03:39:01 2006 From: psyborg at pkg.fr (PsyBORG) Date: Fri, 17 Mar 2006 09:39:01 +0100 Subject: [quake3] SMP functionality In-Reply-To: <4419D672.1070307@timedoctor.org> References: <20060316210449.72074.qmail@web52315.mail.yahoo.com> <4419D672.1070307@timedoctor.org> Message-ID: <1142584741.9763.10.camel@psyborg64.pkg.fr> Hi, the same as Henry here, but with an AMD dual-core (AMD Athlon(tm) 64 X2 Dual Core Processor 4200+). ioquake3-smp.x86_64 compiles fine (but is not copied by 'make copyfiles'...) but console says 'failed'. Then only one core seems used (always @ 100%). Btw this is not critical with such a computer... I'm playing Western Quake3 with frame rate between 30-90 fps (mostly 80-90). Thanks. Le jeudi 16 mars 2006 ? 13:19 -0800, Zachary J. Slater a ?crit : > Henry Garcia wrote: > > Quake-3 smp works fine on a dual PIII-550 system using DRI with Debian > > Etch Xorg.6.9 - Mesa 6.4.1 . Getting excellent frame rate now over > > 100FPS on Radeon 8500 > > > > But ioquake3-smp.x86 does not. It compiles fine. Anybody had any success? > > > > Does not what? > Does not achieve a framerate that good? > > From ludwig.nussel at suse.de Fri Mar 17 03:49:07 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 17 Mar 2006 09:49:07 +0100 Subject: [quake3] SMP functionality In-Reply-To: <20060316215426.90007.qmail@web52306.mail.yahoo.com> References: <20060316215426.90007.qmail@web52306.mail.yahoo.com> Message-ID: <200603170949.07595.ludwig.nussel@suse.de> On Thursday 16 March 2006 22:54, Henry Garcia wrote: > ioquake3-smp.x86 does run. But console messages say enabling SMP > acceleration failed. Using svn 643. Get a varying frame rate of 30 > - 90 fps using ioquake3-smp.x86. SMP support with the SDL version is only available on osx. You need to compile without SDL to get a version that actually even tries to use SMP. > Using quake3-smp.x86 console says smp acceleration succeeded. And > says it's using smp acceleration for textures later on in the > message. Have the vm_game, vm_cgame, vm_ui all set to 1. That will make it use the slow interpreter. Set the values to 2. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From psyborg at pkg.fr Fri Mar 17 04:02:36 2006 From: psyborg at pkg.fr (PsyBORG) Date: Fri, 17 Mar 2006 10:02:36 +0100 Subject: Dedicated server always at 100% Message-ID: <1142586156.9763.31.camel@psyborg64.pkg.fr> Hi, stupid question, but I'm using a shared dedicated server to play Western Quake3 (ioq3ded.i386 +set vm_game 0 +set fs_game westernq3 +set dedicated 0 +set net_port 27960 +exec server.cfg +set ttycon 0 +set cg_debug 1 +set developer 1) from my hosting provider. I'm not sure all the parameters are good, but any way the ioq3ded (as q3ded) is always taking 100% CPU. Even when there's no player on the server. I think its ok when players are connected but I would like to keep this service taking few CPU when nobody is connected (the server would do other clever things the other time). Is there a simple way to get ioq3ded cpu aware ;-) when nobody is connected ? I tried with some scripts to send SIGSTOP to the process but it don't mind, and it's surely a bad thing. For the moment, I work around my problem by using Xen virtualization... I pause the virtualized server running q3ded when nobody is connected and I unpause it when somebody is connecting on 27960 port. This is working but I would prefer a cleaner way... Any suggestion ? Is this only a ioq3ded server configuration problem ? Thank a lot, Guillaume Bougard From tim at ngus.net Fri Mar 17 04:11:23 2006 From: tim at ngus.net (Tim Angus) Date: Fri, 17 Mar 2006 09:11:23 +0000 Subject: Dedicated server always at 100% In-Reply-To: <1142586156.9763.31.camel@psyborg64.pkg.fr> References: <1142586156.9763.31.camel@psyborg64.pkg.fr> Message-ID: <441A7D3B.6080300@ngus.net> PsyBORG wrote: > stupid question, but I'm using a shared dedicated server to play Western > Quake3 (ioq3ded.i386 +set vm_game 0 +set fs_game westernq3 +set > dedicated 0 +set net_port 27960 +exec server.cfg +set ttycon 0 +set > cg_debug 1 +set developer 1) from my hosting provider. I'm not sure all > the parameters are good, but any way the ioq3ded (as q3ded) is always > taking 100% CPU. Even when there's no player on the server. I think its > ok when players are connected but I would like to keep this service > taking few CPU when nobody is connected (the server would do other > clever things the other time). Stupid question possibly.. are you actually starting a map? Without game running the server will consume 100% CPU. From psyborg at pkg.fr Fri Mar 17 04:55:59 2006 From: psyborg at pkg.fr (PsyBORG) Date: Fri, 17 Mar 2006 10:55:59 +0100 Subject: [quake3] Re: Dedicated server always at 100% In-Reply-To: <441A7D3B.6080300@ngus.net> References: <1142586156.9763.31.camel@psyborg64.pkg.fr> <441A7D3B.6080300@ngus.net> Message-ID: <1142589359.9763.36.camel@psyborg64.pkg.fr> Gasp... I didn't read the f**** manual... But it is not clear sometime on found pages. I'm effectively running a map... but it's not the problem. The problem was I don't remember why I 'set dedicated 0'... 'set dedicated 1' fixes my stupid question. Hope this will help some other stupid guy ;-) Le vendredi 17 mars 2006 ? 09:11 +0000, Tim Angus a ?crit : > PsyBORG wrote: > > stupid question, but I'm using a shared dedicated server to play Western > > Quake3 (ioq3ded.i386 +set vm_game 0 +set fs_game westernq3 +set > > dedicated 0 +set net_port 27960 +exec server.cfg +set ttycon 0 +set > > cg_debug 1 +set developer 1) from my hosting provider. I'm not sure all > > the parameters are good, but any way the ioq3ded (as q3ded) is always > > taking 100% CPU. Even when there's no player on the server. I think its > > ok when players are connected but I would like to keep this service > > taking few CPU when nobody is connected (the server would do other > > clever things the other time). > > Stupid question possibly.. are you actually starting a map? Without game > running the server will consume 100% CPU. From insidepoolhenry at yahoo.com Fri Mar 17 14:07:56 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Fri, 17 Mar 2006 11:07:56 -0800 (PST) Subject: [quake3] SMP functionality In-Reply-To: <200603170949.07595.ludwig.nussel@suse.de> Message-ID: <20060317190756.62624.qmail@web52308.mail.yahoo.com> Ludwig Nussel wrote: using ioquake3-smp.x86. SMP support with the SDL version is only available on osx. You need to compile without SDL to get a version that actually even tries to use SMP. > Using quake3-smp.x86 console says smp acceleration succeeded. And > says it's using smp acceleration for textures later on in the > message. Have the vm_game, vm_cgame, vm_ui all set to 1. That will make it use the slow interpreter. Set the values to 2. Thanks, for the info. I'll try compiling without SDL. What do the flags mean for the vm? I thought 0 was false, 1 was true. What does the 2 parameter set for the vm_XXX? And what does the vm stand for? Hank --------------------------------- Yahoo! Mail Use Photomail to share photos without annoying attachments. -------------- next part -------------- An HTML attachment was scrubbed... URL: From insidepoolhenry at yahoo.com Fri Mar 17 14:11:02 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Fri, 17 Mar 2006 11:11:02 -0800 (PST) Subject: [quake3] SMP functionality In-Reply-To: <200603170949.07595.ludwig.nussel@suse.de> Message-ID: <20060317191102.3039.qmail@web52311.mail.yahoo.com> Ludwig Nussel wrote: using ioquake3-smp.x86. SMP support with the SDL version is only available on osx. You need to compile without SDL to get a version that actually even tries to use SMP. > Using quake3-smp.x86 console says smp acceleration succeeded. And > says it's using smp acceleration for textures later on in the > message. Have the vm_game, vm_cgame, vm_ui all set to 1. That will make it use the slow interpreter. Set the values to 2. Thanks, for the info. I'll try compiling without SDL. What do the flags mean for the vm? I thought 0 was false, 1 was true. What does the 2 parameter set for the vm_XXX? And what does the vm stand for? Hank --------------------------------- Yahoo! Mail Use Photomail to share photos without annoying attachments. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Fri Mar 17 19:54:59 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Fri, 17 Mar 2006 16:54:59 -0800 Subject: New Windows Installer Message-ID: <441B5A63.9040407@timedoctor.org> Thanks to Philip Nelson for updating the windows installer, it's on http://icculus.org/quake3 now. Download, yell at me if you hate it, thank Philip if you like it. