From noisyb at gmx.net Thu Aug 2 12:04:10 2007 From: noisyb at gmx.net (Dirk) Date: Thu, 02 Aug 2007 18:04:10 +0200 Subject: HOWTO download banners Message-ID: <46B2007A.2040005@gmx.net> Until there is the F1/F2 vote feature implemented, I've made some banners that will explain the average player HOWTO enable downloading in his client. -------------- next part -------------- A non-text attachment was scrubbed... Name: openarena_howto_banner.png Type: image/png Size: 9349 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: q3_howto_banner.png Type: image/png Size: 12087 bytes Desc: not available URL: From lava.croft at trioptimum.com Thu Aug 2 13:44:28 2007 From: lava.croft at trioptimum.com (Lava Croft) Date: Thu, 02 Aug 2007 19:44:28 +0200 Subject: [quake3] HOWTO download banners In-Reply-To: <46B2007A.2040005@gmx.net> References: <46B2007A.2040005@gmx.net> Message-ID: Maybe you should try to include a written explanation on how to enable it too. And maybe a version with icons in primary colors too. And do blind people understand this banner? On Thu, 02 Aug 2007 18:04:10 +0200, Dirk wrote: > Until there is the F1/F2 vote feature implemented, I've made some > banners that will explain the average player HOWTO enable downloading in > his client. > -- Like any dealer I am looking for the car that is so high and wild, I'll never have to deal another. From zakk at timedoctor.org Thu Aug 2 14:07:44 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Thu, 02 Aug 2007 11:07:44 -0700 Subject: [quake3] HOWTO download banners In-Reply-To: References: <46B2007A.2040005@gmx.net> Message-ID: <46B21D70.1090509@timedoctor.org> Lava Croft wrote: > Maybe you should try to include a written explanation on how to enable > it too. And maybe a version with icons in primary colors too. And do > blind people understand this banner? Please do not troll on this mailing list. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From 911freak at gmail.com Fri Aug 3 05:04:14 2007 From: 911freak at gmail.com (Ahmed MANSOUR) Date: Fri, 3 Aug 2007 09:04:14 +0000 Subject: [quake3] HOWTO download banners In-Reply-To: <46B2007A.2040005@gmx.net> References: <46B2007A.2040005@gmx.net> Message-ID: This kind of stuff has nothing to do with ioquake3 engine so it's up to the game based on it to implement it. 2007/8/2, Dirk : > > Until there is the F1/F2 vote feature implemented, I've made some > banners that will explain the average player HOWTO enable downloading in > his client. > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From noisyb at gmx.net Fri Aug 3 06:05:11 2007 From: noisyb at gmx.net (Dirk) Date: Fri, 03 Aug 2007 12:05:11 +0200 Subject: [quake3] HOWTO download banners In-Reply-To: References: <46B2007A.2040005@gmx.net> Message-ID: <46B2FDD7.3060000@gmx.net> Lava Croft wrote: > Maybe you should try to include a written explanation on how to enable > it too. nobody reads written explanations >And maybe a version with icons in primary colors too. no > And do > blind people understand this banner? ioquake3 has no braille support > On Thu, 02 Aug 2007 18:04:10 +0200, Dirk wrote: > >> Until there is the F1/F2 vote feature implemented, I've made some >> banners that will explain the average player HOWTO enable downloading in >> his client. >> > > > > --Like any dealer I am looking for the car that is so high and wild, I'll > never have to deal another. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > From noisyb at gmx.net Fri Aug 3 06:06:50 2007 From: noisyb at gmx.net (Dirk) Date: Fri, 03 Aug 2007 12:06:50 +0200 Subject: [quake3] HOWTO download banners In-Reply-To: References: <46B2007A.2040005@gmx.net> Message-ID: <46B2FE3A.9030607@gmx.net> Please go and check the archive of this miling list before you embarrASS yourself... Ahmed MANSOUR wrote: > This kind of stuff has nothing to do with ioquake3 engine so it's up to the > game based on it to implement it. > > 2007/8/2, Dirk : >> Until there is the F1/F2 vote feature implemented, I've made some >> banners that will explain the average player HOWTO enable downloading in >> his client. >> >> >> >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >> >> >> > From noisyb at gmx.net Fri Aug 3 06:06:59 2007 From: noisyb at gmx.net (Dirk) Date: Fri, 03 Aug 2007 12:06:59 +0200 Subject: [quake3] HOWTO download banners In-Reply-To: References: <46B2007A.2040005@gmx.net> Message-ID: <46B2FE43.6060306@gmx.net> Please go and check the archive of this mailing list before you embarrASS yourself... Ahmed MANSOUR wrote: > This kind of stuff has nothing to do with ioquake3 engine so it's up to the > game based on it to implement it. > > 2007/8/2, Dirk : >> Until there is the F1/F2 vote feature implemented, I've made some >> banners that will explain the average player HOWTO enable downloading in >> his client. >> >> >> >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >> >> >> > From 911freak at gmail.com Fri Aug 3 06:52:22 2007 From: 911freak at gmail.com (Ahmed MANSOUR) Date: Fri, 3 Aug 2007 10:52:22 +0000 Subject: [quake3] HOWTO download banners In-Reply-To: <46B2FDD7.3060000@gmx.net> References: <46B2007A.2040005@gmx.net> <46B2FDD7.3060000@gmx.net> Message-ID: > > And do > > blind people understand this banner? > > ioquake3 has no braille support LOL, blind people are fraging with Quake!!! -------------- next part -------------- An HTML attachment was scrubbed... URL: From monk at rq3.com Tue Aug 7 14:10:27 2007 From: monk at rq3.com (monk at rq3.com) Date: Tue, 7 Aug 2007 12:10:27 -0600 (MDT) Subject: Off-topic: mods and game engine coders In-Reply-To: <319ee2b10707272329ye4f046ej5d6c27c830741fe0@mail.gmail.com> References: <319ee2b10707261955p3dea3edeyf4b3ded712a2195c@mail.gmail.com> <46A9BC2F.7020700@gmx.net> <319ee2b10707272329ye4f046ej5d6c27c830741fe0@mail.gmail.com> Message-ID: <49529.63.150.173.150.1186510227.squirrel@mail.rq3.com> Sorry for this being off-topic, but I thought it somewhat relevent to the blokes on this mailing list. I ran across this article the other day: http://www.shacknews.com/featuredarticle.x?id=489 Specifically, some of it addresses the role of "game engine" projects in relation to mods and other actual content projects. It was interesting to hear about a project outside of the Q3 ecosystem that also has a game engine project that everyone benefits from with collaboration and whatnot. Also, how the mod in question would probably have not existed if it were not for that dedicated game engine project. How many projects now are leveraging the hard work of everyone on the ioq3 project? Tremulous, padman, urban terror, elite forces, some other projects? You guys are making a difference and are helping many projects with your work. As much as I like to rag on y'all about older format/graphics stuff, if it weren't for you guys providing a solid base, who knows how many projects would just be untenable? So kudos to you. I just wanted to take a moment to say thank you for all the hard work you've done for the community! Monk. From oscar.vives at gmail.com Tue Aug 7 14:26:04 2007 From: oscar.vives at gmail.com (Tei) Date: Tue, 7 Aug 2007 20:26:04 +0200 Subject: [quake3] Off-topic: mods and game engine coders In-Reply-To: <49529.63.150.173.150.1186510227.squirrel@mail.rq3.com> References: <319ee2b10707261955p3dea3edeyf4b3ded712a2195c@mail.gmail.com> <46A9BC2F.7020700@gmx.net> <319ee2b10707272329ye4f046ej5d6c27c830741fe0@mail.gmail.com> <49529.63.150.173.150.1186510227.squirrel@mail.rq3.com> Message-ID: On 8/7/07, monk at rq3.com wrote: > > Sorry for this being off-topic, but I thought it somewhat relevent to the > blokes on this mailing list. I ran across this article the other day: > > http://www.shacknews.com/featuredarticle.x?id=489 > > Specifically, some of it addresses the role of "game engine" projects in > relation to mods and other actual content projects. It was interesting to > hear about a project outside of the Q3 ecosystem that also has a game > engine project that everyone benefits from with collaboration and whatnot. > Also, how the mod in question would probably have not existed if it were > not for that dedicated game engine project. you sould invest some time reading about Lord Havoc's DarkPlaces games "Nexuiz" "Transfusion" "God or Bad" "Nehara" and the 3 hours long machinima "Nehara, The Movie" etc... I myself tried to make the engine (Telejano) as self-supported as posible. So It only need one extenal file (the console graphic). DarkPlaces also do that, so It only need ...nothing. You just add your files. So making a stand alone is easier. With my engine (Telejano), 3 comercial games where created. I have invest some time, the latest 4 years, pimping the concept "Stand alone", and I think nowdays is well stablished. Even If is a somewhat murky concept ;D Tomaz also created the "CleanQuake", that is attemp to privide a clean base to create total conversions. Is related to the topic, very important. How many projects now are leveraging the hard work of everyone on the ioq3 > project? Tremulous, padman, urban terror, elite forces, some other > projects? > > You guys are making a difference and are helping many projects with your > work. As much as I like to rag on y'all about older format/graphics > stuff, if it weren't for you guys providing a solid base, who knows how > many projects would just be untenable? Hope this continue, and create a stable base for grown. The Q3 engine is maybe the better engine out here for Deathmach. IMHO. So kudos to you. I just wanted to take a moment to say thank you for all > the hard work you've done for the community! > > Monk. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > --Tei -------------- next part -------------- An HTML attachment was scrubbed... URL: From jorgepblank at gmail.com Tue Aug 7 14:29:17 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Tue, 7 Aug 2007 11:29:17 -0700 Subject: [quake3] Off-topic: mods and game engine coders In-Reply-To: References: <319ee2b10707261955p3dea3edeyf4b3ded712a2195c@mail.gmail.com> <46A9BC2F.7020700@gmx.net> <319ee2b10707272329ye4f046ej5d6c27c830741fe0@mail.gmail.com> <49529.63.150.173.150.1186510227.squirrel@mail.rq3.com> Message-ID: <28406b400708071129t771c6216gbfa776219b416885@mail.gmail.com> I made The Instagib Project, but it turned out to be a failure and I lost interest haha. On 8/7/07, Tei wrote: > > > > On 8/7/07, monk at rq3.com wrote: > > > > Sorry for this being off-topic, but I thought it somewhat relevent to > > the > > blokes on this mailing list. I ran across this article the other day: > > > > http://www.shacknews.com/featuredarticle.x?id=489 > > > > Specifically, some of it addresses the role of "game engine" projects in > > relation to mods and other actual content projects. It was interesting > > to > > hear about a project outside of the Q3 ecosystem that also has a game > > engine project that everyone benefits from with collaboration and > > whatnot. > > Also, how the mod in question would probably have not existed if it were > > not for that dedicated game engine project. > > > you sould invest some time reading about Lord Havoc's DarkPlaces games > > "Nexuiz" > "Transfusion" > "God or Bad" > "Nehara" and the 3 hours long machinima "Nehara, The Movie" > etc... > > I myself tried to make the engine (Telejano) as self-supported as posible. > So It only need one extenal file (the console graphic). DarkPlaces also do > that, so It only need ...nothing. You just add your files. So making a stand > alone is easier. With my engine (Telejano), 3 comercial games where created. > > > I have invest some time, the latest 4 years, pimping the concept "Stand > alone", and I think nowdays is well stablished. Even If is a somewhat murky > concept ;D > > Tomaz also created the "CleanQuake", that is attemp to privide a clean > base to create total conversions. Is related to the topic, very important. > > > > How many projects now are leveraging the hard work of everyone on the ioq3 > > project? Tremulous, padman, urban terror, elite forces, some other > > projects? > > > > You guys are making a difference and are helping many projects with your > > > > work. As much as I like to rag on y'all about older format/graphics > > stuff, if it weren't for you guys providing a solid base, who knows how > > many projects would just be untenable? > > > Hope this continue, and create a stable base for grown. The Q3 engine is > maybe the better engine out here for Deathmach. IMHO. > > > > So kudos to you. I just wanted to take a moment to say thank you for all > > the hard work you've done for the community! > > > > Monk. > > > > --- > > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > > > > > --Tei > -------------- next part -------------- An HTML attachment was scrubbed... URL: From noisyb at gmx.net Wed Aug 8 08:16:33 2007 From: noisyb at gmx.net (Dirk) Date: Wed, 08 Aug 2007 14:16:33 +0200 Subject: [PATCH] more-Q3-players-fix Message-ID: <46B9B421.8040606@gmx.net> A non-text attachment was scrubbed... Name: ioquake3_allowdownload_as_default.patch Type: text/x-diff Size: 501 bytes Desc: not available URL: From mike at hobbshouse.org Wed Aug 8 12:13:47 2007 From: mike at hobbshouse.org (Mike Hobbs) Date: Wed, 08 Aug 2007 11:13:47 -0500 Subject: [quake3] non-cheatable game In-Reply-To: <24F714AB-28AA-40BA-BB38-756B4BE805CE@bellsouth.net> References: <46447ABC.9070305@itc.it> <4648B277.5000402@hobbshouse.org> <81089F30-7D5A-4FFE-9022-7F32D066582D@bellsouth.net> <46492E31.2080306@gmail.com> <4561ec380705151202w368ffeedvdb2e8a2f4db193b2@mail.gmail.com> <24F714AB-28AA-40BA-BB38-756B4BE805CE@bellsouth.net> Message-ID: <46B9EBBB.2050403@hobbshouse.org> I know, I know, but I've just been catching up on old email and ran across this thread (again). Hopefully this will put the nail in the coffin once and for all: Every Intel processor contains a special single-step trap flag (TF) in its hardware. When set, it allows a low-level debugger to trace each and every machine code instruction that occurs in the processor hardware. This effectively allows the debugger to inspect and/or modify all memory and every CPU register value after each and every CPU instruction. So even if you obfuscate or encrypt the binary code, a debugger will ALWAYS be able to monitor what a program is doing in the CPU hardware and alter its behavior. To prevent hacking 100%, your only option is to run the program on a non-Intel CPU; preferably one that can perform proper arithmetic and logic with encrypted data in its memory and registers. You can try little tricks like setting a program to run as a hypervisor, which might fool the debugger into running in an emulated environment. But at the end of the day, the end-user has physical access to the CMOS and boot sector of the machine and can therefore always out-hypervisor your hypervisor. (Not to mention the option of installing an in-circuit debugger.) - Mike David Jackson wrote: > > I am unsure as to why this has devolved into derisive comments and > veiled insults. > > Rather than reiterate, I will simply take a few steps back and when > everyone comes to their senses, and the outrage subsides, I will > return to this discussion. > > > On May 15, 2007, at 2:02 PM, LinuxManMikeC wrote: > >> Whatever you make, someone can break. Its just a question of how >> difficult you make it for them to break. Hence, "you will never be >> able to make the game non-cheatable". You can only make it extremely >> difficult to cheat, or make it infeasible to even attempt cheating for >> a considerable length of time. But if you really have such profound >> knowledge of how to do this, why not go create it, become a >> billionaire, and make us all eat our hats? >> >> Mike >> >> On 5/15/07, David Jackson wrote: >>> >>> I always worry about absolute statements like "this can never be done". >>> >>> You have to look beyond conventional methods of memory mapping, and >>> program code/program data organization. >>> >>> I'm not going to dig into it, it's far too lengthy for this forum, >>> but it is entirely possible to obfuscate it at many levels. The >>> question becomes more what tradeoffs you are willing to accept. >>> >>> David Jackson >>> >>> On May 14, 2007, at 10:51 PM, Theorem wrote: >>> >>> > I disagree. This is exactly the DRM problem, at some point in time >>> > you're going to have to present it to the user, that's the whole >>> > point. >>> > >>> > The definition of cheating I use is "to deceive or influence by >>> > fraud". >>> > >>> > This can be done many, many ways, software is one attack >>> vector, >>> > hardware is yet another. This is why "if you can touch it, you can >>> > hack it" is a security mantra. M. Hobbs eludes to this with >>> > "..indiscriminate physical access". >>> > >>> > Even assuming your software IS foolproof you rely on the >>> hardware >>> > to make it happen, which is tainted the instant anyone has physical >>> > access. You're missing a large point here because you trust the >>> > hardware. Regardless if it "would be difficult to do" to hack your >>> > game in hardware I have no doubt it could be done. If not to >>> > inject code/control characters, then to make a physical robot move >>> > the mouse,press keys, etc all for the user's enjoyment. >>> > >>> > As a further aside, if you have root access you'll always be >>> able >>> > to get at the memory addresses of whatever is running. Using an OS >>> > that doesn't allow you to do that is a slippery slope and you no >>> > longer own this device. >>> > >>> > As an academic exercise I'm sure you can improve the security of >>> > the system to an acceptable level, but you will never be able to >>> > make the game non-cheatable. >>> > >>> > Have fun :), >>> > Theorem >>> > >>> > David Jackson wrote: >>> >> This is untrue, on many levels. It is a software engineering >>> >> problem; admittedly, a very hefty one, but it can be done. >>> >> At it's very core, you have to be able to protect your program >>> >> code and program data. A good start would be to -not- use >>> >> dynamically-linked libraries. >>> >> David Jackson >>> >> On May 14, 2007, at 2:03 PM, Mike Hobbs wrote: >>> >>> I don't mean to throw cold water on your research and I don't >>> >>> know what your proposed approach is, but I'm 99.999% certain that >>> >>> it is impossible to absolutely prevent cheating on any system >>> >>> that the cheater has indiscriminate physical access to. (As an >>> >>> aside, this is one reason why DRM will never be effective on >>> >>> consumer devices.) Access to the source code makes it very easy >>> >>> to cheat, but even without access to the code, a hacker with a >>> >>> decompiler can do a lot. Even if you encrypt the binary and all >>> >>> messages into and out of it, the secret will have to be decoded >>> >>> and into the client's memory at some point. A hacker can then >>> >>> inject whatever he wants at that point. >>> >>> >>> >>> From a different perspective, it is possible for a server to ban >>> >>> a client that it "suspects" is cheating, but there is no way to >>> >>> absolutely prevent it in the first place. >>> >>> >>> >>> - Mike >>> >>> > From tim at ngus.net Wed Aug 8 12:18:58 2007 From: tim at ngus.net (Tim Angus) Date: Wed, 08 Aug 2007 17:18:58 +0100 Subject: more-Q3-players-fix In-Reply-To: <46B9B421.8040606@gmx.net> References: <46B9B421.8040606@gmx.net> Message-ID: <46B9ECF2.8090004@ngus.net> Dirk wrote: > while( dirk.waitForNewPost( ) ) dirk.respect--; From jean.chassoul at cis-solutions.com Wed Aug 8 12:32:24 2007 From: jean.chassoul at cis-solutions.com (Jean Chassoul) Date: Wed, 08 Aug 2007 10:32:24 -0600 Subject: [quake3] [PATCH] more-Q3-players-fix In-Reply-To: <46B9B421.8040606@gmx.net> References: <46B9B421.8040606@gmx.net> Message-ID: <46B9F018.1010301@cis-solutions.com> hi, what is the maximum number of players now? and with this patch? Dirk wrote: > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 From kloppenburg at snt.utwente.nl Wed Aug 8 12:42:51 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Wed, 08 Aug 2007 18:42:51 +0200 Subject: [quake3] [PATCH] more-Q3-players-fix In-Reply-To: <46B9F018.1010301@cis-solutions.com> References: <46B9B421.8040606@gmx.net> <46B9F018.1010301@cis-solutions.com> Message-ID: <46B9F28B.9000806@snt.utwente.nl> This patch doesn't change the max amount of players on a server, it just enables auto-dl by default ;) Jean Chassoul wrote: > hi, > > what is the maximum number of players now? > and with this patch? > > > Dirk wrote: >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > From monk at rq3.com Wed Aug 8 12:46:32 2007 From: monk at rq3.com (monk at rq3.com) Date: Wed, 8 Aug 2007 10:46:32 -0600 (MDT) Subject: [quake3] [PATCH] more-Q3-players-fix In-Reply-To: <46B9F28B.9000806@snt.utwente.nl> References: <46B9B421.8040606@gmx.net> <46B9F018.1010301@cis-solutions.com> <46B9F28B.9000806@snt.utwente.nl> Message-ID: <33538.63.150.173.150.1186591592.squirrel@mail.rq3.com> Ya, this goes back to the argument that you'll foster more Q3 players by making it easier for them to automatically get content. That's what the reference is. But yeah, I was kinda hopin' for some 512-player deathmatch, myself. Monk. > This patch doesn't change the max amount of players on a server, it just > enables auto-dl by default ;) > > Jean Chassoul wrote: >> hi, >> >> what is the maximum number of players now? >> and with this patch? From noisyb at gmx.net Wed Aug 8 13:12:32 2007 From: noisyb at gmx.net (Dirk) Date: Wed, 08 Aug 2007 19:12:32 +0200 Subject: [quake3] Re: more-Q3-players-fix In-Reply-To: <46B9ECF2.8090004@ngus.net> References: <46B9B421.8040606@gmx.net> <46B9ECF2.8090004@ngus.net> Message-ID: <46B9F980.2080004@gmx.net> Tim Angus wrote: > Dirk wrote: >> > > while( dirk.waitForNewPost( ) ) > dirk.respect--; > HOW I raise attention for AUTOMATIC DOWNLOADING isn't your concern. Obviously, AUTOMATIC DOWNLOADING has your attention too, now. See? That is how you have to work with peoples minds. From tim at ngus.net Wed Aug 8 13:35:53 2007 From: tim at ngus.net (Tim Angus) Date: Wed, 8 Aug 2007 18:35:53 +0100 Subject: more-Q3-players-fix In-Reply-To: <46B9F980.2080004@gmx.net> References: <46B9B421.8040606@gmx.net> <46B9ECF2.8090004@ngus.net> <46B9F980.2080004@gmx.net> Message-ID: <20070808183553.3de60491.tim@ngus.net> On Wed, 08 Aug 2007 19:12:32 +0200 Dirk wrote: > HOW I raise attention for AUTOMATIC DOWNLOADING isn't your concern. > > Obviously, AUTOMATIC DOWNLOADING has your attention too, now. > > > See? That is how you have to work with peoples minds. Dude, making an ass of yourself is not going to get you what you want. It's more likely to get to unsubscribed from the list. From noisyb at gmx.net Wed Aug 8 13:39:58 2007 From: noisyb at gmx.net (Dirk) Date: Wed, 08 Aug 2007 19:39:58 +0200 Subject: [quake3] Re: more-Q3-players-fix In-Reply-To: <20070808183553.3de60491.tim@ngus.net> References: <46B9B421.8040606@gmx.net> <46B9ECF2.8090004@ngus.net> <46B9F980.2080004@gmx.net> <20070808183553.3de60491.tim@ngus.net> Message-ID: <46B9FFEE.20907@gmx.net> Tim Angus wrote: > On Wed, 08 Aug 2007 19:12:32 +0200 Dirk wrote: >> HOW I raise attention for AUTOMATIC DOWNLOADING isn't your concern. >> >> Obviously, AUTOMATIC DOWNLOADING has your attention too, now. >> >> >> See? That is how you have to work with peoples minds. > > Dude, making an ass of yourself is not going to get you what you want. > It's more likely to get to unsubscribed from the list. > Sending a patch that does what I want doesn't work either. From bnoordhuis at gmail.com Wed Aug 8 17:16:34 2007 From: bnoordhuis at gmail.com (Ben Noordhuis) Date: Wed, 8 Aug 2007 23:16:34 +0200 Subject: [quake3] Re: more-Q3-players-fix In-Reply-To: <46B9FFEE.20907@gmx.net> References: <46B9B421.8040606@gmx.net> <46B9ECF2.8090004@ngus.net> <46B9F980.2080004@gmx.net> <20070808183553.3de60491.tim@ngus.net> <46B9FFEE.20907@gmx.net> Message-ID: <54885e060708081416v1dbad6b2o7b1e02ef89f9f64d@mail.gmail.com> On 8/8/07, Dirk wrote: > Sending a patch that does what I want doesn't work either. What does this tell you? From noisyb at gmx.net Wed Aug 8 17:25:16 2007 From: noisyb at gmx.net (Dirk) Date: Wed, 08 Aug 2007 23:25:16 +0200 Subject: [quake3] Re: more-Q3-players-fix In-Reply-To: <54885e060708081416v1dbad6b2o7b1e02ef89f9f64d@mail.gmail.com> References: <46B9B421.8040606@gmx.net> <46B9ECF2.8090004@ngus.net> <46B9F980.2080004@gmx.net> <20070808183553.3de60491.tim@ngus.net> <46B9FFEE.20907@gmx.net> <54885e060708081416v1dbad6b2o7b1e02ef89f9f64d@mail.gmail.com> Message-ID: <46BA34BC.8020905@gmx.net> Ben Noordhuis wrote: > On 8/8/07, Dirk wrote: >> Sending a patch that does what I want doesn't work either. > > What does this tell you? > That 7 years of custom maps and mods are ignored because the developers rather write how to enable automatic downloads in their docs instead of writing how disable it and making it the default in the client. Nothing I could do is more stupid than that. From noisyb at gmx.net Thu Aug 9 08:04:54 2007 From: noisyb at gmx.net (Dirk) Date: Thu, 09 Aug 2007 14:04:54 +0200 Subject: Can a mod override cl_allowDownload? Message-ID: <46BB02E6.5070008@gmx.net> ? From kloppenburg at snt.utwente.nl Thu Aug 9 10:55:20 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Thu, 09 Aug 2007 16:55:20 +0200 Subject: [quake3] Can a mod override cl_allowDownload? In-Reply-To: <46BB02E6.5070008@gmx.net> References: <46BB02E6.5070008@gmx.net> Message-ID: <46BB2AD8.6060203@snt.utwente.nl> Dirk wrote: > I'm too lazy to research. Yes, it can. From noisyb at gmx.net Thu Aug 9 10:57:19 2007 From: noisyb at gmx.net (Dirk) Date: Thu, 09 Aug 2007 16:57:19 +0200 Subject: ioq3 is going nowhere Message-ID: <46BB2B4F.8070107@gmx.net> According to the mailing list archive it is obvious that I was the last one who had interest in ioq3. I understand now that the main goal of ioq3 is stagnation until someone finally forks and turns Quake 3 into a project. From shivakumar.gn at gmail.com Thu Aug 9 11:20:47 2007 From: shivakumar.gn at gmail.com (S h i v ) Date: Thu, 9 Aug 2007 20:50:47 +0530 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB2B4F.8070107@gmx.net> References: <46BB2B4F.8070107@gmx.net> Message-ID: <319ee2b10708090820xa530e22h343fdf4596d88aca@mail.gmail.com> On 8/9/07, Dirk wrote: > According to the mailing list archive it is obvious that I was the last > one who had interest in ioq3. > > I understand now that the main goal of ioq3 is stagnation until someone > finally forks and turns Quake 3 into a project. > But isn't it a project already...! From kloppenburg at snt.utwente.nl Thu Aug 9 11:50:27 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Thu, 09 Aug 2007 17:50:27 +0200 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB2B4F.8070107@gmx.net> References: <46BB2B4F.8070107@gmx.net> Message-ID: <46BB37C3.30506@snt.utwente.nl> Dirk wrote: > According to the mailing list archive it is obvious that I was the last > one who had interest in ioq3. > > I understand now that the main goal of ioq3 is stagnation until someone > finally forks and turns Quake 3 into a project. Okay, so can you please leave the ioq3 mailing list alone now, tnx :) From mattst88 at gmail.com Thu Aug 9 12:12:14 2007 From: mattst88 at gmail.com (Matt Turner) Date: Thu, 9 Aug 2007 12:12:14 -0400 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB37C3.30506@snt.utwente.nl> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> Message-ID: Dirk, s/r/c/ Quit being one. Please fork and apply your patch. Many people would use your fork. Just do it and quit whining. On 8/9/07, Erik Kloppenburg wrote: > Dirk wrote: > > According to the mailing list archive it is obvious that I was the last > > one who had interest in ioq3. > > > > I understand now that the main goal of ioq3 is stagnation until someone > > finally forks and turns Quake 3 into a project. > > Okay, so can you please leave the ioq3 mailing list alone now, tnx :) > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > From tw3k.net at gmail.com Thu Aug 9 12:12:41 2007 From: tw3k.net at gmail.com (~tw3k!) Date: Thu, 9 Aug 2007 12:12:41 -0400 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB37C3.30506@snt.utwente.nl> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> Message-ID: seriously STUF n00b On Aug 9, 2007, at 11:50 AM, Erik Kloppenburg wrote: > Dirk wrote: >> According to the mailing list archive it is obvious that I was the >> last >> one who had interest in ioq3. >> I understand now that the main goal of ioq3 is stagnation until >> someone >> finally forks and turns Quake 3 into a project. > > Okay, so can you please leave the ioq3 mailing list alone now, tnx :) > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > Forest http://tw3k.sdf-us.org/ From noisyb at gmx.net Thu Aug 9 12:25:39 2007 From: noisyb at gmx.net (Dirk) Date: Thu, 09 Aug 2007 18:25:39 +0200 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB37C3.30506@snt.utwente.nl> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> Message-ID: <46BB4003.7080805@gmx.net> Erik Kloppenburg wrote: > Dirk wrote: >> According to the mailing list archive it is obvious that I was the last >> one who had interest in ioq3. >> >> I understand now that the main goal of ioq3 is stagnation until someone >> finally forks and turns Quake 3 into a project. > > Okay, so can you please leave the ioq3 mailing list alone now, tnx :) > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > Yeah, guess so. I tried my best. I begged. I trolled. I made an ass of myself and I did send