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From insidepoolhenry at yahoo.com Sat Mar 18 01:00:55 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Fri, 17 Mar 2006 22:00:55 -0800 (PST) Subject: [quake3] SMP functionality In-Reply-To: <200603170949.07595.ludwig.nussel@suse.de> Message-ID: <20060318060055.4958.qmail@web52309.mail.yahoo.com> Putting USE_SDL= 0 in the Makefile fixed the problem. Now compiles and runs with smp acceleration. Runs pretty good. Thanks, Hank SMP support with the SDL version is only available on osx. You need to compile without SDL to get a version that actually even tries to use SMP. > says it's using smp acceleration for textures later on in the > message. Have the vm_game, vm_cgame, vm_ui all set to 1. That will make it use the slow interpreter. Set the values to 2. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ --------------------------------- Yahoo! Mail Use Photomail to share photos without annoying attachments. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Wed Mar 22 00:10:20 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 21 Mar 2006 21:10:20 -0800 Subject: Mac OS X Message-ID: <4420DC3C.4060908@timedoctor.org> Holding up a release right now is a lack of a Mac OS X installer/thingy anyone know anybody else that can do this? I don't think I got any replies on my request the last time I asked on this ML. As much as I like just a .dmg where you copy things, I don't think that really works in this situation, though at this point I'll take just about whatever I can get. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jamlacey at gmail.com Wed Mar 22 10:22:26 2006 From: jamlacey at gmail.com (James Lacey) Date: Wed, 22 Mar 2006 08:22:26 -0700 Subject: [quake3] Mac OS X In-Reply-To: <4420DC3C.4060908@timedoctor.org> Message-ID: <000001c64dc4$6defaaf0$6800000a@interactiontech.local> I can build a .pkg file for OS X. That will use the Apple Installer. All the other installer creation programs I know of for the Mac are commercial and pretty pricey (if you are just an individual developer). I would be happy to do it, just let me know. BTW, I just wanted to let everyone know that I have dropped off the face of the earth. The last couple of weeks have been crunch mode at work. I anticipate having the time to finish up the Win64 patch (and do the OS X installer if no one else volunteers) this Friday. James -----Original Message----- From: Zachary J. Slater [mailto:zakk at timedoctor.org] Sent: Tuesday, March 21, 2006 10:10 PM To: quake3 at icculus.org Subject: [quake3] Mac OS X Holding up a release right now is a lack of a Mac OS X installer/thingy anyone know anybody else that can do this? I don't think I got any replies on my request the last time I asked on this ML. As much as I like just a .dmg where you copy things, I don't think that really works in this situation, though at this point I'll take just about whatever I can get. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From tim at ngus.net Wed Mar 22 10:33:35 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 22 Mar 2006 15:33:35 +0000 Subject: Mac OS X In-Reply-To: <4420DC3C.4060908@timedoctor.org> References: <4420DC3C.4060908@timedoctor.org> Message-ID: <44216E4F.9000304@ngus.net> Zachary J. Slater wrote: > Holding up a release right now is a lack of a Mac OS X installer/thingy > anyone know anybody else that can do this? To be honest I'm not sure it's worth worrying about OS X until it's fixed up anyway. Judging by bugzilla at least, it seems in a bit of a state. I have no Mac though, so I'm no judge. From yannick.francken at gmail.com Wed Mar 22 11:07:04 2006 From: yannick.francken at gmail.com (Yannick Francken) Date: Wed, 22 Mar 2006 17:07:04 +0100 Subject: DLLs Message-ID: <9af75400603220807m6d1ac9b4va2f66ce159e18f54@mail.gmail.com> Hi all, please, can anybody tell me in short what the function is of each of the following dlls? cgamex86.dll qagamex86.dll uix86.dll When are they loaded normally? Because it seems to me that the cgamex86.dll is only loaded in the case that I join a multiplayer game on the internet, which I didn't expect. Thanks in advance, Yannick From zakk at timedoctor.org Wed Mar 22 12:05:12 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 09:05:12 -0800 Subject: [quake3] Re: Mac OS X In-Reply-To: <44216E4F.9000304@ngus.net> References: <4420DC3C.4060908@timedoctor.org> <44216E4F.9000304@ngus.net> Message-ID: <442183C8.9080706@timedoctor.org> Tim Angus wrote: > Zachary J. Slater wrote: >> Holding up a release right now is a lack of a Mac OS X installer/thingy >> anyone know anybody else that can do this? > > To be honest I'm not sure it's worth worrying about OS X until it's > fixed up anyway. Judging by bugzilla at least, it seems in a bit of a > state. I have no Mac though, so I'm no judge. I'd like to at least get somebody building the thing so I can take a look at the problems, and more exposure may = more people willing to fix things. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Wed Mar 22 12:06:56 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 09:06:56 -0800 Subject: [quake3] Mac OS X In-Reply-To: <000001c64dc4$6defaaf0$6800000a@interactiontech.local> References: <000001c64dc4$6defaaf0$6800000a@interactiontech.local> Message-ID: <44218430.2000605@timedoctor.org> James Lacey wrote: > I can build a .pkg file for OS X. That will use the Apple Installer. All the > other installer creation programs I know of for the Mac are commercial and > pretty pricey (if you are just an individual developer). I would be happy to > do it, just let me know. > > BTW, I just wanted to let everyone know that I have dropped off the face of > the earth. The last couple of weeks have been crunch mode at work. I > anticipate having the time to finish up the Win64 patch (and do the OS X > installer if no one else volunteers) this Friday. > > James Awesome, thanks. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From insidepoolhenry at yahoo.com Wed Mar 22 14:24:44 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Wed, 22 Mar 2006 11:24:44 -0800 (PST) Subject: Optimizations for IA32 Message-ID: <20060322192444.29108.qmail@web52306.mail.yahoo.com> Does it matter if you set up different options for the ia32 on linux or Win32 in the Optimizations sections: e.g. instead of -march=i586 use -march=pentium3 , athlon-xp, k8, etc? Have someone reporting they can't get ioquake* working whatsoever on a dual CPU Athlon64 running Win2K. Also, why is the variable for BUILD_CLIENT_SMP for MingW-32 reset to 0 in the MingW section? I got smp to work on a single Pentium4 by setting USE_SDL to 0, said 'it succeeded', [ it ran slower, but then again it's not really a dual CPU, just multithreading] My dual Pentium III CPU Windows2k station is down after using that Driver Cleaner from the 3dfx italian website. SMP runs fine on Linux. Dual Pentium III. Just that the sound really breaks up when things get hectic in the action: using an au8830 chip with 2.6.15.6 kernel and the latest dri modules from cvs. Sound is considerably better using SDL without the SMP on Linux. Hank --------------------------------- Yahoo! Mail Bring photos to life! New PhotoMail makes sharing a breeze. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Wed Mar 22 14:31:02 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 11:31:02 -0800 Subject: [quake3] Optimizations for IA32 In-Reply-To: <20060322192444.29108.qmail@web52306.mail.yahoo.com> References: <20060322192444.29108.qmail@web52306.mail.yahoo.com> Message-ID: <4421A5F6.30106@timedoctor.org> If I recall correctly the au8830 chipset hasn't been updated in ages, I recall compiling a special version from cvs many years ago. In any case SMP isn't truly supported, and won't be as long as it can't work with SDL. SDL still isn't done at all for Windows, it should happen after a release (assuming I can get a mac version working at all). -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From insidepoolhenry at yahoo.com Wed Mar 22 15:07:04 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Wed, 22 Mar 2006 12:07:04 -0800 (PST) Subject: [quake3] Optimizations for IA32 In-Reply-To: <4421A5F6.30106@timedoctor.org> Message-ID: <20060322200704.62034.qmail@web52307.mail.yahoo.com> Okay. Anyway, The sound is of very good quality with the au8830 using oss emulation for alsa on the 2.6* kernels. Good surround effects as long as you use the alsamixer to setup the chipset for surround, 4 channel speakers, etc. But you do have to compile your own module, as you said, for 2.4 kernels from cvs.sourceforge. The drivers come with the 2.6.kernel sources and has 4 channel and even SPDIF support. So, apparently, someone must be working on it? Aureal CVS only supports 2 channel stereo for the 2.4. And they haven't updated that for years. But it does work. I've got all 4 channels working, pretty good sound with mplayer. They have an option to set it to four channels. But what about the "channels" section in the q3config file? Does setting the channels to 4 actually work for supported cards? Or is that limited to 2 channels? And what about the khz section. Does it support 44khz instead of 22.5? Thanks, Hank "Zachary J. Slater" wrote: If I recall correctly the au8830 chipset hasn't been updated in ages, I recall compiling a special version from cvs many years ago. In any case SMP isn't truly supported, and won't be as long as it can't work with SDL. SDL still isn't done at all for Windows, it should happen after a release (assuming I can get a mac version working at all). -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com --------------------------------- Yahoo! Mail Use Photomail to share photos without annoying attachments. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Wed Mar 22 15:10:19 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 12:10:19 -0800 Subject: [quake3] Optimizations for IA32 In-Reply-To: <20060322200704.62034.qmail@web52307.mail.yahoo.com> References: <20060322200704.62034.qmail@web52307.mail.yahoo.com> Message-ID: <4421AF2B.1050702@timedoctor.org> Henry Garcia wrote: > And what about the khz section. Does it support 44khz instead of 22.5? The audio files themselves in Quake 3 are all 22 if I recall correctly. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From vmorenas at free.fr Wed Mar 22 17:12:53 2006 From: vmorenas at free.fr (=?ISO-8859-1?Q?Vincent_Mor=E9nas?=) Date: Wed, 22 Mar 2006 23:12:53 +0100 Subject: [quake3] Mac OS X In-Reply-To: <4420DC3C.4060908@timedoctor.org> References: <4420DC3C.4060908@timedoctor.org> Message-ID: <5335ED58-5153-4138-A320-C5DCF41559CC@free.fr> Hello... I have made a .dmg with a double-clickable Quake3 application bundle (the mac way...) which contains the client binary ioquake3 (I haven't included ioq3ded nor ioquake3-smp). Everything has been compiled on Tiger (OSX 10.4) so I don't know if it works on Panther (OSX 10.3) but I believe it should. If you are interested, let me know..... Le 22 mars 06 ? 06:10, Zachary J. Slater a ?crit : > Holding up a release right now is a lack of a Mac OS X installer/ > thingy > anyone know anybody else that can do this? > > I don't think I got any replies on my request the last time I asked > on this ML. > > As much as I like just a .dmg where you copy things, I don't think > that really works in this situation, though at this point I'll take > just about whatever I can get. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From zakk at timedoctor.org Wed Mar 22 17:16:38 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 14:16:38 -0800 Subject: [quake3] Mac OS X In-Reply-To: <5335ED58-5153-4138-A320-C5DCF41559CC@free.fr> References: <4420DC3C.4060908@timedoctor.org> <5335ED58-5153-4138-A320-C5DCF41559CC@free.fr> Message-ID: <4421CCC6.8020503@timedoctor.org> Vincent Mor?nas wrote: > Hello... > I have made a .dmg with a double-clickable Quake3 application bundle > (the mac way...) which contains the client binary ioquake3 (I haven't > included ioq3ded nor ioquake3-smp). > Everything has been compiled on Tiger (OSX 10.4) so I don't know if it > works on Panther (OSX 10.3) but I believe it should. > If you are interested, let me know..... Certainly! Mail me the URL off list and I'll take a look at it and vet it for sanity. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jamlacey at gmail.com Wed Mar 22 17:20:47 2006 From: jamlacey at gmail.com (James Lacey) Date: Wed, 22 Mar 2006 15:20:47 -0700 Subject: [quake3] Mac OS X In-Reply-To: <5335ED58-5153-4138-A320-C5DCF41559CC@free.fr> Message-ID: <000e01c64dfe$e0260da0$6800000a@interactiontech.local> I think there needs to be some discussion on this. The original Mac Quake 3 installer was an OS 8/9 application so if anyone used this installer (even in OS X), there going to be a folder created similar to other platforms. There won't be an application bundle. While I like application bundles, the user would have to be savvy enough to open up the bundle and put the pak0.pk3 file in the proper location. If we do a .pkg installer, we can write the binary to the directory the game was installed in and if the user installed off of the CD previously, everything will work. Anyway, that's my two cents. I was planning on working on the .pkg Friday but if everyone likes the app bundle better, that is cool too. James -----Original Message----- From: Vincent Mor?nas [mailto:vmorenas at free.fr] Sent: Wednesday, March 22, 2006 3:13 PM To: quake3 at icculus.org Subject: Re: [quake3] Mac OS X Hello... I have made a .dmg with a double-clickable Quake3 application bundle (the mac way...) which contains the client binary ioquake3 (I haven't included ioq3ded nor ioquake3-smp). Everything has been compiled on Tiger (OSX 10.4) so I don't know if it works on Panther (OSX 10.3) but I believe it should. If you are interested, let me know..... Le 22 mars 06 ? 06:10, Zachary J. Slater a ?crit : > Holding up a release right now is a lack of a Mac OS X installer/ > thingy > anyone know anybody else that can do this? > > I don't think I got any replies on my request the last time I asked > on this ML. > > As much as I like just a .dmg where you copy things, I don't think > that really works in this situation, though at this point I'll take > just about whatever I can get. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From zakk at timedoctor.org Wed Mar 22 17:27:55 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 14:27:55 -0800 Subject: [quake3] Mac OS X In-Reply-To: <000e01c64dfe$e0260da0$6800000a@interactiontech.local> References: <000e01c64dfe$e0260da0$6800000a@interactiontech.local> Message-ID: <4421CF6B.8090807@timedoctor.org> James Lacey wrote: > I think there needs to be some discussion on this. The original Mac Quake 3 > installer was an OS 8/9 application so if anyone used this installer (even > in OS X), there going to be a folder created similar to other platforms. > There won't be an application bundle. While I like application bundles, the > user would have to be savvy enough to open up the bundle and put the > pak0.pk3 file in the proper location. If we do a .pkg installer, we can > write the binary to the directory the game was installed in and if the user > installed off of the CD previously, everything will work. > > Anyway, that's my two cents. I was planning on working on the .pkg Friday > but if everyone likes the app bundle better, that is cool too. > > James When I had id quake 3 running on OS X it had a modern (ran on tiger) installer, though it didn't copy the pak0.pk3. This was just the patch in a sit or whatever I got from id's ftp and mirrored at some point to i.o/q3. Anyway, yeah it installed a directory in /Applications/ with a similar layout to windows/linux's quake 3 directories, but with a .app at the base. I'd pretty much like to mirror that, since people are going to want to install mods and such, and yeah, I want this to work for the LCD of users... So I still want to see exactly what Vincent has done, before coming to the conclusion that it is awful. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jamlacey at gmail.com Wed Mar 22 17:57:29 2006 From: jamlacey at gmail.com (James Lacey) Date: Wed, 22 Mar 2006 15:57:29 -0700 Subject: [quake3] Mac OS X In-Reply-To: <4421CF6B.8090807@timedoctor.org> Message-ID: <000f01c64e03$ff8d0c20$6800000a@interactiontech.local> Just for the record, I wasn't saying Vincent's work is awful at all. I just wanted to point out a potential end user issue. I won't be offended if we go with the app bundle he created :) James -----Original Message----- From: Zachary J. Slater [mailto:zakk at timedoctor.org] Sent: Wednesday, March 22, 2006 3:28 PM To: quake3 at icculus.org Subject: Re: [quake3] Mac OS X James Lacey wrote: > I think there needs to be some discussion on this. The original Mac Quake 3 > installer was an OS 8/9 application so if anyone used this installer (even > in OS X), there going to be a folder created similar to other platforms. > There won't be an application bundle. While I like application bundles, the > user would have to be savvy enough to open up the bundle and put the > pak0.pk3 file in the proper location. If we do a .pkg installer, we can > write the binary to the directory the game was installed in and if the user > installed off of the CD previously, everything will work. > > Anyway, that's my two cents. I was planning on working on the .pkg Friday > but if everyone likes the app bundle better, that is cool too. > > James When I had id quake 3 running on OS X it had a modern (ran on tiger) installer, though it didn't copy the pak0.pk3. This was just the patch in a sit or whatever I got from id's ftp and mirrored at some point to i.o/q3. Anyway, yeah it installed a directory in /Applications/ with a similar layout to windows/linux's quake 3 directories, but with a .app at the base. I'd pretty much like to mirror that, since people are going to want to install mods and such, and yeah, I want this to work for the LCD of users... So I still want to see exactly what Vincent has done, before coming to the conclusion that it is awful. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From vmorenas at free.fr Wed Mar 22 18:09:53 2006 From: vmorenas at free.fr (=?ISO-8859-1?Q?Vincent_Mor=E9nas?=) Date: Thu, 23 Mar 2006 00:09:53 +0100 Subject: [quake3] Mac OS X In-Reply-To: <000e01c64dfe$e0260da0$6800000a@interactiontech.local> References: <000e01c64dfe$e0260da0$6800000a@interactiontech.local> Message-ID: The pak*.pk3 files can indeed be copied inside the bundle (which is not very practical) or put inside the user's Library directory (~/ Library/Application Support/Quake3/baseq3 for instance) which I believe is the place where mods go.... and that is quite easy to do, I believe, for everyone.... Le 22 mars 06 ? 23:20, James Lacey a ?crit : > I think there needs to be some discussion on this. The original Mac > Quake 3 > installer was an OS 8/9 application so if anyone used this > installer (even > in OS X), there going to be a folder created similar to other > platforms. > There won't be an application bundle. While I like application > bundles, the > user would have to be savvy enough to open up the bundle and put the > pak0.pk3 file in the proper location. If we do a .pkg installer, we > can > write the binary to the directory the game was installed in and if > the user > installed off of the CD previously, everything will work. > > Anyway, that's my two cents. I was planning on working on the .pkg > Friday > but if everyone likes the app bundle better, that is cool too. From only_mortal at mac.com Wed Mar 22 18:13:09 2006 From: only_mortal at mac.com (Mike Davis) Date: Thu, 23 Mar 2006 00:13:09 +0100 Subject: [quake3] Re: Mac OS X In-Reply-To: <44216E4F.9000304@ngus.net> References: <4420DC3C.4060908@timedoctor.org> <44216E4F.9000304@ngus.net> Message-ID: Not sure what you're referring to but I've built a universal binary with the SDL framework (from source) and not the SDL dylib and it works fine *except* that the audio needs to be set lower because of a crash in Apple's OpenAL. I didn't try it with Ryan Gordon's OpenAL. If someone wants me to construct a universal binary let me know. I'm happy to supply both single processor and smp versions too and have access to PPC (dual 2Ghz G5) and Intel (iMac) systems. I can even host the download. The installer would be a bit tricky as you essentially have to "patch" the original Quake 3 app. Since there're at least two for OSX (G3 and G4 variants) it gets a bit curly. It might be simpler to write a simple app that "patches" a user selected binary (i.e. something simple in AppKit that allows the user to specify the application to "fix"). That would be easier to do than some magic shell scripts for a pkg. If we could provide the whole .app packages with nib files and so on that'd be very convenient though the makefile doesn't generate such a wrapper and I don't know the legal implications. FWIW, I even have the possibility of getting PunkBuster back in the equation and, in theory, each OS they support. A guy on quake3world.com contacted them when I was writing about the performance tests I did for Q3 builds. On 22 Mar 2006, at 16:33, Tim Angus wrote: > Zachary J. Slater wrote: >> Holding up a release right now is a lack of a Mac OS X installer/ >> thingy >> anyone know anybody else that can do this? > > To be honest I'm not sure it's worth worrying about OS X until it's > fixed up anyway. Judging by bugzilla at least, it seems in a bit of > a state. I have no Mac though, so I'm no judge. From jamlacey at gmail.com Wed Mar 22 18:23:48 2006 From: jamlacey at gmail.com (James Lacey) Date: Wed, 22 Mar 2006 16:23:48 -0700 Subject: [quake3] Re: Mac OS X In-Reply-To: Message-ID: <001001c64e07$ad008d70$6800000a@interactiontech.local> Well, if we want go the app bundle route, we can use MojoPatch to create easy-to-install patches for the app bundle. But I am not sure of the usefulness of that, since you would have to provide a dmg with the app bundle for first-time downloaders anyway. Just so I know I am on the same page, did id release a Quake 3 OS X application bundle at some point? The only thing I ever downloaded from them was strictly the binary executables that you had to copy into your Quake 3 folder (created from the "Classic" installer). If there was an official OS X application bundle, then MojoPatch seems like a good way to go to me. James -----Original Message----- From: Mike Davis [mailto:only_mortal at mac.com] Sent: Wednesday, March 22, 2006 4:13 PM To: quake3 at icculus.org Subject: Re: [quake3] Re: Mac OS X Not sure what you're referring to but I've built a universal binary with the SDL framework (from source) and not the SDL dylib and it works fine *except* that the audio needs to be set lower because of a crash in Apple's OpenAL. I didn't try it with Ryan Gordon's OpenAL. If someone wants me to construct a universal binary let me know. I'm happy to supply both single processor and smp versions too and have access to PPC (dual 2Ghz G5) and Intel (iMac) systems. I can even host the download. The installer would be a bit tricky as you essentially have to "patch" the original Quake 3 app. Since there're at least two for OSX (G3 and G4 variants) it gets a bit curly. It might be simpler to write a simple app that "patches" a user selected binary (i.e. something simple in AppKit that allows the user to specify the application to "fix"). That would be easier to do than some magic shell scripts for a pkg. If we could provide the whole .app packages with nib files and so on that'd be very convenient though the makefile doesn't generate such a wrapper and I don't know the legal implications. FWIW, I even have the possibility of getting PunkBuster back in the equation and, in theory, each OS they support. A guy on quake3world.com contacted them when I was writing about the performance tests I did for Q3 builds. On 22 Mar 2006, at 16:33, Tim Angus wrote: > Zachary J. Slater wrote: >> Holding up a release right now is a lack of a Mac OS X installer/ >> thingy >> anyone know anybody else that can do this? > > To be honest I'm not sure it's worth worrying about OS X until it's > fixed up anyway. Judging by bugzilla at least, it seems in a bit of > a state. I have no Mac though, so I'm no judge. From zakk at timedoctor.org Wed Mar 22 18:43:57 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 15:43:57 -0800 Subject: [quake3] Re: Mac OS X In-Reply-To: References: <4420DC3C.4060908@timedoctor.org> <44216E4F.9000304@ngus.net> Message-ID: <4421E13D.2010306@timedoctor.org> Mike Davis wrote: > Not sure what you're referring to but I've built a universal binary with > the SDL framework (from source) and not the SDL dylib and it works fine > *except* that the audio needs to be set lower because of a crash in > Apple's OpenAL. I didn't try it with Ryan Gordon's OpenAL. > > If someone wants me to construct a universal binary let me know. I'm > happy to supply both single processor and smp versions too and have > access to PPC (dual 2Ghz G5) and Intel (iMac) systems. I can even host > the download. > > The installer would be a bit tricky as you essentially have to "patch" > the original Quake 3 app. Since there're at least two for OSX (G3 and G4 > variants) it gets a bit curly. It might be simpler to write a simple app > that "patches" a user selected binary (i.e. something simple in AppKit > that allows the user to specify the application to "fix"). That would be > easier to do than some magic shell scripts for a pkg. If we could > provide the whole .app packages with nib files and so on that'd be very > convenient though the makefile doesn't generate such a wrapper and I > don't know the legal implications. > > FWIW, I even have the possibility of getting PunkBuster back in the > equation and, in theory, each OS they support. A guy on quake3world.com > contacted them when I was writing about the performance tests I did for > Q3 builds. > No punkbuster unless I hear directly from even balance, even though I don't see how it could happen. I understand it would make many users happy to have it, even if it isn't the best solution, it is the only one. For the installer I'd rather install to a different directory than the id default of /Applications/Quake3/, I'd prefer like the windows installer does and set up a new /Applications/ioquake3/ directory with the .app in there along with baseq3/etc dirs. No "fix" things please, I don't want to screw with people's regular quake 3 installs. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From only_mortal at mac.com Wed Mar 22 18:43:59 2006 From: only_mortal at mac.com (Mike Davis) Date: Thu, 23 Mar 2006 00:43:59 +0100 Subject: [quake3] Re: Mac OS X In-Reply-To: <001001c64e07$ad008d70$6800000a@interactiontech.local> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> Message-ID: <1649F807-DB79-48B2-B831-61191523744D@mac.com> On 23 Mar 2006, at 00:23, James Lacey wrote: > Well, if we want go the app bundle route, we can use MojoPatch to > create > easy-to-install patches for the app bundle. But I am not sure of the > usefulness of that, since you would have to provide a dmg with the app > bundle for first-time downloaders anyway. > > Just so I know I am on the same page, did id release a Quake 3 OS X > application bundle at some point? The only thing I ever downloaded > from them > was strictly the binary executables that you had to copy into your > Quake 3 > folder (created from the "Classic" installer). If there was an > official OS X > application bundle, then MojoPatch seems like a good way to go to me. Yes, they released a number of .app wrappers for OSX built using GCC. It was an update that required an original CD (Mac or Windows). The pk3 files are not in the app wrapper but in a directory. Graeme Devine did the ID work. Mac developers (i.e. Aspyr) built CFM apps that ran on OS9 and OSX (Carbon). Jedi Knight 2, RtCW and Elite Force are examples. They chose to use CodeWarrior though they're using GCC (XCode) nowadays (Doom3 for example). ID built OSX (mach) Cocoa applications. ID have/had some NeXTSTEP experience with Doom 1 which I recall well. If you look at the ID Q3 wrapper, there's a nib file in it and if you otool the binary you can see AppKit classes and an application delegate in use. BTW, OmniGroup did a mach version of the Q3 engine for SoF2. I'm under the impression they were involved with Quake 2 and Quake 3 ports in the past. Are we interested in supporting major mods, like JK2 and so on? I know the network protocols are different and I've not seen enough of the sources to see if there's a real difference. > > James > > -----Original Message----- > From: Mike Davis [mailto:only_mortal at mac.com] > Sent: Wednesday, March 22, 2006 4:13 PM > To: quake3 at icculus.org > Subject: Re: [quake3] Re: Mac OS X > > Not sure what you're referring to but I've built a universal binary > with the SDL framework (from source) and not the SDL dylib and it > works fine *except* that the audio needs to be set lower because of a > crash in Apple's OpenAL. I didn't try it with Ryan Gordon's OpenAL. > > If someone wants me to construct a universal binary let me know. I'm > happy to supply both single processor and smp versions too and have > access to PPC (dual 2Ghz G5) and Intel (iMac) systems. I can even > host the download. > > The installer would be a bit tricky as you essentially have to > "patch" the original Quake 3 app. Since there're at least two for OSX > (G3 and G4 variants) it gets a bit curly. It might be simpler to > write a simple app that "patches" a user selected binary (i.e. > something simple in AppKit that allows the user to specify the > application to "fix"). That would be easier to do than some magic > shell scripts for a pkg. If we could provide the whole .app packages > with nib files and so on that'd be very convenient though the > makefile doesn't generate such a wrapper and I don't know the legal > implications. > > FWIW, I even have the possibility of getting PunkBuster back in the > equation and, in theory, each OS they support. A guy on > quake3world.com contacted them when I was writing about the > performance tests I did for Q3 builds. > > On 22 Mar 2006, at 16:33, Tim Angus wrote: > >> Zachary J. Slater wrote: >>> Holding up a release right now is a lack of a Mac OS X installer/ >>> thingy >>> anyone know anybody else that can do this? >> >> To be honest I'm not sure it's worth worrying about OS X until it's >> fixed up anyway. Judging by bugzilla at least, it seems in a bit of >> a state. I have no Mac though, so I'm no judge. > From zakk at timedoctor.org Wed Mar 22 18:46:45 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 15:46:45 -0800 Subject: [quake3] Re: Mac OS X In-Reply-To: <1649F807-DB79-48B2-B831-61191523744D@mac.com> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> <1649F807-DB79-48B2-B831-61191523744D@mac.com> Message-ID: <4421E1E5.7050002@timedoctor.org> Mike Davis wrote: > > Yes, they released a number of .app wrappers for OSX built using GCC. It > was an update that required an original CD (Mac or Windows). The pk3 > files are not in the app wrapper but in a directory. Graeme Devine did > the ID work. > > Mac developers (i.e. Aspyr) built CFM apps that ran on OS9 and OSX > (Carbon). Jedi Knight 2, RtCW and Elite Force are examples. They chose > to use CodeWarrior though they're using GCC (XCode) nowadays (Doom3 for > example). > > ID built OSX (mach) Cocoa applications. ID have/had some NeXTSTEP > experience with Doom 1 which I recall well. If you look at the ID Q3 > wrapper, there's a nib file in it and if you otool the binary you can > see AppKit classes and an application delegate in use. > > BTW, OmniGroup did a mach version of the Q3 engine for SoF2. I'm under > the impression they were involved with Quake 2 and Quake 3 ports in the > past. > > Are we interested in supporting major mods, like JK2 and so on? I know > the network protocols are different and I've not seen enough of the > sources to see if there's a real difference. > >> >> James Jedi Knight 2 isn't a "mod" since it has engine changes, it won't work unless someone reverse engineers those changes to produce a similar thing. Even then it probably couldn't be compatible with the JK2 servers /clients. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From arny at ats.s.bawue.de Wed Mar 22 20:38:46 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 23 Mar 2006 02:38:46 +0100 Subject: [quake3] Re: Mac OS X In-Reply-To: <4421E1E5.7050002@timedoctor.org> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> <1649F807-DB79-48B2-B831-61191523744D@mac.com> <4421E1E5.7050002@timedoctor.org> Message-ID: <200603230238.49882.arny@ats.s.bawue.de> On Thursday 23 March 2006 00:46, Zachary J. Slater wrote: > Jedi Knight 2 isn't a "mod" since it has engine changes, it won't work > unless someone reverse engineers those changes to produce a similar > thing. Even then it probably couldn't be compatible with the JK2 servers > /clients. As a matter of fact, I do have a *working* patch for EliteForce available here: http://thilo.kickchat.com/efport-progress/ At the moment, almost full Multiplayer compatibility exists to the old server protocol, as well. The patch should apply cleanly against the latest icculus.org revision. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From zakk at timedoctor.org Wed Mar 22 21:42:23 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 18:42:23 -0800 Subject: [quake3] Re: Mac OS X In-Reply-To: <200603230238.49882.arny@ats.s.bawue.de> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> <1649F807-DB79-48B2-B831-61191523744D@mac.com> <4421E1E5.7050002@timedoctor.org> <200603230238.49882.arny@ats.s.bawue.de> Message-ID: <44220B0F.7020803@timedoctor.org> Thilo Schulz wrote: > On Thursday 23 March 2006 00:46, Zachary J. Slater wrote: >> Jedi Knight 2 isn't a "mod" since it has engine changes, it won't work >> unless someone reverse engineers those changes to produce a similar >> thing. Even then it probably couldn't be compatible with the JK2 servers >> /clients. > > As a matter of fact, I do have a *working* patch for EliteForce available > here: http://thilo.kickchat.com/efport-progress/ > > At the moment, almost full Multiplayer compatibility exists to the old server > protocol, as well. > The patch should apply cleanly against the latest icculus.org revision. This is incredibly awesome. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From arny at ats.s.bawue.de Wed Mar 22 22:12:16 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 23 Mar 2006 04:12:16 +0100 Subject: [quake3] Re: Mac OS X In-Reply-To: <44220B0F.7020803@timedoctor.org> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> <200603230238.49882.arny@ats.s.bawue.de> <44220B0F.7020803@timedoctor.org> Message-ID: <200603230412.25623.arny@ats.s.bawue.de> On Thursday 23 March 2006 03:42, Zachary J. Slater wrote: > This is incredibly awesome. I hope this was no sarcasm :P I forgot to mention this patch only adds multiplayer, no singleplayer support. Also, the changes that had to be done are quite extensive (as you can see, the patch is > 100 kbytes) and cover most parts of the engine so I don't expect this to ever get into icculus.org quake3, of course. I will just periodically update the patches to apply cleanly against the icculus.org source tree. This is not a "final" release yet. Most stuff has been done and is working but there are some details to be taken care of still. Nevertheless, playing online works almost as well as with the original. Anyways, general build instructions for people not familiar with the Makefile system: One should apply both the latest EF patch and the mp3 patch or the build won't have support for mp3s which means many sounds in EF will miss. After applying both patches, you build the binary by using "make eliteforce". It will set all appropriate cflags then and build a binary you can copy to your eliteforce dir. If the dir is on unix systems, you must rename your BaseEF dir to baseEF or at least create a symlink. That's it, you should already be able to start the game. PS: You will require the latest 1.2 patch pk3 files in your installation of EF or it won't work. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From zakk at timedoctor.org Wed Mar 22 22:16:06 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 19:16:06 -0800 Subject: [quake3] Re: Mac OS X In-Reply-To: <200603230412.25623.arny@ats.s.bawue.de> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> <200603230238.49882.arny@ats.s.bawue.de> <44220B0F.7020803@timedoctor.org> <200603230412.25623.arny@ats.s.bawue.de> Message-ID: <442212F6.3080903@timedoctor.org> Thilo Schulz wrote: > On Thursday 23 March 2006 03:42, Zachary J. Slater wrote: >> This is incredibly awesome. > > I hope this was no sarcasm :P Definitely not, I am very pleased to see this project spawn more good support for another game. Can you or somebody else mail me some screenshots from this patch running EF? I'd like to (get floam/aaron to) put it up on the site. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From arny at ats.s.bawue.de Wed Mar 22 22:18:51 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 23 Mar 2006 04:18:51 +0100 Subject: [quake3] Re: Mac OS X In-Reply-To: <442212F6.3080903@timedoctor.org> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> <200603230412.25623.arny@ats.s.bawue.de> <442212F6.3080903@timedoctor.org> Message-ID: <200603230418.55222.arny@ats.s.bawue.de> On Thursday 23 March 2006 04:16, Zachary J. Slater wrote: > Can you or somebody else mail me some screenshots from this patch > running EF? > I'd like to (get floam/aaron to) put it up on the site. Yes, there are loads of screenshots on http://thilo.kickchat.com/efport-progress/screenshots/ Or do you need them by mail? -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From zakk at timedoctor.org Wed Mar 22 22:21:06 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 19:21:06 -0800 Subject: [quake3] Re: Mac OS X In-Reply-To: <200603230418.55222.arny@ats.s.bawue.de> References: <001001c64e07$ad008d70$6800000a@interactiontech.local> <200603230412.25623.arny@ats.s.bawue.de> <442212F6.3080903@timedoctor.org> <200603230418.55222.arny@ats.s.bawue.de> Message-ID: <44221422.5000901@timedoctor.org> Thilo Schulz wrote: > On Thursday 23 March 2006 04:16, Zachary J. Slater wrote: >> Can you or somebody else mail me some screenshots from this patch >> running EF? >> I'd like to (get floam/aaron to) put it up on the site. > > Yes, there are loads of screenshots on > http://thilo.kickchat.com/efport-progress/screenshots/ > > Or do you need them by mail? > No, that is great! Thanks again Thilo! -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Thu Mar 23 01:27:12 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 22:27:12 -0800 Subject: OS X (new thread for sanity) Message-ID: <44223FC0.7010002@timedoctor.org> Okay so I just got Quake 3 running on my ibook with the dmg Vincent was so kind to make. It works, there are some of the same problems that were there months ago. Health biscuits sometimes are missing the spheres around them, (this is new I think) the delete key doesn't work on the player name entry menu item (ctrl+h works). This is also not really my favorite way of doing this, a .app with no installer just isn't right for this project. However, despite that, I am very thankful for Vincent putting this together, I'm going to put it online in a minute for lack of anything else, and it at least demonstrates what is wrong with the build so it can hopefully be fixed before release. Unfortunately neither Tim nor Ludwig (as far as I know) have macs (running OS X), so we're at a bit of a lack for programmers who can try fixing this without having to go through me for testing. I'd also really like a universal binary, however that isn't really all that important at this particular point. I'd like it, but it isn't something that as far as I know has penetrated the user space. Nor do I have one of those to test, either. Also, all packagers please note that the project and all related files should be (For instance) ioquake3.app or ioQuake3.app or some variant there of. I don't want to screw with regular Quake 3 installations. back to fixing up this dmg for release I go, thanks again Vincent! -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ntoronto at cs.byu.edu Thu Mar 23 02:04:34 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Thu, 23 Mar 2006 00:04:34 -0700 Subject: [quake3] OS X (new thread for sanity) In-Reply-To: <44223FC0.7010002@timedoctor.org> References: <44223FC0.7010002@timedoctor.org> Message-ID: <44224882.4000104@cs.byu.edu> Zachary J. Slater wrote: > Unfortunately neither Tim nor Ludwig (as far as I know) have macs > (running OS X), so we're at a bit of a lack for programmers who can > try fixing this without having to go through me for testing. > > I'd also really like a universal binary, however that isn't really all > that important at this particular point. I'd like it, but it isn't > something that as far as I know has penetrated the user space. Nor do > I have one of those to test, either. Have you considered posting to Slashdot at release time? This is something that might just belong on the front page (being Quake 3, GPL, and John Carmack's Mighty Coolness), and there are plenty of OSX programmers there that would be happy to help. It'd be good for publicity, in any case. Neil From zakk at timedoctor.org Thu Mar 23 02:48:13 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 22 Mar 2006 23:48:13 -0800 Subject: Mac dmg up on site Message-ID: <442252BD.4090107@timedoctor.org> The mac dmg is up on the site, enjoy! -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From icculus at icculus.org Thu Mar 23 03:42:07 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Thu, 23 Mar 2006 03:42:07 -0500 Subject: [quake3] Optimizations for IA32 In-Reply-To: <4421A5F6.30106@timedoctor.org> References: <20060322192444.29108.qmail@web52306.mail.yahoo.com> <4421A5F6.30106@timedoctor.org> Message-ID: <44225F5F.6000608@icculus.org> > In any case SMP isn't truly supported, and won't be as long as it can't > work with SDL. To be clear, it's not SDL that's the problem here, it's that the Linux 3D drivers see a loss in performance with SMP (and possibly there are GL and GLX implementations that aren't thread safe). Dual CPUs will not help, either. We could wedge glX code into the sdl_glimp.c to switch between contexts like we did for Mac OS X, but it won't help. It helps on the Mac because Apple went out of their way to optimize the SMP codepath specifically for Quake 3. --ryan. From insidepoolhenry at yahoo.com Thu Mar 23 13:49:41 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Thu, 23 Mar 2006 10:49:41 -0800 (PST) Subject: [quake3] Optimizations for IA32 In-Reply-To: <44225F5F.6000608@icculus.org> Message-ID: <20060323184941.57299.qmail@web52315.mail.yahoo.com> "Ryan C. Gordon" wrote: To be clear, it's not SDL that's the problem here, it's that the Linux 3D drivers see a loss in performance with SMP You're right there. Using SMP with my dual PIII 550 is jerky and is slower than the regular build without SMP. --------------------------------- New Yahoo! Messenger with Voice. Call regular phones from your PC and save big. -------------- next part -------------- An HTML attachment was scrubbed... URL: From floam at sh.nu Thu Mar 23 17:29:12 2006 From: floam at sh.nu (Aaron Gyes) Date: Thu, 23 Mar 2006 14:29:12 -0800 Subject: [quake3] OS X (new thread for sanity) In-Reply-To: <44224882.4000104@cs.byu.edu> References: <44223FC0.7010002@timedoctor.org> <44224882.4000104@cs.byu.edu> Message-ID: <1143152952.2856.2.camel@laika.home.floam.sh.nu> On Thu, 2006-03-23 at 00:04 -0700, Neil Toronto wrote: > Have you considered posting to Slashdot at release time? This is > something that might just belong on the front page (being Quake 3, GPL, > and John Carmack's Mighty Coolness), and there are plenty of OSX > programmers there that would be happy to help. I (the web