a patch. But when small minded people just want to be able to attach their names to Q3 without any interest of progress that leads further than December 1999 then, i guess, i rather waste my time elsewhere. It sucks. From kloppenburg at snt.utwente.nl Thu Aug 9 12:34:03 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Thu, 09 Aug 2007 18:34:03 +0200 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB4003.7080805@gmx.net> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> Message-ID: <46BB41FB.6040307@snt.utwente.nl> Funny thing is that I actually agree with the basis of your idea, which is that it would be good to have auto-dl more easily accessible. However, the way in which you are trying to discuss and achieve this, is questionable at the very least. From patrick.bothe at tu-clausthal.de Thu Aug 9 12:41:51 2007 From: patrick.bothe at tu-clausthal.de (Patrick Bothe) Date: Thu, 09 Aug 2007 18:41:51 +0200 Subject: [quake3] ioq3 is going nowhere In-Reply-To: References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> Message-ID: <46BB43CF.8010301@tu-clausthal.de> Please everyone stay polite, thank you. ~tw3k! wrote: > seriously > > STUF n00b > > > On Aug 9, 2007, at 11:50 AM, Erik Kloppenburg wrote: > >> Dirk wrote: >>> According to the mailing list archive it is obvious that I was the last >>> one who had interest in ioq3. >>> I understand now that the main goal of ioq3 is stagnation until someone >>> finally forks and turns Quake 3 into a project. >> >> Okay, so can you please leave the ioq3 mailing list alone now, tnx :) >> >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >> >> > > Forest > http://tw3k.sdf-us.org/ > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 From tw3k.net at gmail.com Thu Aug 9 12:45:32 2007 From: tw3k.net at gmail.com (~tw3k!) Date: Thu, 9 Aug 2007 12:45:32 -0400 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB43CF.8010301@tu-clausthal.de> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB43CF.8010301@tu-clausthal.de> Message-ID: <6AA31C20-429B-421B-815C-9ABD2F96FD85@gmail.com> rgr On Aug 9, 2007, at 12:41 PM, Patrick Bothe wrote: > Please everyone stay polite, thank you. > > ~tw3k! wrote: >> seriously >> >> STUF n00b >> >> >> On Aug 9, 2007, at 11:50 AM, Erik Kloppenburg wrote: >> >>> Dirk wrote: >>>> According to the mailing list archive it is obvious that I was >>>> the last >>>> one who had interest in ioq3. >>>> I understand now that the main goal of ioq3 is stagnation until >>>> someone >>>> finally forks and turns Quake 3 into a project. >>> >>> Okay, so can you please leave the ioq3 mailing list alone now, >>> tnx :) >>> >>> --- >>> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >>> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >>> >>> >> >> Forest >> http://tw3k.sdf-us.org/ >> >> >> >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > Forest http://tw3k.sdf-us.org/ From jean.chassoul at cis-solutions.com Thu Aug 9 12:50:12 2007 From: jean.chassoul at cis-solutions.com (Jean Chassoul) Date: Thu, 09 Aug 2007 10:50:12 -0600 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB4003.7080805@gmx.net> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> Message-ID: <46BB45C4.2070200@cis-solutions.com> ignoring the entire flame... i really think auto-download enable for default is a great idea... would be good to have it more easily accessible for noobs and casual players... Dirk wrote: > Erik Kloppenburg wrote: > >> Dirk wrote: >> >>> According to the mailing list archive it is obvious that I was the last >>> one who had interest in ioq3. >>> >>> I understand now that the main goal of ioq3 is stagnation until someone >>> finally forks and turns Quake 3 into a project. >>> >> Okay, so can you please leave the ioq3 mailing list alone now, tnx :) >> >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >> >> >> > > Yeah, guess so. > > I tried my best. I begged. I trolled. I made an ass of myself and I did > send a patch. > > But when small minded people just want to be able to attach their names > to Q3 without any interest of progress that leads further than December > 1999 then, i guess, i rather waste my time elsewhere. > > It sucks. > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > From tw3k.net at gmail.com Thu Aug 9 12:57:27 2007 From: tw3k.net at gmail.com (~tw3k!) Date: Thu, 9 Aug 2007 12:57:27 -0400 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB45C4.2070200@cis-solutions.com> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <46BB45C4.2070200@cis-solutions.com> Message-ID: :P On Aug 9, 2007, at 12:50 PM, Jean Chassoul wrote: > ignoring the entire flame... i really think auto-download enable > for default is a great idea... would be good to have it more easily > accessible for noobs and casual players... > > Dirk wrote: >> Erik Kloppenburg wrote: >> >>> Dirk wrote: >>> >>>> According to the mailing list archive it is obvious that I was >>>> the last >>>> one who had interest in ioq3. >>>> >>>> I understand now that the main goal of ioq3 is stagnation until >>>> someone >>>> finally forks and turns Quake 3 into a project. >>>> >>> Okay, so can you please leave the ioq3 mailing list alone now, >>> tnx :) >>> >>> --- >>> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >>> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >>> >>> >>> >> >> Yeah, guess so. >> >> I tried my best. I begged. I trolled. I made an ass of myself and >> I did >> send a patch. >> >> But when small minded people just want to be able to attach their >> names >> to Q3 without any interest of progress that leads further than >> December >> 1999 then, i guess, i rather waste my time elsewhere. >> >> It sucks. >> >> >> >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >> >> >> >> >> > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > Forest http://tw3k.sdf-us.org/ From mattst88 at gmail.com Thu Aug 9 13:02:29 2007 From: mattst88 at gmail.com (Matt Turner) Date: Thu, 9 Aug 2007 13:02:29 -0400 Subject: [quake3] ioq3 is going nowhere In-Reply-To: References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <46BB45C4.2070200@cis-solutions.com> Message-ID: Someone please ban tw3k.net at gmail.com. kthx. From daniellord at mac.com Thu Aug 9 13:12:14 2007 From: daniellord at mac.com (Daniel Lord) Date: Thu, 9 Aug 2007 10:12:14 -0700 Subject: [quake3] ioq3 is going nowhere In-Reply-To: References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <46BB45C4.2070200@cis-solutions.com> Message-ID: <8E1D9443-BE65-4F4C-98B3-8114F9B1CB94@mac.com> Affirmative. Let's take that troll out of our group. Please. ASAP. On Aug 9, 2007, at 10:02, Matt Turner wrote: > Someone please ban tw3k.net at gmail.com. kthx. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > From monk at rq3.com Thu Aug 9 14:26:16 2007 From: monk at rq3.com (monk at rq3.com) Date: Thu, 9 Aug 2007 12:26:16 -0600 (MDT) Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB4003.7080805@gmx.net> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> Message-ID: <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> > I tried my best. I begged. I trolled. I made an ass of myself and I did > send a patch. > > But when small minded people just want to be able to attach their names > to Q3 without any interest of progress that leads further than December > 1999 then, i guess, i rather waste my time elsewhere. Well, for something that's not controlled by committee, you can try Evolution Q3 or XreaL. Oh yeah, this will be another long one. The thing is, from ioq3's website, the stated purpose of the project is: "Our permanent goal is to create the open source Quake 3 distribution upon which people base their games and projects." While they are open to other improvements, their eye is towards a solid basic foundation that other people can improve. You had a gripe with the value of one cvar. While I and others may support the motivation and sentiment behind your request, that doesn't necessarily mean that it's a good idea or that it's an idea that EVERYONE is behind. I mean, who DOESN'T want to make Q3 more popular and easier for new players to interact with? It's like free beer for everyone. But the problem comes with the consequences. Some of which were brought up. Some of the core developers are very uncomfortable with the security issues that may arise from enabling that by setting by default. While you or I may not agree with that, it's a valid concern for some of the people here who have put in many days and weeks of work (like, from a straight manhour count). There is of course going to be some resistence from someone who just jumps in and wants things done now now now. I'm guilty of that myself. You made a code patch. So, I'm guessing you can code. If you want to contribute something more meaningful to the overall ioq3 project, maybe contact Raynor of the Evolution Q3 project. See if he would be adverse to you backporting his improvements from EvQ3 1.1 into ioq3. Heck, EvQ3 itself is a fusion of ioq3 and XreaL. Maybe even contact Treb from XreaL and see if he minds, too. I would bet that they probably don't. I suggest EvQ3 1.1 since it still supports lightmaps and therefore won't break the multitude of existing Q3 content like maps. So if you backport the improvements to ioq3, I doubt the core ioq3 team would have any problem with including them as optional patches on the website. And that makes it far easier for anyone using ioq3 as a base to incorporate those features into their own projects. Eventually, with enough testing and tweaking, you could probably start a dialog to merge some of those optional patches into the main ioq3 source. Yes, it's a slower process. However, it's a less abrasive process. Had I the technical aptitude, this is what I would be doing. As a mod developer, I too would like prettier graphics, more modern model/animation support, and agree with the sentiment of making it easier for new players to get my content. There comes a time when you have to decide how much you want something. It's easy to send a few emails to people. It's hard to get your hands dirty. I would be getting my hands dirty had I the skillset. You seem like you have the skillset. The only problem is you've focused too narrowly on one certain issue. And, honestly, ioq3 is not the only place you need to spend time on to get that autodownload issue resolved. You need to talk with various mod developers, UrT, RQ3, Padman, Tremulous, etc. to get them to change their ways as well. id just released Quake 3 on Steam. People are buying and downloading that right now. Do you think that, for this re-release, id changed their autodownload cvar? If not, why? They already updated their package once to resolve a DOSBox licensing issue, maybe if you contact id and make a good case, you can get them to do that tweak as well. That's not being facetious, that's being practical. There are many avenues to try before giving up. Some are more work than others. People are dismissing you as a troll because, well, they haven't seen your commitment, really. If you put in the work, you'll earn the respect. Just like many real life situations. I hope at one point this issue is revisted as there are several people on the list who have the same sentiment as Dirk in regards to enabling autodownloads. For me, though, it's as simple as making sure it's enabled in RQ3. Trying to regulate that for all of q3-dom is beyond the scope of my control. So while I agree with the sentiment, I realize it's not something any one person has direct control over and that a consensus will have to be reached. And, I hope at some point in the future, ioq3 grows to encompass more than it is now in terms of graphics and content format support. But, that's neither here nor there... if coders want to crossport or backport the work done on other projects, that's phenominal and lets everyone share in the fruits of their labor. If they don't, well, that's their prerogative. Whatever you decide to do, email other projects, talk to id, backport stuff as patches for ioq3, I wish you luck. Everyone here is doing this on their own time (well except that SuSE/Novell guy, but that was cheating for a week) and it competes with other projects and RL. If you can find the time to put forth more effort, kudos to ya. There are other routes than giving up. Monk. From diego1609 at gmail.com Thu Aug 9 14:40:51 2007 From: diego1609 at gmail.com (Diego de Estrada) Date: Thu, 9 Aug 2007 15:40:51 -0300 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> Message-ID: <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> I think the problem is that the roadmap hasn't been touched in two years! I didn't see any progress in stuff that matters, like the replacing of DirectX backend with SDL, or ipv6 support and merging unix_net.c with win_net.c The subject in question is comparately insignificant... On 8/9/07, monk at rq3.com wrote: > > I tried my best. I begged. I trolled. I made an ass of myself and I did > > send a patch. > > > > But when small minded people just want to be able to attach their names > > to Q3 without any interest of progress that leads further than December > > 1999 then, i guess, i rather waste my time elsewhere. > > Well, for something that's not controlled by committee, you can try > Evolution Q3 or XreaL. Oh yeah, this will be another long one. > > The thing is, from ioq3's website, the stated purpose of the project is: > > "Our permanent goal is to create the open source Quake 3 distribution upon > which people base their games and projects." > > While they are open to other improvements, their eye is towards a solid > basic foundation that other people can improve. You had a gripe with the > value of one cvar. While I and others may support the motivation and > sentiment behind your request, that doesn't necessarily mean that it's a > good idea or that it's an idea that EVERYONE is behind. I mean, who > DOESN'T want to make Q3 more popular and easier for new players to > interact with? It's like free beer for everyone. > > But the problem comes with the consequences. Some of which were brought > up. Some of the core developers are very uncomfortable with the security > issues that may arise from enabling that by setting by default. While you > or I may not agree with that, it's a valid concern for some of the people > here who have put in many days and weeks of work (like, from a straight > manhour count). There is of course going to be some resistence from > someone who just jumps in and wants things done now now now. I'm guilty > of that myself. > > You made a code patch. So, I'm guessing you can code. If you want to > contribute something more meaningful to the overall ioq3 project, maybe > contact Raynor of the Evolution Q3 project. See if he would be adverse to > you backporting his improvements from EvQ3 1.1 into ioq3. Heck, EvQ3 > itself is a fusion of ioq3 and XreaL. Maybe even contact Treb from XreaL > and see if he minds, too. I would bet that they probably don't. I > suggest EvQ3 1.1 since it still supports lightmaps and therefore won't > break the multitude of existing Q3 content like maps. > > So if you backport the improvements to ioq3, I doubt the core ioq3 team > would have any problem with including them as optional patches on the > website. And that makes it far easier for anyone using ioq3 as a base to > incorporate those features into their own projects. > > Eventually, with enough testing and tweaking, you could probably start a > dialog to merge some of those optional patches into the main ioq3 source. > > Yes, it's a slower process. However, it's a less abrasive process. Had I > the technical aptitude, this is what I would be doing. As a mod > developer, I too would like prettier graphics, more modern model/animation > support, and agree with the sentiment of making it easier for new players > to get my content. > > There comes a time when you have to decide how much you want something. > It's easy to send a few emails to people. It's hard to get your hands > dirty. I would be getting my hands dirty had I the skillset. You seem > like you have the skillset. The only problem is you've focused too > narrowly on one certain issue. And, honestly, ioq3 is not the only place > you need to spend time on to get that autodownload issue resolved. You > need to talk with various mod developers, UrT, RQ3, Padman, Tremulous, > etc. to get them to change their ways as well. id just released Quake 3 > on Steam. People are buying and downloading that right now. Do you think > that, for this re-release, id changed their autodownload cvar? If not, > why? They already updated their package once to resolve a DOSBox > licensing issue, maybe if you contact id and make a good case, you can get > them to do that tweak as well. > > That's not being facetious, that's being practical. There are many > avenues to try before giving up. Some are more work than others. People > are dismissing you as a troll because, well, they haven't seen your > commitment, really. If you put in the work, you'll earn the respect. > > Just like many real life situations. > > I hope at one point this issue is revisted as there are several people on > the list who have the same sentiment as Dirk in regards to enabling > autodownloads. For me, though, it's as simple as making sure it's enabled > in RQ3. Trying to regulate that for all of q3-dom is beyond the scope of > my control. So while I agree with the sentiment, I realize it's not > something any one person has direct control over and that a consensus will > have to be reached. > > And, I hope at some point in the future, ioq3 grows to encompass more than > it is now in terms of graphics and content format support. But, that's > neither here nor there... if coders want to crossport or backport the work > done on other projects, that's phenominal and lets everyone share in the > fruits of their labor. If they don't, well, that's their prerogative. > > Whatever you decide to do, email other projects, talk to id, backport > stuff as patches for ioq3, I wish you luck. Everyone here is doing this > on their own time (well except that SuSE/Novell guy, but that was cheating > for a week) and it competes with other projects and RL. If you can find > the time to put forth more effort, kudos to ya. There are other routes > than giving up. > > Monk. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > From icculus at icculus.org Thu Aug 9 18:36:52 2007 From: icculus at icculus.org (Ryan C. Gordon) Date: Thu, 09 Aug 2007 18:36:52 -0400 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BB2B4F.8070107@gmx.net> References: <46BB2B4F.8070107@gmx.net> Message-ID: <46BB9704.6050707@icculus.org> > I understand now that the main goal of ioq3 is stagnation until someone > finally forks and turns Quake 3 into a project. And I'm sure that fork will welcome you to their project with open arms, but until that time, I am removing you from this mailing list. If you would like to discuss this further, you may email me directly. --ryan. From monk at rq3.com Thu Aug 9 19:03:47 2007 From: monk at rq3.com (monk at rq3.com) Date: Thu, 9 Aug 2007 17:03:47 -0600 (MDT) Subject: [quake3] ioq3 is going nowhere In-Reply-To: <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> Message-ID: <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> > I think the problem is that the roadmap hasn't been touched in two years! > I didn't see any progress in stuff that matters, like the replacing of > DirectX backend with SDL, or ipv6 support and merging unix_net.c with > win_net.c > The subject in question is comparately insignificant... "Re: [quake3] ioq3 is going nowhere" Naw, I think that's exactly the topic you were trying to hit. For Dirk, it manifested itself in a cvar. But for you, it's more big picture. The 1.35+ and 2.0 stuff are pretty solid from a base engine point of view, it seems. But 1.34 is still beta waiting on... testing? Meanwhile, some of the derivative projects' roadmaps have things like: OpenArena -added bloom effect -port particle system from tremulous -freetype -some graphics tweaks like reflective/refractive water Tremulous -new particle system -buffed up map entity system Elite Forces -MD4/skeletal model/animation support Of those three, Thilo backported the MD4 support from EF. And OA is porting the particle system from Tremulous. I dunno, maybe ioq3's roadmap should be re-evaluated sometime? Maybe people aren't as interested anymore in doing some of the drudgework? Or maybe people were waiting for a new version of SDL to come out before commencing that particular work? Personally, after doing work on the backend of things, it's nice to see some progress on something that gets noticed. For instance, cleaning up code and fixing bugs can take a while, but you can only do so much of that before you begin to crave something *new*. I think Q3 supports left hand, right hand, and center hand for 1st person shooting position, like Q2. If it doesn't, why not? And, in that vein, if it does support handedness (I honestly forget), I am pretty sure it does NOT support left and right handed models. In Q2, you could simply mirror the right handed model and BOOM you have a left handed one. In Q3, I think that's impossible unless someone tweaks the graphics code a bit in the engine. Which... would be a visible, useful change. And I will claim ignorance on this one, but custom resolutions. Right now it's in the console, r_mode -1, customheight, etc. Why not put a new selection in the graphics options to allow an arbitrarily-specified custom resolution? And, again I don't know if this has already been done, but why not add a whole mess of resolution options? Ramp that stuff up to 2500x1600. There's some de facto resolutions defined out there that you could throw in and boom, it's a visible, handy change. Some of this stuff we've been exploring for RQ3. However, it seems like stuff that would benefit everyone would best be done in an engine project like this. Yeah, I do ask why more developers don't backport some of their tasty code, but I guess the flipside to that is a project like RQ3 where we are very manpower constrained at this moment in time. So... I can see why some of this stuff never makes it back into ioq3. It's just a shame, is all. Anyway, my thought is maybe the ioq3 roadmap is stuff that the ioq3 coders aren't all that excited about pursuing anymore. Perhaps it should be revamped into stuff people are more excited in working on. I don't know if that's the case, or if it's just people are busy doing other things. But hey, it might be a factor. Monk. From jean.chassoul at cis-solutions.com Thu Aug 9 20:06:02 2007 From: jean.chassoul at cis-solutions.com (Jean Chassoul) Date: Thu, 09 Aug 2007 18:06:02 -0600 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> Message-ID: <46BBABEA.3000402@cis-solutions.com> 100% agree! while the motor doesn't loose its essence and compatibility from an final's user point of view, every improves and features are welcome with open arms if the engine doesn't loose it's essence I don't see what would it be a problem to accomplish the new improvements, *this isn't about a gameplay change*, it?s still the same engine but modern and full detailed... monk at rq3.com wrote: >> I think the problem is that the roadmap hasn't been touched in two years! >> I didn't see any progress in stuff that matters, like the replacing of >> DirectX backend with SDL, or ipv6 support and merging unix_net.c with >> win_net.c >> The subject in question is comparately insignificant... >> > > "Re: [quake3] ioq3 is going nowhere" > > Naw, I think that's exactly the topic you were trying to hit. For Dirk, > it manifested itself in a cvar. But for you, it's more big picture. > > The 1.35+ and 2.0 stuff are pretty solid from a base engine point of view, > it seems. But 1.34 is still beta waiting on... testing? > > Meanwhile, some of the derivative projects' roadmaps have things like: > > OpenArena > -added bloom effect > -port particle system from tremulous > -freetype > -some graphics tweaks like reflective/refractive water > > Tremulous > -new particle system > -buffed up map entity system > > Elite Forces > -MD4/skeletal model/animation support > > Of those three, Thilo backported the MD4 support from EF. And OA is > porting the particle system from Tremulous. > > I dunno, maybe ioq3's roadmap should be re-evaluated sometime? Maybe > people aren't as interested anymore in doing some of the drudgework? Or > maybe people were waiting for a new version of SDL to come out before > commencing that particular work? > > Personally, after doing work on the backend of things, it's nice to see > some progress on something that gets noticed. For instance, cleaning up > code and fixing bugs can take a while, but you can only do so much of that > before you begin to crave something *new*. > > I think Q3 supports left hand, right hand, and center hand for 1st person > shooting position, like Q2. If it doesn't, why not? And, in that vein, > if it does support handedness (I honestly forget), I am pretty sure it > does NOT support left and right handed models. In Q2, you could simply > mirror the right handed model and BOOM you have a left handed one. In Q3, > I think that's impossible unless someone tweaks the graphics code a bit in > the engine. Which... would be a visible, useful change. > > And I will claim ignorance on this one, but custom resolutions. Right now > it's in the console, r_mode -1, customheight, etc. Why not put a new > selection in the graphics options to allow an arbitrarily-specified custom > resolution? And, again I don't know if this has already been done, but > why not add a whole mess of resolution options? Ramp that stuff up to > 2500x1600. There's some de facto resolutions defined out there that you > could throw in and boom, it's a visible, handy change. > > Some of this stuff we've been exploring for RQ3. However, it seems like > stuff that would benefit everyone would best be done in an engine project > like this. Yeah, I do ask why more developers don't backport some of > their tasty code, but I guess the flipside to that is a project like RQ3 > where we are very manpower constrained at this moment in time. So... I > can see why some of this stuff never makes it back into ioq3. It's just a > shame, is all. > > Anyway, my thought is maybe the ioq3 roadmap is stuff that the ioq3 coders > aren't all that excited about pursuing anymore. Perhaps it should be > revamped into stuff people are more excited in working on. I don't know > if that's the case, or if it's just people are busy doing other things. > But hey, it might be a factor. > > Monk. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From jean.chassoul at cis-solutions.com Thu Aug 9 20:08:09 2007 From: jean.chassoul at cis-solutions.com (Jean Chassoul) Date: Thu, 09 Aug 2007 18:08:09 -0600 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <46BBABEA.3000402@cis-solutions.com> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> <46BBABEA.3000402@cis-solutions.com> Message-ID: <46BBAC69.4030006@cis-solutions.com> /fix 100% agree! while the *engine doesn't loose its essence and compatibility from an final's user point of view, every improves and features are welcome with open arms if the engine doesn't loose it's essence I don't see what would it be a problem to accomplish the new improvements, *this isn't about a gameplay change*, it?s still the same engine but modern and full detailed... Jean Chassoul wrote: > 100% agree! while the motor doesn't loose its essence and > compatibility from an final's user point of view, every improves and > features are welcome with open arms if the engine doesn't loose it's > essence I don't see what would it be a problem to accomplish the new > improvements, *this isn't about a gameplay change*, it?s still the > same engine but modern and full detailed... > > monk at rq3.com wrote: >>> I think the problem is that the roadmap hasn't been touched in two years! >>> I didn't see any progress in stuff that matters, like the replacing of >>> DirectX backend with SDL, or ipv6 support and merging unix_net.c with >>> win_net.c >>> The subject in question is comparately insignificant... >>> >> >> "Re: [quake3] ioq3 is going nowhere" >> >> Naw, I think that's exactly the topic you were trying to hit. For Dirk, >> it manifested itself in a cvar. But for you, it's more big picture. >> >> The 1.35+ and 2.0 stuff are pretty solid from a base engine point of view, >> it seems. But 1.34 is still beta waiting on... testing? >> >> Meanwhile, some of the derivative projects' roadmaps have things like: >> >> OpenArena >> -added bloom effect >> -port particle system from tremulous >> -freetype >> -some graphics tweaks like reflective/refractive water >> >> Tremulous >> -new particle system >> -buffed up map entity system >> >> Elite Forces >> -MD4/skeletal model/animation support >> >> Of those three, Thilo backported the MD4 support from EF. And OA is >> porting the particle system from Tremulous. >> >> I dunno, maybe ioq3's roadmap should be re-evaluated sometime? Maybe >> people aren't as interested anymore in doing some of the drudgework? Or >> maybe people were waiting for a new version of SDL to come out before >> commencing that particular work? >> >> Personally, after doing work on the backend of things, it's nice to see >> some progress on something that gets noticed. For instance, cleaning up >> code and fixing