guy) am going to do that, I've planned submitting to a few of the efficicent news seeder sites (such as Slashdot) so that the news travels around fairly quickly once we've make an official 1.34 release. Aaron Gyes From floam at sh.nu Fri Mar 24 02:38:43 2006 From: floam at sh.nu (Aaron Gyes) Date: Thu, 23 Mar 2006 23:38:43 -0800 Subject: Changes to directory structure for website Message-ID: <1143185923.2943.1.camel@laika.home.floam.sh.nu> We've moved the website out from the main svn trunk. It's now at quake3/webspace, instead of quake3/trunk/web, so regular source code checkouts won't need to get the web stuff along with their code. If you actually want the website, check it out with: svn co svn://svn.icculus.org/quake3/webspace ioq3website If anything we don't know about has been broke, let us know! Aaron Gyes From mattst88 at gmail.com Fri Mar 24 17:08:45 2006 From: mattst88 at gmail.com (Matt Turner) Date: Fri, 24 Mar 2006 17:08:45 -0500 Subject: [quake3] Changes to directory structure for website In-Reply-To: <1143185923.2943.1.camel@laika.home.floam.sh.nu> References: <1143185923.2943.1.camel@laika.home.floam.sh.nu> Message-ID: Yay! Glad to hear it. :) On 3/24/06, Aaron Gyes wrote: > > We've moved the website out from the main svn trunk. It's now at > quake3/webspace, instead of quake3/trunk/web, so regular source code > checkouts won't need to get the web stuff along with their code. > > If you actually want the website, check it out with: > svn co svn://svn.icculus.org/quake3/webspace ioq3website > > If anything we don't know about has been broke, let us know! > > Aaron Gyes > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From jamlacey at gmail.com Fri Mar 24 21:39:46 2006 From: jamlacey at gmail.com (James Lacey) Date: Fri, 24 Mar 2006 19:39:46 -0700 Subject: third win64 patch Message-ID: Here is my third Win64 patch against revision 670 of the repository (which should be the latest as of this email). I did not include the MSVC 8 project files since that balloons the patch. I also had to make my own 64-bit import library for OpenAL. I can send those along if anyone wants. Again, the only known issue I have is that if you compile with mingw32, the game crashes on startup. Since mingw32 doesn't output an .pdb files, I can't use Windows JIT debugging and I haven't had any success attaching to it with the mingw32 version of gdb. Any help there is appreciated. Also, I am assuming that we are going with the .dmg for Mac OS X since that seemed to be the concensus. I will hold off on doing the .pkg installer until someone expresses interest in it. James -------------- next part -------------- A non-text attachment was scrubbed... Name: win64.patch.zip Type: application/zip Size: 2263 bytes Desc: not available URL: From zakk at timedoctor.org Fri Mar 24 22:29:03 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Fri, 24 Mar 2006 19:29:03 -0800 Subject: [quake3] third win64 patch In-Reply-To: References: Message-ID: <4424B8FF.3020007@timedoctor.org> James Lacey wrote: > Here is my third Win64 patch against revision 670 of the repository > (which should be the latest as of this email). I did not include the > MSVC 8 project files since that balloons the patch. I also had to make > my own 64-bit import library for OpenAL. I can send those along if > anyone wants. Again, the only known issue I have is that if you > compile with mingw32, the game crashes on startup. Since mingw32 > doesn't output an .pdb files, I can't use Windows JIT debugging and I > haven't had any success attaching to it with the mingw32 version of > gdb. Any help there is appreciated. > > Also, I am assuming that we are going with the .dmg for Mac OS X since > that seemed to be the concensus. I will hold off on doing the .pkg > installer until someone expresses interest in it. > > James Woah no, the dmg doesn't work right, is what I was saying. It is a temporary thing, there is no consensus, this is a zakkocracy. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From floam at sh.nu Sat Mar 25 00:16:55 2006 From: floam at sh.nu (Aaron Gyes) Date: Fri, 24 Mar 2006 21:16:55 -0800 Subject: [quake3] third win64 patch In-Reply-To: References: Message-ID: <1143263815.31310.0.camel@laika.home.floam.sh.nu> On Fri, 2006-03-24 at 19:39 -0700, James Lacey wrote: > > > Here is my third Win64 patch against revision 670 of the repository > (which should be the latest as of this email). Hahaha. Revision numbers will never stop inflating as long as I am webmaster! Aaron Gyes From kubuntu at gmx.at Sat Mar 25 07:32:22 2006 From: kubuntu at gmx.at (kubuntu) Date: Sat, 25 Mar 2006 13:32:22 +0100 Subject: win32 sdl patch Message-ID: hi! This is my first attempt for a win32 SDL patch. It compiles fine with mingw32 and msvc (project files not included). I use the unix/sdl_*.c files, they compile on win32 too (with a few ifdefs). Michael Zoech -------------- next part -------------- A non-text attachment was scrubbed... Name: winsdl.zip Type: application/octet-stream Size: 2775 bytes Desc: not available URL: From ludwig.nussel at suse.de Sat Mar 25 11:19:56 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sat, 25 Mar 2006 17:19:56 +0100 Subject: [quake3] third win64 patch In-Reply-To: References: Message-ID: <200603251719.56130.ludwig.nussel@suse.de> [If you include the patches inline or at least attach them as plain text/gzip it's much easier to handle them. zip sucks. ] James Lacey wrote: > Here is my third Win64 patch against revision 670 of the repository > [...] > Index: code/q3_ui/ui_main.c > =================================================================== > --- code/q3_ui/ui_main.c (revision 670) > +++ code/q3_ui/ui_main.c (working copy) > @@ -40,7 +40,7 @@ > This must be the very first function compiled into the .qvm file > ================ > */ > -intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { > +long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4, long arg5, long arg6, long arg7, long arg8, long arg9, long arg10, long arg11 ) { int an long are of the same size on Windows so I doubt that this and the other changes to the vm interface are required. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From zakk at timedoctor.org Sat Mar 25 12:27:19 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 25 Mar 2006 09:27:19 -0800 Subject: [quake3] third win64 patch In-Reply-To: <200603251719.56130.ludwig.nussel@suse.de> References: <200603251719.56130.ludwig.nussel@suse.de> Message-ID: <44257D77.7040003@timedoctor.org> Ludwig Nussel wrote: > [If you include the patches inline or at least attach them as plain > text/gzip it's much easier to handle them. zip sucks. ] > I don't expect anyone working on any platform besides Linux to put out patches in anything but a zip. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jamlacey at gmail.com Sat Mar 25 12:59:09 2006 From: jamlacey at gmail.com (James Lacey) Date: Sat, 25 Mar 2006 10:59:09 -0700 Subject: [quake3] third win64 patch In-Reply-To: <200603251719.56130.ludwig.nussel@suse.de> References: <200603251719.56130.ludwig.nussel@suse.de> Message-ID: Actually, the key difference on this line is that vmMain returns a long instead of an intptr_t. sizeof(long) != sizeof(intptr_t) for Win64. Returning a 64-bit integer from this function on Win64 screws things up. As for the int vs. long, you are right. I just had long in my code. You can keep it int if you want. Whatever. James On 3/25/06, Ludwig Nussel wrote: > > */ > > -intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { > > +long vmMain( long command, long arg0, long arg1, long arg2, long arg3, long arg4, long arg5, long arg6, long arg7, long arg8, long arg9, long arg10, long arg11 ) { > > int an long are of the same size on Windows so I doubt that this and > the other changes to the vm interface are required. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > From jamlacey at gmail.com Sat Mar 25 13:16:27 2006 From: jamlacey at gmail.com (James Lacey) Date: Sat, 25 Mar 2006 11:16:27 -0700 Subject: [quake3] third win64 patch In-Reply-To: <4424B8FF.3020007@timedoctor.org> References: <4424B8FF.3020007@timedoctor.org> Message-ID: Sorry then, I misunderstood. I have some work do to today but I will start working on the .pkg. We want to package a universal binary, right? James On 3/24/06, Zachary J. Slater wrote: > > Woah no, the dmg doesn't work right, is what I was saying. > It is a temporary thing, there is no consensus, this is a zakkocracy. > > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From zakk at timedoctor.org Sat Mar 25 13:18:47 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 25 Mar 2006 10:18:47 -0800 Subject: [quake3] third win64 patch In-Reply-To: References: <4424B8FF.3020007@timedoctor.org> Message-ID: <44258987.40407@timedoctor.org> James Lacey wrote: > Sorry then, I misunderstood. I have some work do to today but I will > start working on the .pkg. We want to package a universal binary, > right? > > James > If you can make a UB happen that would be awesome. I would also appreciate it if you could come up with some coherent build instructions for the OS X version, since everybody seems to do things differently. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Sun Mar 26 00:52:53 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sat, 25 Mar 2006 21:52:53 -0800 Subject: loki_setup Message-ID: <44262C35.5070305@timedoctor.org> Is anyone interested on working on a more compliant official loki_setup based installer? Currently the Linux installer doesn't include patch data, and it needs to with every release (it isn't that big, after all). Of course it needs to be optional, which is easy to do with loki_setup, and display the EULA and all just like the instructions for installer creators describe. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ludwig.nussel at suse.de Sun Mar 26 08:41:37 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 26 Mar 2006 15:41:37 +0200 Subject: [quake3] third win64 patch In-Reply-To: References: <200603251719.56130.ludwig.nussel@suse.de> Message-ID: <200603261541.37428.ludwig.nussel@suse.de> James Lacey wrote: > Actually, the key difference on this line is that vmMain returns a > long instead of an intptr_t. sizeof(long) != sizeof(intptr_t) for > Win64. Returning a 64-bit integer from this function on Win64 screws > things up. vmMain needs to return a pointer because of GAME_CLIENT_CONNECT in code/game/g_main.c. vmMain ends up as vm->entryPoint. It's return value is used as intptr_t in VM_Call (vm.c, line 743). I really can't see what can go wrong there. Especially since you only changed the ui, game and cgame still use intptr_t. The change affects the dll interface only, does that mean interpreter works? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jamlacey at gmail.com Sun Mar 26 12:55:48 2006 From: jamlacey at gmail.com (James Lacey) Date: Sun, 26 Mar 2006 10:55:48 -0700 Subject: [quake3] third win64 patch In-Reply-To: <200603261541.37428.ludwig.nussel@suse.de> References: <200603251719.56130.ludwig.nussel@suse.de> <200603261541.37428.ludwig.nussel@suse.de> Message-ID: The interpreter works fine. I need to go back and look at previous versions of the code. When you committed some of your intrptr_t changes, one of them broke the Win64 build. I had to change it back to a long. I thought it was vmMain() but I will go back and check. It could be that it broke the interpreter but the dll interface was okay and then my change fixed the interpreter and broke the dll interface. I'll do some more digging and see what I come up with. James On 3/26/06, Ludwig Nussel wrote: > James Lacey wrote: > > Actually, the key difference on this line is that vmMain returns a > > long instead of an intptr_t. sizeof(long) != sizeof(intptr_t) for > > Win64. Returning a 64-bit integer from this function on Win64 screws > > things up. > > vmMain needs to return a pointer because of GAME_CLIENT_CONNECT in > code/game/g_main.c. > > vmMain ends up as vm->entryPoint. It's return value is used as > intptr_t in VM_Call (vm.c, line 743). I really can't see what can go > wrong there. Especially since you only changed the ui, game and > cgame still use intptr_t. > > The change affects the dll interface only, does that mean > interpreter works? > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > > From jamlacey at gmail.com Sun Mar 26 13:52:11 2006 From: jamlacey at gmail.com (James Lacey) Date: Sun, 26 Mar 2006 11:52:11 -0700 Subject: [quake3] third win64 patch In-Reply-To: References: <200603251719.56130.ludwig.nussel@suse.de> <200603261541.37428.ludwig.nussel@suse.de> Message-ID: Here is a patch that puts intptr_t back as the return in the vmMain and dllEntry functions. The interpreter on Win64 still works fine. I played a couple of rounds without any problems. Using the dlls instead of the vm is busted though. That will be the next thing I work on. James On 3/26/06, James Lacey wrote: > The interpreter works fine. I need to go back and look at previous > versions of the code. When you committed some of your intrptr_t > changes, one of them broke the Win64 build. I had to change it back to > a long. I thought it was vmMain() but I will go back and check. It > could be that it broke the interpreter but the dll interface was okay > and then my change fixed the interpreter and broke the dll interface. > I'll do some more digging and see what I come up with. > > James > > On 3/26/06, Ludwig Nussel wrote: > > James Lacey wrote: > > > Actually, the key difference on this line is that vmMain returns a > > > long instead of an intptr_t. sizeof(long) != sizeof(intptr_t) for > > > Win64. Returning a 64-bit integer from this function on Win64 screws > > > things up. > > > > vmMain needs to return a pointer because of GAME_CLIENT_CONNECT in > > code/game/g_main.c. > > > > vmMain ends up as vm->entryPoint. It's return value is used as > > intptr_t in VM_Call (vm.c, line 743). I really can't see what can go > > wrong there. Especially since you only changed the ui, game and > > cgame still use intptr_t. > > > > The change affects the dll interface only, does that mean > > interpreter works? > > > > cu > > Ludwig > > > > -- > > (o_ Ludwig Nussel > > //\ SUSE LINUX Products GmbH, Development > > V_/_ http://www.suse.de/ > > > > > > > > > -------------- next part -------------- A non-text attachment was scrubbed... Name: win64.patch.zip Type: application/zip Size: 2251 bytes Desc: not available URL: From insidepoolhenry at yahoo.com Mon Mar 27 13:46:15 2006 From: insidepoolhenry at yahoo.com (Henry Garcia) Date: Mon, 27 Mar 2006 10:46:15 -0800 (PST) Subject: Music Quits: subversion 669 Message-ID: <20060327184615.3585.qmail@web52302.mail.yahoo.com> Keep on receiving this message: ERROR: while buffering data for music stream - invalid name Also, see a similar message in console, but it ends with "invalid data." Using SDL, Openal, configured for BUILD_CLIENT = 1, BUILD_GAME_SO=1, and BUILD_GAME_QVM=1--server and smp are disabled in the build. Sometimes the music starts up on the maps, but it eventually quits. Music plays in the regular quake3.x86 file. And this has been going on for a quite a few of the subversions. Or, I just recently noticed this. Tested on several different sound cards: ES1371, Au8820, au 8830, Maestro3. Same results. Using Debian Sarge on an Dual CPU Pentium III -500, kernel 2.6.15.6 Hank --------------------------------- Yahoo! Messenger with Voice. PC-to-Phone calls for ridiculously low rates. -------------- next part -------------- An HTML attachment was scrubbed... URL: From ntoronto at cs.byu.edu Mon Mar 27 15:19:55 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Mon, 27 Mar 2006 13:19:55 -0700 Subject: [quake3] Music Quits: subversion 669 In-Reply-To: <20060327184615.3585.qmail@web52302.mail.yahoo.com> References: <20060327184615.3585.qmail@web52302.mail.yahoo.com> Message-ID: <442848EB.5070409@cs.byu.edu> Henry Garcia wrote: > Keep on receiving this message: > ERROR: while buffering data for music stream - invalid name > > Also, see a similar message in console, but it ends with "invalid data." > > Using SDL, Openal, configured for BUILD_CLIENT = 1, BUILD_GAME_SO=1, > and BUILD_GAME_QVM=1--server and smp are disabled in the build. > > Sometimes the music starts up on the maps, but it eventually quits. > > Music plays in the regular quake3.x86 file. And this has been going on > for a quite a few of the subversions. Or, I just recently noticed > this. Tested on several different sound cards: ES1371, Au8820, au > 8830, Maestro3. Same results. > > Using Debian Sarge on an Dual CPU Pentium III -500, kernel 2.6.15.6 I came across a bug like this while hacking up the engine. The sound engine periodically reuses the name of the music file, but it doesn't make its own local copy. Therefore, either the VM game needs to make a persistent copy of the music file intro and looping names, or the sound engine needs to make a local copy. (The latter is obviously more correct.) This problem sounds very similar. I didn't report it because I didn't consider that the memory holding the name would change within the Q3 VM game. Neil From zakk at timedoctor.org Fri Mar 31 15:26:56 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Fri, 31 Mar 2006 12:26:56 -0800 Subject: Tremulous 1.10 based on icculus.org/quake3 out! Message-ID: <442D9090.1030900@timedoctor.org> Tim "Timbo" Angus has just released his stand-alone Tremulous Q3 TC over at http://www.tremulous.net/ based on this very engine :) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com