bugs can take a while, but you can only do so much of that >> before you begin to crave something *new*. >> >> I think Q3 supports left hand, right hand, and center hand for 1st person >> shooting position, like Q2. If it doesn't, why not? And, in that vein, >> if it does support handedness (I honestly forget), I am pretty sure it >> does NOT support left and right handed models. In Q2, you could simply >> mirror the right handed model and BOOM you have a left handed one. In Q3, >> I think that's impossible unless someone tweaks the graphics code a bit in >> the engine. Which... would be a visible, useful change. >> >> And I will claim ignorance on this one, but custom resolutions. Right now >> it's in the console, r_mode -1, customheight, etc. Why not put a new >> selection in the graphics options to allow an arbitrarily-specified custom >> resolution? And, again I don't know if this has already been done, but >> why not add a whole mess of resolution options? Ramp that stuff up to >> 2500x1600. There's some de facto resolutions defined out there that you >> could throw in and boom, it's a visible, handy change. >> >> Some of this stuff we've been exploring for RQ3. However, it seems like >> stuff that would benefit everyone would best be done in an engine project >> like this. Yeah, I do ask why more developers don't backport some of >> their tasty code, but I guess the flipside to that is a project like RQ3 >> where we are very manpower constrained at this moment in time. So... I >> can see why some of this stuff never makes it back into ioq3. It's just a >> shame, is all. >> >> Anyway, my thought is maybe the ioq3 roadmap is stuff that the ioq3 coders >> aren't all that excited about pursuing anymore. Perhaps it should be >> revamped into stuff people are more excited in working on. I don't know >> if that's the case, or if it's just people are busy doing other things. >> But hey, it might be a factor. >> >> Monk. >> >> --- >> To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org >> Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 >> >> >> >> >> > -------------- next part -------------- An HTML attachment was scrubbed... URL: From ludwig.nussel at suse.de Fri Aug 10 03:13:29 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 10 Aug 2007 09:13:29 +0200 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> References: <46BB2B4F.8070107@gmx.net> <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> Message-ID: <200708100913.30719.ludwig.nussel@suse.de> monk at rq3.com wrote: > And I will claim ignorance on this one, but custom resolutions. Right now > it's in the console, r_mode -1, customheight, etc. Why not put a new > selection in the graphics options to allow an arbitrarily-specified custom > resolution? And, again I don't know if this has already been done, but > why not add a whole mess of resolution options? Ramp that stuff up to > 2500x1600. There's some de facto resolutions defined out there that you > could throw in and boom, it's a visible, handy change. The correct way would be to detect the list of available resolutions in the engine and pass it down to the mod so the mod can display it in the gui. Unfortunately the list of resolutions is hardcoded in mod code and there is no syscall to retrieve a list of resolutions. One cannot add new syscall as the mod wouldn't run on q3 anymore then. Well, it would run but if you issue the syscall q3 would unload the mod. Maybe there's a way to detect ioq3 from within the mod... > Some of this stuff we've been exploring for RQ3. However, it seems like > stuff that would benefit everyone would best be done in an engine project > like this. Yeah, I do ask why more developers don't backport some of > their tasty code, but I guess the flipside to that is a project like RQ3 > where we are very manpower constrained at this moment in time. So... I > can see why some of this stuff never makes it back into ioq3. It's just a > shame, is all. Well, if you have something that makes sense in the engine and doesn't break stuff send a patch. I doubt anyone is going to monitor arbitary projects or web forums to pull code from there. > Anyway, my thought is maybe the ioq3 roadmap is stuff that the ioq3 coders > aren't all that excited about pursuing anymore. Perhaps it should be > revamped into stuff people are more excited in working on. I don't know > if that's the case, or if it's just people are busy doing other things. > But hey, it might be a factor. Personally I'm sitting in front of the computer for hours at work every day already. So I usually prefer to do nothing in my spare time rather than to program and debug stuff. cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From harshavsn at gmail.com Fri Aug 10 07:22:18 2007 From: harshavsn at gmail.com (Harsha Sri Narayana) Date: Fri, 10 Aug 2007 12:22:18 +0100 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <200708100913.30719.ludwig.nussel@suse.de> References: <46BB2B4F.8070107@gmx.net> <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> <200708100913.30719.ludwig.nussel@suse.de> Message-ID: <7784416f0708100422l53559c6q51a86d0d959b6349@mail.gmail.com> This kind of reminds me of the perfectly coloured shed. http://en.wikipedia.org/wiki/Color_of_the_bikeshed And just for fun: http://video.google.com/videoplay?docid=-4216011961522818645 Oh and keep up the great work. Cheers, Harsha On 10/08/07, Ludwig Nussel wrote: > monk at rq3.com wrote: > > And I will claim ignorance on this one, but custom resolutions. Right now > > it's in the console, r_mode -1, customheight, etc. Why not put a new > > selection in the graphics options to allow an arbitrarily-specified custom > > resolution? And, again I don't know if this has already been done, but > > why not add a whole mess of resolution options? Ramp that stuff up to > > 2500x1600. There's some de facto resolutions defined out there that you > > could throw in and boom, it's a visible, handy change. > > The correct way would be to detect the list of available resolutions in the > engine and pass it down to the mod so the mod can display it in the gui. > Unfortunately the list of resolutions is hardcoded in mod code and > there is no syscall to retrieve a list of resolutions. One cannot > add new syscall as the mod wouldn't run on q3 anymore then. Well, it > would run but if you issue the syscall q3 would unload the mod. > Maybe there's a way to detect ioq3 from within the mod... > > > Some of this stuff we've been exploring for RQ3. However, it seems like > > stuff that would benefit everyone would best be done in an engine project > > like this. Yeah, I do ask why more developers don't backport some of > > their tasty code, but I guess the flipside to that is a project like RQ3 > > where we are very manpower constrained at this moment in time. So... I > > can see why some of this stuff never makes it back into ioq3. It's just a > > shame, is all. > > Well, if you have something that makes sense in the engine and > doesn't break stuff send a patch. I doubt anyone is going to monitor > arbitary projects or web forums to pull code from there. > > > Anyway, my thought is maybe the ioq3 roadmap is stuff that the ioq3 coders > > aren't all that excited about pursuing anymore. Perhaps it should be > > revamped into stuff people are more excited in working on. I don't know > > if that's the case, or if it's just people are busy doing other things. > > But hey, it might be a factor. > > Personally I'm sitting in front of the computer for hours at work > every day already. So I usually prefer to do nothing in my spare > time rather than to program and debug stuff. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ > V_/_ http://www.suse.de/ > SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > From auerswal at unix-ag.uni-kl.de Fri Aug 10 08:48:00 2007 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Fri, 10 Aug 2007 14:48:00 +0200 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> Message-ID: <20070810124800.GB27631@sushi.unix-ag.uni-kl.de> Hi, On Thu, Aug 09, 2007 at 05:03:47PM -0600, monk at rq3.com wrote: > > And I will claim ignorance on this one, but custom resolutions. Right now > it's in the console, r_mode -1, customheight, etc. Why not put a new > selection in the graphics options to allow an arbitrarily-specified custom > resolution? There's a patch for this, maybe in the Bugzilla (I don't remember if I put it there), and at: http://www.unix-ag.uni-kl.de/~auerswal/quake3/quake3-custom_vidMode_2ndtry.patch > And, again I don't know if this has already been done, but > why not add a whole mess of resolution options? Ramp that stuff up to > 2500x1600. There's some de facto resolutions defined out there that you > could throw in and boom, it's a visible, handy change. There has been some discussion about this on the mailing list with the conclusion that there is no list of "standard" resolutions. Back then the idea was to query the available resolutions and use those (like the unreal tournament series does). If you just want to add the resolution of your TFT to the list take a look at this patch: http://www.unix-ag.uni-kl.de/~auerswal/quake3/quake3-additional_vidModes.patch Erik From f0rqu3 at gmail.com Sat Aug 11 20:14:36 2007 From: f0rqu3 at gmail.com (mister fork) Date: Sun, 12 Aug 2007 03:14:36 +0300 Subject: [quake3] ioq3 is going nowhere In-Reply-To: <20070810124800.GB27631@sushi.unix-ag.uni-kl.de> References: <46BB2B4F.8070107@gmx.net> <46BB37C3.30506@snt.utwente.nl> <46BB4003.7080805@gmx.net> <14446.63.150.173.150.1186683976.squirrel@mail.rq3.com> <5dc44ec70708091140t5cc6d16dl4617b76fc94795c9@mail.gmail.com> <57841.63.150.173.150.1186700627.squirrel@mail.rq3.com> <20070810124800.GB27631@sushi.unix-ag.uni-kl.de> Message-ID: <7cd2d9980708111714t52292ca4jbb354942f0fb7f4c@mail.gmail.com> yay mailing list troll -> Dirk but it is becoming a little bit spammy -------------- next part -------------- An HTML attachment was scrubbed... URL: From oscar.vives at gmail.com Tue Aug 14 06:27:53 2007 From: oscar.vives at gmail.com (Tei) Date: Tue, 14 Aug 2007 12:27:53 +0200 Subject: [quake3] Re: more-Q3-players-fix In-Reply-To: <46BA34BC.8020905@gmx.net> References: <46B9B421.8040606@gmx.net> <46B9ECF2.8090004@ngus.net> <46B9F980.2080004@gmx.net> <20070808183553.3de60491.tim@ngus.net> <46B9FFEE.20907@gmx.net> <54885e060708081416v1dbad6b2o7b1e02ef89f9f64d@mail.gmail.com> <46BA34BC.8020905@gmx.net> Message-ID: On 8/8/07, Dirk wrote: > > Ben Noordhuis wrote: > > On 8/8/07, Dirk wrote: > >> Sending a patch that does what I want doesn't work either. > > > > What does this tell you? > > > > That 7 years of custom maps and mods are ignored because the developers > rather write how to enable automatic downloads in their docs instead of > writing how disable it and making it the default in the client. Hello. My main engine is Telejano. But I have a few experimenta branchs. SinglePlayer.. with broken multiplayer support, but better singleplayer perfomance. Altollano, with a new netcode, that replace all binary by text. A text only netcode protocol (not XML, but asciiz strings). MiniRun,... a branch that is self-supported and included a few key resouces builin/hardcoded, so no external files are needed. (now is the main branch). And I am a single dev, in a single proyect. What this show is that If you dont like the design decisions that define a proyect. You can create a branch. On the new branch, chose a different design decisions. And mantain that branch. Often a branch is not enough interesting, and die. But you will learn from the attemp. -------------- next part -------------- An HTML attachment was scrubbed... URL: From mattst88 at gmail.com Tue Aug 14 17:51:04 2007 From: mattst88 at gmail.com (Matt Turner) Date: Tue, 14 Aug 2007 17:51:04 -0400 Subject: Mergine unix_net.c and win_net.c questions Message-ID: I'm in the process of mergining unix_net.c and win_net.c, and I have a few questions. 1) In Sys_IsLANAddress, why does the windows version check if IP is loopback and not check if the address is an internal class {A,B,C} address as in unix_net.c? The following code checks if IP is loopback in win_net.c. if( adr.ip[0] == 127 && adr.ip[1] == 0 && adr.ip[2] == 0 && adr.ip[3] == 1 ) { return qtrue; } The following code is in unix_net.c, but not in win_net.c. if(adr.ip[0] == 10) return qtrue; if(adr.ip[0] == 172 && (adr.ip[1]&0xf0) == 16) return qtrue; if(adr.ip[0] == 192 && adr.ip[1] == 168) return qtrue; 2) Sys_GetPacket: Why does the following code come after the series of if()s in win_net.c but before the if()s in unix_net.c? SockadrToNetadr( &from, net_from ); net_message->readcount = 0; 3) Why is NET_Sleep empty on Windows? 4) The last lines in NET_OpenIP in unix_net.c and win_net.c respectively are: Com_Error(ERR_FATAL, "Couldn't allocate IP port\n"); Com_Printf("WARNING: Couldn't allocate IP port\n"); Why are they different? Any reason, or can we consolidate the code path and eliminate one of them? 5) Also in NET_OpenIP, in unix_net.c and win_net.c respectively are: //unix ip = Cvar_Get("net_ip", "localhost", 0); port = Cvar_Get("net_port", va("%i", PORT_SERVER), 0)->value; //win ip = Cvar_Get("net_ip", "localhost", CVAR_LATCH); port = Cvar_Get("net_port", va( "%i", PORT_SERVER ), CVAR_LATCH)->integer; Why are they different? Any reason, or can we consolidate the code path and eliminate one of them? 6) Here are a list of functions specific to unix_net.c and win_net.c unix_net.c char *NET_BaseAdrToString (netadr_t a) win_net.c void NET_OpenSocks( int port ) int NET_IPXSocket( int port ) void NET_OpenIPX( void ) static qboolean NET_GetCvars( void ) void NET_Config( qboolean enableNetworking ) void NET_Restart( void ) NET_BaseAdrToString appears only in unix_net.c, and is never called. Can it be removed? Why are the other functions only in win_net.c? 7) Relating to the previous question, if IPX functions are Windows-only, why are there IPX declarations in unix_net.c? The merged common functions are attached, with the exception of NET_GetLocalAddress. Let's get this finished and off the TODO list Need feedback and patches :) Matt Turner -------------- next part -------------- A non-text attachment was scrubbed... Name: net.c Type: text/x-csrc Size: 21802 bytes Desc: not available URL: From icculus at icculus.org Tue Aug 14 18:20:00 2007 From: icculus at icculus.org (Ryan C. Gordon) Date: Tue, 14 Aug 2007 18:20:00 -0400 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: References: Message-ID: <46C22A90.5060609@icculus.org> > 1) In Sys_IsLANAddress, why does the windows version check if IP is > loopback and not check if the address is an internal class {A,B,C} > address as in unix_net.c? The following code checks if IP is loopback > in win_net.c. Because the Unix stuff was maintained by a developer at Loki, and he was much more detailed-oriented for plumbing issues like that...the lowlevel bits of the Windows code, maintained at Id, probably never changed as soon as they worked. In Id's defense, they were focused on writing a game. :) Don't be surprised if you find subtle differences between platforms like this. Merging sources that are mostly identical (like the Winsock and BSD Sockets) is a really good idea. --ryan. From mattst88 at gmail.com Wed Aug 15 09:25:26 2007 From: mattst88 at gmail.com (Matt Turner) Date: Wed, 15 Aug 2007 09:25:26 -0400 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: <46C22A90.5060609@icculus.org> References: <46C22A90.5060609@icculus.org> Message-ID: On 8/14/07, Ryan C. Gordon wrote: > > > 1) In Sys_IsLANAddress, why does the windows version check if IP is > > loopback and not check if the address is an internal class {A,B,C} > > address as in unix_net.c? The following code checks if IP is loopback > > in win_net.c. > > Because the Unix stuff was maintained by a developer at Loki, and he was > much more detailed-oriented for plumbing issues like that...the lowlevel > bits of the Windows code, maintained at Id, probably never changed as > soon as they worked. So both checks should be kept and made into one code path? Matt From ludwig.nussel at suse.de Wed Aug 15 13:22:23 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 15 Aug 2007 19:22:23 +0200 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: References: Message-ID: <200708151922.23403.ludwig.nussel@suse.de> Matt Turner wrote: > I'm in the process of mergining unix_net.c and win_net.c, and I have a > few questions. > > 1) In Sys_IsLANAddress, why does the windows version check if IP is > loopback and not check if the address is an internal class {A,B,C} > address as in unix_net.c? The following code checks if IP is loopback > in win_net.c. > > if( adr.ip[0] == 127 && adr.ip[1] == 0 && adr.ip[2] == 0 && adr.ip[3] == 1 ) { > return qtrue; > } > > The following code is in unix_net.c, but not in win_net.c. > > if(adr.ip[0] == 10) > return qtrue; > if(adr.ip[0] == 172 && (adr.ip[1]&0xf0) == 16) > return qtrue; > if(adr.ip[0] == 192 && adr.ip[1] == 168) > return qtrue; Those checks were added by me to prevent LAN servers from contacting the master server. The localIP checks below that code probably have the same intention but don't work on Linux as localIP isn't properly set there. > 2) Sys_GetPacket: Why does the following code come after the series of > if()s in win_net.c but before the if()s in unix_net.c? > > SockadrToNetadr( &from, net_from ); > net_message->readcount = 0; I guess you have to understand the code to judge where the correct place is. > 3) Why is NET_Sleep empty on Windows? Maybe noone cared if the dedicated server burns cpu cycles on Windows. > 4) The last lines in NET_OpenIP in unix_net.c and win_net.c respectively are: > > Com_Error(ERR_FATAL, "Couldn't allocate IP port\n"); > Com_Printf("WARNING: Couldn't allocate IP port\n"); > > Why are they different? Any reason, or can we consolidate the code > path and eliminate one of them? It cannot be fatal on windows as creating the ipx socket might succeed instead. There should probably be a check that ensures that either ip or ipx is present. Maybe IPX support should just be dropped. > The merged common functions are attached, with the exception of > NET_GetLocalAddress. There are lots of ugly #ifdef in there now. It would be good to get rid of them as far as possible e.g. by #define SOCKET_ERROR -1, #define SOCKET int and by keeping really windows specific bits in win_net.c cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From mattst88 at gmail.com Wed Aug 15 13:32:52 2007 From: mattst88 at gmail.com (Matt Turner) Date: Wed, 15 Aug 2007 13:32:52 -0400 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: <200708151922.23403.ludwig.nussel@suse.de> References: <200708151922.23403.ludwig.nussel@suse.de> Message-ID: On 8/15/07, Ludwig Nussel wrote: > Matt Turner wrote: > > I'm in the process of mergining unix_net.c and win_net.c, and I have a > > few questions. > > > > 1) In Sys_IsLANAddress, why does the windows version check if IP is > > loopback and not check if the address is an internal class {A,B,C} > > address as in unix_net.c? The following code checks if IP is loopback > > in win_net.c. > > > > if( adr.ip[0] == 127 && adr.ip[1] == 0 && adr.ip[2] == 0 && adr.ip[3] == 1 ) { > > return qtrue; > > } > > > > The following code is in unix_net.c, but not in win_net.c. > > > > if(adr.ip[0] == 10) > > return qtrue; > > if(adr.ip[0] == 172 && (adr.ip[1]&0xf0) == 16) > > return qtrue; > > if(adr.ip[0] == 192 && adr.ip[1] == 168) > > return qtrue; > > Those checks were added by me to prevent LAN servers from contacting > the master server. The localIP checks below that code probably have > the same intention but don't work on Linux as localIP isn't properly > set there. So the correct thing to do here is to perform all checks, regardless of platform? > > 2) Sys_GetPacket: Why does the following code come after the series of > > if()s in win_net.c but before the if()s in unix_net.c? > > > > SockadrToNetadr( &from, net_from ); > > net_message->readcount = 0; > > I guess you have to understand the code to judge where the correct > place is. > > > 3) Why is NET_Sleep empty on Windows? > > Maybe noone cared if the dedicated server burns cpu cycles on > Windows. > > > 4) The last lines in NET_OpenIP in unix_net.c and win_net.c respectively are: > > > > Com_Error(ERR_FATAL, "Couldn't allocate IP port\n"); > > Com_Printf("WARNING: Couldn't allocate IP port\n"); > > > > Why are they different? Any reason, or can we consolidate the code > > path and eliminate one of them? > > It cannot be fatal on windows as creating the ipx socket might > succeed instead. There should probably be a check that ensures that > either ip or ipx is present. Maybe IPX support should just be > dropped. I like the idea of dropping IPX (and SOCKS, while we're at it) support. It would make the net code so much cleaner. > > The merged common functions are attached, with the exception of > > NET_GetLocalAddress. > > There are lots of ugly #ifdef in there now. It would be good to get rid > of them as far as possible e.g. by #define SOCKET_ERROR -1, #define > SOCKET int and by keeping really windows specific bits in win_net.c I thought about #defining SOCKET_ERROR -1 and stuff like that, but I wasn't sure if that would be acceptable. Is it? > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Wed Aug 15 14:15:19 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 15 Aug 2007 20:15:19 +0200 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: References: <200708151922.23403.ludwig.nussel@suse.de> Message-ID: <200708152015.20035.ludwig.nussel@suse.de> Matt Turner wrote: > On 8/15/07, Ludwig Nussel wrote: > > Matt Turner wrote: > > > I'm in the process of mergining unix_net.c and win_net.c, and I have a > > > few questions. > > > > > > 1) In Sys_IsLANAddress, why does the windows version check if IP is > > > loopback and not check if the address is an internal class {A,B,C} > > > address as in unix_net.c? The following code checks if IP is loopback > > > in win_net.c. > > > > > > if( adr.ip[0] == 127 && adr.ip[1] == 0 && adr.ip[2] == 0 && adr.ip[3] == 1 ) { > > > return qtrue; > > > } > > > > > > The following code is in unix_net.c, but not in win_net.c. > > > > > > if(adr.ip[0] == 10) > > > return qtrue; > > > if(adr.ip[0] == 172 && (adr.ip[1]&0xf0) == 16) > > > return qtrue; > > > if(adr.ip[0] == 192 && adr.ip[1] == 168) > > > return qtrue; > > > > Those checks were added by me to prevent LAN servers from contacting > > the master server. The localIP checks below that code probably have > > the same intention but don't work on Linux as localIP isn't properly > > set there. > > So the correct thing to do here is to perform all checks, regardless > of platform? Sure. Ideally localIP should be properly set as well. There is code that retrieves local IP addresses via netlink inside #ifdef MACOS_X. That code looks familiar, it probably just works on Linux as well. > > > The merged common functions are attached, with the exception of > > > NET_GetLocalAddress. > > > > There are lots of ugly #ifdef in there now. It would be good to get rid > > of them as far as possible e.g. by #define SOCKET_ERROR -1, #define > > SOCKET int and by keeping really windows specific bits in win_net.c > > I thought about #defining SOCKET_ERROR -1 and stuff like that, but I > wasn't sure if that would be acceptable. Is it? Sure. Maybe SOCKET_ERROR is just -1 on Windows as well? In that case just write -1. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From mattst88 at gmail.com Wed Aug 15 16:09:16 2007 From: mattst88 at gmail.com (Matt Turner) Date: Wed, 15 Aug 2007 16:09:16 -0400 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: <200708152015.20035.ludwig.nussel@suse.de> References: <200708151922.23403.ludwig.nussel@suse.de> <200708152015.20035.ludwig.nussel@suse.de> Message-ID: Updated/Fixed. Check out the FIXMEs in the code. NET_GetLocalAddress still is in desperate need of a cleanup. Need testing on all platforms. Makefile editing required for Windows, so we need a patch for that too. Matt -------------- next part -------------- A non-text attachment was scrubbed... Name: unix_net.c Type: text/x-csrc Size: 33662 bytes Desc: not available URL: From icculus at icculus.org Wed Aug 15 16:15:19 2007 From: icculus at icculus.org (Ryan C. Gordon) Date: Wed, 15 Aug 2007 16:15:19 -0400 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: <200708151922.23403.ludwig.nussel@suse.de> References: <200708151922.23403.ludwig.nussel@suse.de> Message-ID: <46C35ED7.1060303@icculus.org> > Those checks were added by me to prevent LAN servers from contacting > the master server. Whoops, I attributed them incorrectly to Bernd in my last email, sorry about that. (Comments about attention to lowlevel details still apply, though.) --ryan. From icculus at icculus.org Wed Aug 15 16:25:24 2007 From: icculus at icculus.org (Ryan C. Gordon) Date: Wed, 15 Aug 2007 16:25:24 -0400 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: References: <200708151922.23403.ludwig.nussel@suse.de> Message-ID: <46C36134.9040008@icculus.org> > I thought about #defining SOCKET_ERROR -1 and stuff like that, but I > wasn't sure if that would be acceptable. Is it? Most games I've worked on end up #define'ing and typedef'ing a handful of things at the start to unify WinSock and BSD differences, and then use mostly the same code after that: typedef int SOCKET; typedef struct hostent HOSTENT; typedef in_addr IN_ADDR; typedef struct sockaddr SOCKADDR; typedef struct sockaddr_in SOCKADDR_IN; typedef struct linger LINGER; typedef struct timeval TIMEVAL; typedef TCHAR* LPSTR; typedef socklen_t SOCKLEN; #define INVALID_SOCKET -1 #define SOCKET_ERROR -1 #define WSAEWOULDBLOCK EAGAIN #define WSAEINPROGRESS EINPROGRESS #define WSAENOTSOCK ENOTSOCK #define WSATRY_AGAIN TRY_AGAIN #define WSAHOST_NOT_FOUND HOST_NOT_FOUND #define WSANO_DATA NO_ADDRESS #define LPSOCKADDR sockaddr* #define WSAECONNRESET ECONNRESET #define closesocket close #define ioctlsocket ioctl #define WSAGetLastError() errno (etc) ...these can map from BSD sockets to WinSock too, of course, but I usually end up moving WinSock code to Unix and not the other way around. The number of #ifdef's past that block tends to be extremely minimal. --ryan. From diego1609 at gmail.com Wed Aug 15 20:41:52 2007 From: diego1609 at gmail.com (Diego de Estrada) Date: Wed, 15 Aug 2007 21:41:52 -0300 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: <46C36134.9040008@icculus.org> References: <200708151922.23403.ludwig.nussel@suse.de> <46C36134.9040008@icculus.org> Message-ID: <5dc44ec70708151741l49dce362v53b432aa67887d66@mail.gmail.com> Maybe just using SDL_net would be a clean way to do this? On 8/15/07, Ryan C. Gordon wrote: > > > I thought about #defining SOCKET_ERROR -1 and stuff like that, but I > > wasn't sure if that would be acceptable. Is it? > > Most games I've worked on end up #define'ing and typedef'ing a handful > of things at the start to unify WinSock and BSD differences, and then > use mostly the same code after that: > > typedef int SOCKET; > typedef struct hostent HOSTENT; > typedef in_addr IN_ADDR; > typedef struct sockaddr SOCKADDR; > typedef struct sockaddr_in SOCKADDR_IN; > typedef struct linger LINGER; > typedef struct timeval TIMEVAL; > typedef TCHAR* LPSTR; > typedef socklen_t SOCKLEN; > #define INVALID_SOCKET -1 > #define SOCKET_ERROR -1 > #define WSAEWOULDBLOCK EAGAIN > #define WSAEINPROGRESS EINPROGRESS > #define WSAENOTSOCK ENOTSOCK > #define WSATRY_AGAIN TRY_AGAIN > #define WSAHOST_NOT_FOUND HOST_NOT_FOUND > #define WSANO_DATA NO_ADDRESS > #define LPSOCKADDR sockaddr* > #define WSAECONNRESET ECONNRESET > #define closesocket close > #define ioctlsocket ioctl > #define WSAGetLastError() errno > > (etc) > > ...these can map from BSD sockets to WinSock too, of course, but I > usually end up moving WinSock code to Unix and not the other way around. > > The number of #ifdef's past that block tends to be extremely minimal. > > --ryan. > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > From zakk at timedoctor.org Wed Aug 15 20:56:46 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 15 Aug 2007 17:56:46 -0700 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: <5dc44ec70708151741l49dce362v53b432aa67887d66@mail.gmail.com> References: <200708151922.23403.ludwig.nussel@suse.de> <46C36134.9040008@icculus.org> <5dc44ec70708151741l49dce362v53b432aa67887d66@mail.gmail.com> Message-ID: <46C3A0CE.9020803@timedoctor.org> Diego de Estrada wrote: > Maybe just using SDL_net would be a clean way to do this? No. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From icculus at icculus.org Wed Aug 15 21:42:55 2007 From: icculus at icculus.org (Ryan C. Gordon) Date: Wed, 15 Aug 2007 21:42:55 -0400 Subject: [quake3] Mergine unix_net.c and win_net.c questions In-Reply-To: <5dc44ec70708151741l49dce362v53b432aa67887d66@mail.gmail.com> References: <200708151922.23403.ludwig.nussel@suse.de> <46C36134.9040008@icculus.org> <5dc44ec70708151741l49dce362v53b432aa67887d66@mail.gmail.com> Message-ID: <46C3AB9F.4010604@icculus.org> > Maybe just using SDL_net would be a clean way to do this? SDL_net is sort of a turd in general. It doesn't add much but extra dependencies and limitations. The outcome of merging the *_net.c files will be less code overall, even if a few #defines end up at the top of the file. --ryan. From ludwig.nussel at suse.de Thu Aug 16 11:56:41 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Thu, 16 Aug 2007 17:56:41 +0200 Subject: [quake3] [PATCH] set custom resolution from UI In-Reply-To: <20060201233713.GA30317@sushi.unix-ag.uni-kl.de> References: <20060201233713.GA30317@sushi.unix-ag.uni-kl.de> Message-ID: <200708161756.41472.ludwig.nussel@suse.de> Erik Auerswald wrote: > the attached patch adds setting the custom resolution (r_mode -1, > r_customwidth and r_customheight) to the menu. What about something like the following patch? It stores the list of available video modes (SDL_ListModes) in a cvar and optionally uses that in the menu instead of the builtin list. Index: code/q3_ui/ui_video.c =================================================================== --- code/q3_ui/ui_video.c (Revision 1124) +++ code/q3_ui/ui_video.c (Arbeitskopie) @@ -24,6 +24,66 @@ void GraphicsOptions_MenuInit( void ); +static const char *builtin_resolutions[] = +{ + "320x240", + "400x300", + "512x384", + "640x480", + "800x600", + "960x720", + "1024x768", + "1152x864", + "1280x1024", + "1600x1200", + "2048x1536", + "856x480 wide screen", + NULL +}; + +char resbuf[MAX_STRING_CHARS]; +const char* detected_resolutions[32]; + +const char** reslist = builtin_resolutions; +int use_builtin_resolutions = qtrue; + +static int det2builtinres(int mode) +{ + int i; + + if(use_builtin_resolutions) + return mode; + + if(mode < 0) + return -1; + + for(i = 0; builtin_resolutions[i]; ++i) + { + if(!strcmp(builtin_resolutions[i], detected_resolutions[mode])) + return i; + } + return -1; +} + +static int builtin2detres(int mode) +{ + int i; + + if(use_builtin_resolutions) + return mode; + + if(mode < 0) + return -1; + + for(i = 0; detected_resolutions[i]; ++i) + { + if(!strcmp(builtin_resolutions[mode], detected_resolutions[i])) + return i; + } + return -1; +} + + /* ======================================================================= @@ -359,7 +419,7 @@ continue; if ( s_ivo_templates[i].driver != s_graphicsoptions.driver.curvalue ) continue; - if ( s_ivo_templates[i].mode != s_graphicsoptions.mode.curvalue ) + if ( s_ivo_templates[i].mode != s_graphicsoptions.mode.curvalue) continue; if ( s_ivo_templates[i].fullscreen != s_graphicsoptions.fs.curvalue ) continue; @@ -419,7 +479,7 @@ s_graphicsoptions.apply.generic.flags |= QMF_HIDDEN|QMF_INACTIVE; - if ( s_ivo.mode != s_graphicsoptions.mode.curvalue ) + if ( s_ivo.mode != s_graphicsoptions.mode.curvalue) { s_graphicsoptions.apply.generic.flags &= ~(QMF_HIDDEN|QMF_INACTIVE); } @@ -487,7 +547,28 @@ } trap_Cvar_SetValue( "r_picmip", 3 - s_graphicsoptions.tq.curvalue ); trap_Cvar_SetValue( "r_allowExtensions", s_graphicsoptions.allow_extensions.curvalue ); - trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue ); + + if(!use_builtin_resolutions) + { + // search for builtin mode that matches the detected mode + int i; + int mode = s_graphicsoptions.mode.curvalue; + i = det2builtinres(mode); + if(i == -1) + { + char w[16], h[16]; + Q_strncpyz(w, detected_resolutions[mode], sizeof(w)); + *strchr(w, 'x') = 0; + Q_strncpyz(h, strchr(detected_resolutions[mode], 'x')+1, sizeof(h)); + trap_Cvar_Set( "r_customwidth", w); + trap_Cvar_Set( "r_customheight", h); + } + + trap_Cvar_SetValue( "r_mode", i ); + } + else + trap_Cvar_SetValue( "r_mode", s_graphicsoptions.mode.curvalue ); + trap_Cvar_SetValue( "r_fullscreen", s_graphicsoptions.fs.curvalue ); trap_Cvar_Set( "r_glDriver", ( char * ) s_drivers[s_graphicsoptions.driver.curvalue] ); switch ( s_graphicsoptions.colordepth.curvalue ) @@ -637,9 +718,33 @@ static void GraphicsOptions_SetMenuItems( void ) { s_graphicsoptions.mode.curvalue = trap_Cvar_VariableValue( "r_mode" ); + s_graphicsoptions.mode.curvalue = builtin2detres(s_graphicsoptions.mode.curvalue); if ( s_graphicsoptions.mode.curvalue < 0 ) { - s_graphicsoptions.mode.curvalue = 3; + if(use_builtin_resolutions) + { + s_graphicsoptions.mode.curvalue = 3; + } + else + { + int i; + char buf[MAX_STRING_CHARS]; + trap_Cvar_VariableStringBuffer("r_customwidth", buf, sizeof(buf)-2); + buf[strlen(buf)+1] = 0; + buf[strlen(buf)] = 'x'; + trap_Cvar_VariableStringBuffer("r_customheight", buf+strlen(buf), sizeof(buf)-strlen(buf)); + + for(i = 0; detected_resolutions[i]; ++i) + { + if(!strcmp(buf, detected_resolutions[i])) + { + s_graphicsoptions.mode.curvalue = i; + break; + } + } + if ( s_graphicsoptions.mode.curvalue < 0 ) + s_graphicsoptions.mode.curvalue = 0; + } } s_graphicsoptions.fs.curvalue = trap_Cvar_VariableValue("r_fullscreen"); s_graphicsoptions.allow_extensions.curvalue = trap_Cvar_VariableValue("r_allowExtensions"); @@ -765,22 +870,6 @@ NULL }; - static const char *resolutions[] = - { - "320x240", - "400x300", - "512x384", - "640x480", - "800x600", - "960x720", - "1024x768", - "1152x864", - "1280x1024", - "1600x1200", - "2048x1536", - "856x480 wide screen", - NULL - }; static const char *filter_names[] = { "Bilinear", @@ -806,6 +895,27 @@ // zero set all our globals memset( &s_graphicsoptions, 0 ,sizeof(graphicsoptions_t) ); + + Q_strncpyz(resbuf, UI_Cvar_VariableString("r_availableModes"), sizeof(resbuf)); + if(*resbuf) + { + char* e; + char* s = resbuf; + unsigned i = 0; + while( i < sizeof(detected_resolutions)/sizeof(detected_resolutions[0])-1 && ((e = strchr(s, ' ')) != NULL || *s)) + { + if(e) *e = 0; + detected_resolutions[i++] = s; + s = e+1; + } + detected_resolutions[i] = NULL; + if(i) + { + reslist = detected_resolutions; + use_builtin_resolutions = 0; + } + } + GraphicsOptions_Cache(); s_graphicsoptions.menu.wrapAround = qtrue; @@ -910,7 +1020,7 @@ s_graphicsoptions.mode.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT; s_graphicsoptions.mode.generic.x = 400; s_graphicsoptions.mode.generic.y = y; - s_graphicsoptions.mode.itemnames = resolutions; + s_graphicsoptions.mode.itemnames = reslist; s_graphicsoptions.mode.generic.callback = GraphicsOptions_Event; s_graphicsoptions.mode.generic.id = ID_MODE; y += BIGCHAR_HEIGHT+2; Index: code/unix/sdl_glimp.c =================================================================== --- code/unix/sdl_glimp.c (Revision 1124) +++ code/unix/sdl_glimp.c (Arbeitskopie) @@ -612,6 +612,46 @@ } } +static void set_available_modes(void) +{ + char buf[MAX_STRING_CHARS]; + SDL_Rect **modes; + size_t len = 0; + int i; + + modes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN); + + if (!modes) + { + ri.Printf( PRINT_WARNING, "Can't get list of available modes\n"); + return; + } + + if (modes == (SDL_Rect **)-1) + { + ri.Printf( PRINT_ALL, "Display supports any resolution\n"); + return; // can set any resolution + } + + for (i = 0; modes[i]; ++i) + { + if(snprintf(NULL, 0, "%ux%u ", modes[i]->w, modes[i]->h) < (int)sizeof(buf)-len) + { + len += sprintf(buf+len, "%ux%u ", modes[i]->w, modes[i]->h); + } + else + { + ri.Printf( PRINT_WARNING, "Skipping mode %ux%x, buffer too small\n", modes[i]->w, modes[i]->h); + } + } + if(len) + { + buf[strlen(buf)-1] = 0; + ri.Printf( PRINT_ALL, "Available modes: '%s'\n", buf); + ri.Cvar_Set( "r_availableModes", buf ); + } +} + /* ** GLW_StartDriverAndSetMode */ @@ -804,6 +844,8 @@ break; } + set_available_modes(); + if (!vidscreen) { ri.Printf( PRINT_ALL, "Couldn't get a visual\n" ); @@ -1047,6 +1089,8 @@ r_previousglDriver = ri.Cvar_Get( "r_previousglDriver", "", CVAR_ROM ); + ri.Cvar_Get( "r_availableModes", "", CVAR_ROM ); + InitSig(); IN_Init(); // rcg08312005 moved into glimp. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From arny at ats.s.bawue.de Thu Aug 16 22:58:50 2007 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Fri, 17 Aug 2007 04:58:50 +0200 Subject: Hacked download menu Message-ID: <200708170458.53538.arny@ats.s.bawue.de> Hello, I needed to do a few hours of research, trying to find out how to do this the best way without breaking compatibility. I think I have come up with something that works completely engine-side and in the end it is actually only few lines of code that needed to be changed, but it kind of is more of a hack. It generally uses the simple error printing mechanism from the ui files that indicate errors for like when the server kicked you or the server has shut down. I attached the patch. Just connect to a server (I put up a temporary one at kickchat.com:27961) that you can test the patch with - it has web download enabled and working. If you don't have that map yet, it will ask you first whether to download it or not. It depends on the mods whether this works or not. Generally, it will work with foreign mods if not too much code has been changed from the original id one, but this should be the case for all mods that were developed based on the original id engine. The patch is attached. Opinions please. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: dlquery.diff Type: text/x-diff Size: 2174 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From arny at ats.s.bawue.de Fri Aug 17 09:26:05 2007 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Fri, 17 Aug 2007 15:26:05 +0200 Subject: Hacked download menu In-Reply-To: <200708170458.53538.arny@ats.s.bawue.de> References: <200708170458.53538.arny@ats.s.bawue.de> Message-ID: <200708171526.08509.arny@ats.s.bawue.de> I've got an updated version of my patch which should add a bit more compatibility to some mods out there. As I haven't really explained in my last mail what this patch actually does: Before it starts downloading from a server, it will first ask the user whether he trusts the data from that server and leaves the user the choice whether to download or not. This would finally enable us to set cl_allowDownload to 1 as default, as now users actually have a choice to not download on a per server basis. Like, a server that I have been playing on for years is not as likely to give me malicious data now as some server I've never played on before. As much as I hate to make people like Dirk happy, this should finally resolve this issue with cl_allowdownload. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: dlquery.diff Type: text/x-diff Size: 2612 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From kloppenburg at snt.utwente.nl Sun Aug 19 10:13:04 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Sun, 19 Aug 2007 16:13:04 +0200 Subject: [quake3] Selectable master server for in-game server browser In-Reply-To: <200708171526.08509.arny@ats.s.bawue.de> References: <200708170458.53538.arny@ats.s.bawue.de> <200708171526.08509.arny@ats.s.bawue.de> Message-ID: <46C84FF0.3010901@snt.utwente.nl> sv_master1 - sv_master5 let you set what master server a dedicated 2 server should report to. The master server that is used for the in-game server browser is hardcoded though. Here's a patch to make it a cvar, called 'cl_master'. You can change the default by setting MASTER_SERVER_NAME to whatever you like in qcommon.h. PS: Running the dedicated executable and not setting dedicated 1 or 2 as an argument makes it use dedicated 0 I think, which makes /rcon say not work and also sometimes gives 100%CPU usage? Greets, Erik (woekele) Urban Terror dev team member -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: selectmaster.patch URL: From zakk at timedoctor.org Wed Aug 22 01:25:21 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 21 Aug 2007 22:25:21 -0700 Subject: FYI: Status:PENDING TRANSFER Message-ID: <46CBC8C1.1050706@timedoctor.org> FYI: I'm transferring ioquake3's registration from dotster to dreamhost to save five bucks a year. During this time ioquake3.org may appear to go down even though the host and dns shouldn't change. You may be interested in doing one of these things doing this time of crisis: 1) Making up new, fake names for ioquake3 1b) such as: 1c) Quake Negative One 1d) Quake Not-Zero 1e) Zachary Quake Slater's Quake 3: Quake of Honor: Mission: Objective: Overlord 2) Predicting the impending doom for ioquake3 2b) such as suggesting that ioquake3 is doomed because of: 2c) Lack of download menus 2d) Lack of outlook integration 2e) Lack of Second Life style avatar-based worlds 2f) Supporting window$ haw haw haw lunix 4 EVA 2g) Supporting O$ X haw haw haw windows 4 eva! 3) Complaining about: 3b) Open Arena stealing Tremulous' players 3c) Tremulous Stealing Urban Terror's players 3d) Urban Terror bringing in Counter Strike fans 3e) Counter Strike fans asking for "spray" support -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From rlaurie at binarycult.com Wed Aug 22 10:07:43 2007 From: rlaurie at binarycult.com (Roy Laurie) Date: Wed, 22 Aug 2007 07:07:43 -0700 Subject: [quake3] FYI: Status:PENDING TRANSFER In-Reply-To: <46CBC8C1.1050706@timedoctor.org> References: <46CBC8C1.1050706@timedoctor.org> Message-ID: <1187791663.2677.3.camel@demos> 1E On Tue, 2007-08-21 at 22:25 -0700, Zachary Slater wrote: > FYI: > I'm transferring ioquake3's registration from dotster to dreamhost to > save five bucks a year. > During this time ioquake3.org may appear to go down even though the host > and dns shouldn't change. > > You may be interested in doing one of these things doing this time of > crisis: > > 1) Making up new, fake names for ioquake3 > 1b) such as: > 1c) Quake Negative One > 1d) Quake Not-Zero > 1e) Zachary Quake Slater's Quake 3: Quake of Honor: Mission: Objective: > Overlord > > 2) Predicting the impending doom for ioquake3 > 2b) such as suggesting that ioquake3 is doomed because of: > 2c) Lack of download menus > 2d) Lack of outlook integration > 2e) Lack of Second Life style avatar-based worlds > 2f) Supporting window$ haw haw haw lunix 4 EVA > 2g) Supporting O$ X haw haw haw windows 4 eva! > > 3) Complaining about: > 3b) Open Arena stealing Tremulous' players > 3c) Tremulous Stealing Urban Terror's players > 3d) Urban Terror bringing in Counter Strike fans > 3e) Counter Strike fans asking for "spray" support From monk at rq3.com Wed Aug 22 13:03:26 2007 From: monk at rq3.com (monk at rq3.com) Date: Wed, 22 Aug 2007 11:03:26 -0600 (MDT) Subject: [quake3] FYI: Status:PENDING TRANSFER In-Reply-To: <1187791663.2677.3.camel@demos> References: <46CBC8C1.1050706@timedoctor.org> <1187791663.2677.3.camel@demos> Message-ID: <20600.63.150.173.150.1187802206.squirrel@mail.rq3.com> Seconded. > 1E >> 1e) Zachary Quake Slater's Quake 3: Quake of Honor: Mission: Objective: >> Overlord From jorgepblank at gmail.com Wed Aug 22 14:24:26 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Wed, 22 Aug 2007 11:24:26 -0700 Subject: [quake3] FYI: Status:PENDING TRANSFER In-Reply-To: <20600.63.150.173.150.1187802206.squirrel@mail.rq3.com> References: <46CBC8C1.1050706@timedoctor.org> <1187791663.2677.3.camel@demos> <20600.63.150.173.150.1187802206.squirrel@mail.rq3.com> Message-ID: <28406b400708221124s545b09ccgf6f1fc3e6523b69f@mail.gmail.com> A switch to dreamhost is worth the effort ANYDAY!!! :) On 8/22/07, monk at rq3.com wrote: > > Seconded. > > > 1E > > >> 1e) Zachary Quake Slater's Quake 3: Quake of Honor: Mission: Objective: > >> Overlord > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From SHolmes at activision.com Wed Aug 22 14:48:30 2007 From: SHolmes at activision.com (Holmes, Steven) Date: Wed, 22 Aug 2007 11:48:30 -0700 Subject: [quake3] FYI: Status:PENDING TRANSFER In-Reply-To: <1187791663.2677.3.camel@demos> References: <46CBC8C1.1050706@timedoctor.org> <1187791663.2677.3.camel@demos> Message-ID: <1D0EB64A20097F44BADBF4C2AA6A407B03E4D505@AVSMOEXCL01.activision.com> I've made up this one: 1F- Quake 3.01: Email chain of doomenstein: Return to Enemy Territory Wolfenquake Part I: Call of honor Modern WWII Sim of death Alpha test bravo Fileplanet exclusive. Good? =) Steve Holmes Associate Producer ACTIVISION xxx-xxx-xxxx office xxx-xxx-xxxx cell -----Original Message----- From: Roy Laurie [mailto:rlaurie at binarycult.com] Sent: Wednesday, August 22, 2007 7:08 AM To: quake3 at icculus.org Subject: Re: [quake3] FYI: Status:PENDING TRANSFER 1E On Tue, 2007-08-21 at 22:25 -0700, Zachary Slater wrote: > FYI: > I'm transferring ioquake3's registration from dotster to dreamhost to > save five bucks a year. > During this time ioquake3.org may appear to go down even though the host > and dns shouldn't change. > > You may be interested in doing one of these things doing this time of > crisis: > > 1) Making up new, fake names for ioquake3 > 1b) such as: > 1c) Quake Negative One > 1d) Quake Not-Zero > 1e) Zachary Quake Slater's Quake 3: Quake of Honor: Mission: Objective: > Overlord > > 2) Predicting the impending doom for ioquake3 > 2b) such as suggesting that ioquake3 is doomed because of: > 2c) Lack of download menus > 2d) Lack of outlook integration > 2e) Lack of Second Life style avatar-based worlds > 2f) Supporting window$ haw haw haw lunix 4 EVA > 2g) Supporting O$ X haw haw haw windows 4 eva! > > 3) Complaining about: > 3b) Open Arena stealing Tremulous' players > 3c) Tremulous Stealing Urban Terror's players > 3d) Urban Terror bringing in Counter Strike fans > 3e) Counter Strike fans asking for "spray" support --- To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ From jorgepblank at gmail.com Wed Aug 22 14:50:25 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Wed, 22 Aug 2007 11:50:25 -0700 Subject: [quake3] FYI: Status:PENDING TRANSFER In-Reply-To: <1D0EB64A20097F44BADBF4C2AA6A407B03E4D505@AVSMOEXCL01.activision.com> References: <46CBC8C1.1050706@timedoctor.org> <1187791663.2677.3.camel@demos> <1D0EB64A20097F44BADBF4C2AA6A407B03E4D505@AVSMOEXCL01.activision.com> Message-ID: <28406b400708221150v5a7fb522m3b590a034b32cbe3@mail.gmail.com> Haha nice. On 8/22/07, Holmes, Steven wrote: > > I've made up this one: > > 1F- Quake 3.01: Email chain of doomenstein: Return to Enemy Territory > Wolfenquake Part I: Call of honor Modern WWII Sim of death Alpha test > bravo Fileplanet exclusive. > > Good? =) > > > Steve Holmes > Associate Producer > ACTIVISION > xxx-xxx-xxxx office > xxx-xxx-xxxx cell > > -----Original Message----- > From: Roy Laurie [mailto:rlaurie at binarycult.com] > Sent: Wednesday, August 22, 2007 7:08 AM > To: quake3 at icculus.org > Subject: Re: [quake3] FYI: Status:PENDING TRANSFER > > 1E > > On Tue, 2007-08-21 at 22:25 -0700, Zachary Slater wrote: > > FYI: > > I'm transferring ioquake3's registration from dotster to dreamhost to > > save five bucks a year. > > During this time ioquake3.org may appear to go down even though the > host > > and dns shouldn't change. > > > > You may be interested in doing one of these things doing this time of > > crisis: > > > > 1) Making up new, fake names for ioquake3 > > 1b) such as: > > 1c) Quake Negative One > > 1d) Quake Not-Zero > > 1e) Zachary Quake Slater's Quake 3: Quake of Honor: Mission: > Objective: > > Overlord > > > > 2) Predicting the impending doom for ioquake3 > > 2b) such as suggesting that ioquake3 is doomed because of: > > 2c) Lack of download menus > > 2d) Lack of outlook integration > > 2e) Lack of Second Life style avatar-based worlds > > 2f) Supporting window$ haw haw haw lunix 4 EVA > > 2g) Supporting O$ X haw haw haw windows 4 eva! > > > > 3) Complaining about: > > 3b) Open Arena stealing Tremulous' players > > 3c) Tremulous Stealing Urban Terror's players > > 3d) Urban Terror bringing in Counter Strike fans > > 3e) Counter Strike fans asking for "spray" support > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > > ______________________________________________________________________ > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > ______________________________________________________________________ > > ______________________________________________________________________ > This email has been scanned by the MessageLabs Email Security System. > For more information please visit http://www.messagelabs.com/email > ______________________________________________________________________ > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From xslaugt8 at gmail.com Sat Aug 25 23:47:10 2007 From: xslaugt8 at gmail.com (XslauGt8 (Simon)) Date: Sun, 26 Aug 2007 13:47:10 +1000 Subject: Banning using ioQuake3.exe Message-ID: <000001c7e793$cb687da0$623978e0$@com> G'day folks, Haven't replied but have been reading through the progress with ioQuake3.exe (been playing Q3 & Q3 Based Mods since release, Admin for the biggest Urban Terror servers in Australia. (1 using ioUrbanTerror.exe & 2 more about to be trialed with ioQuake3 +fs_game). K, currently we have a player base of approximately 50 to 100 Unique players per night across three servers, & the ban system is non existant, cheatings everywhere, abuse is way up & there isn't much players can do about it. Frozen Sands ( www.urbanterror.net ) have done a great job IMO bringing a stagnent game back to full throttle with the release of Urban Terror using the ioQuake3.exe as it is now a free game (Thanks majorly too you guys, very good work all round). I'm not very good when it comes to scripting / modding etc, but I know what we'd need to help keep ioQuake3 servers running smoothly & enable future mods to be managed with minimal fuss. I don't know if what I'm thinking will be possible, but heck if anyone would know I suspect it may be one of you guys. 1) Generate a Unique ID Based upon some hardware based Unique ID such as a NIC MAC Address (It's not 100% due to some manufacturers giving users the ability to change their MAC address via BIOS etc, but it is very much better than simply IP Banning, as IP's in Australia can be changed simply by disconnecting then reconnecting the Modem/Router) 2) Players taking a Demo of another player that is using a 3rd Party Cheat, such as DVS need to be able to give a Unique ID to the Admins with the Demo so that action can be taken to remove the player from the servers perminantly (catch about 2 cheats per week at the moment, aim bots, wall hacks glowing skins, all diff IP ranges, not to mention the amount that other players find but can't prove whom it is as they can't access the players IP or GUID since PB is not longer available) Thanks & keep up the good work guys. Simon a.k.a. XslauGt8 For those familiar with Punkbuster, the old pb_plist would show player slot, players score, players ping, players GUID, & any player could grab it, not just admins. But for obvious reasons, players will not be shown the IP's of other players. -------------- next part -------------- An HTML attachment was scrubbed... URL: From james at jamesdesign.org Sun Aug 26 07:53:27 2007 From: james at jamesdesign.org (James Munro) Date: Sun, 26 Aug 2007 12:53:27 +0100 Subject: Planning, Roadmap and future Message-ID: <71f3c1de0708260453y303c25d8jc1f098cca5b8900a@mail.gmail.com> Hello fellow ioq3'ers! I'll get started by apologizing if the things I'm going to discuss have been mentioned to-death, and I should make it clear that I have not set out to criticize ioquake3 in it's current form. I think that the project would benefit from a specific roadmap and goal. I also think it is a good idea for the project to fork into 2 branches. For example, the stable 'thoroughbred' fork that would simply remain as 'ioquake3', which will be the stable base for mod developers to base their games on. Next we could have 'ioquake3e' or 'ioquake3e'. This would be the experimental branch and our demonstration engine. For example the experimental branch should include new functionality provided by code patches, which could be 'backported' to the stable branch should mod developers desire this functionality, and should strive to implement new and interesting features. I brainstormed a few features which I thought might be quite neat (I'm sure you all think otherwise!): - LZMA compression for the packed-file-format. - General code optimization (this would be focusing on the stable branch). - Embedded scripting language (Lua, Python anyone?). - Better control for server admins. - Revamped GUI system (a massive task, but not unattainable). I'm sorry if some of these sound lame but these are features widely requested in game engine discussions on my games development degree. I also feel that the project needs some further planning, and an easy to use system for developers to submit patches, discuss new features, plan development and receive feedback. Has anyone previously discussed moving the development side of the site to SourceForge or similar? Like I said, I am not criticizing any of the work that has already been done! Regards, James Munro -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Sun Aug 26 13:07:07 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 26 Aug 2007 10:07:07 -0700 Subject: [quake3] Planning, Roadmap and future In-Reply-To: <71f3c1de0708260453y303c25d8jc1f098cca5b8900a@mail.gmail.com> References: <71f3c1de0708260453y303c25d8jc1f098cca5b8900a@mail.gmail.com> Message-ID: <46D1B33B.3050301@timedoctor.org> James Munro wrote: > Hello fellow ioq3'ers! http://i188.photobucket.com/albums/z72/koncak/486919.gif > I'll get started by apologizing if the things I'm going to discuss have > been mentioned to-death, and I should make it clear that I have not set > out to criticize ioquake3 in it's current form. Please feel free to make suggestions. But keep in mind that this isn't a democracy, the lead maintainers decide what goes in, and svn access can be revoked by myself. > I also think it is a good idea for the project to fork into 2 branches. No. > - Embedded scripting language (Lua, Python anyone?). Yes this is cool, somebody already started doing python and put it up on sourceforge I think. > - Better control for server admins. Can be handled by tools, doesn't need to be in the engine afaik. > I'm sorry if some of these sound lame but these are features widely > requested in game engine discussions on my games development degree. I'm still waiting for Fortran 88 support in cryengine :) > I also feel that the project needs some further planning, and an easy to > use system for developers to submit patches, http://bugzilla.icculus.org/ > discuss new features, plan > development and receive feedback. I'm going to set up a wiki so people can be satiated for their desire to interact there if it helps. There is also the webforum, which I'm going to replace. > Has anyone previously discussed moving > the development side of the site to SourceForge or similar? No. No. No. No. No. > > Like I said, I am not criticizing any of the work that has already been > done! No problem, thanks for the suggestions. > Regards, > James Munro -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Sun Aug 26 22:26:43 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 26 Aug 2007 19:26:43 -0700 Subject: Yes Timbo, The Site Is Moving Hosts Message-ID: <46D23663.4010109@timedoctor.org> So we're moving ioquake3.org to dreamhost entirely. This will have a number of pros and cons, but the choice is made.: Pros: 1) No commits in the svn list. 2) There will be: An Official Wiki 3) There will be: Real Forum Software (phpbb, complain now and tell me what else to use, please, I know nothing about free/OSS forum stuff) 4) Whatever else you ask for 5) SVN is staying on i.o 6) I can give developers their own e-mail accounts, and can host sub-projects easier with their own sub-domains including SVN ((Though it won't be on i.o for them (Reserve yours now!)) 7) lisp-cgi support Cons: 1) None of this will be working properly, immediately. 2) There won't be a Ryan around in case I get hit by a bus. 3) Some people think dreamhost sucks, I'm willing to leave that as a possibility, so I'll back up the site as it was. 4) I don't really have the time to fix the site to work with WordPress (or anything that isn't icculusnews). 5) I'm going to have to beg for money for hosting, or put up some kind of advertisements. Please tell me which is less appealing to you so I'll avoid it. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jorgepblank at gmail.com Sun Aug 26 22:36:11 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Sun, 26 Aug 2007 19:36:11 -0700 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <46D23663.4010109@timedoctor.org> References: <46D23663.4010109@timedoctor.org> Message-ID: <28406b400708261936l7a62cd27ga8e25eb4a6d75d5f@mail.gmail.com> Hey zakk, might I please beg that you use phpBB3? It's still not officially stable, in RC5, but it is really really stable and it's a lot more better featured, it has enhanced CAPTCHAs and stuff (The spam bots were bypassing the CAPTCHAs on my phpBB2 installation!!). Trust me, you can't go wrong. The only reason you wouldn't want to use it would be because it is still not OFFICIALLY stable, but it very much is, ask anyone on the forums, IRC channel, etc. Honestly, I think you'd fall in love with it. I just installed it on my project's site, had it replace phpBB2. As for not being able to use WordPress, I don't know why you would want it (Not bashing it, I like it and use it), but what's the problem, I mean if you want it, why won't it work or what? But anyways, I guess I mean icculusnews shouldn't be a problem, but I may be wrong. People who say DreamHost sucks suck, there are far more that say it's the best evar. They sometimes have problems, but they solve them quickly, and, well, they just have that nice 'not sold-out corporate' google feeling. www.dreamhoststatus.com if you ever get into problems with your hosting, and in the dream host control panel you can get an rss feed of it tailored to your specific server so you can get news on the fly on your hosting. As for needing money, I feel you. You can get a direct-to-paypal-for-hosting button at https://panel.dreamhost.com/index.cgi?tree=home.donations& . It lets people donate money to your hosting using paypal, the difference is they know that it's going directly towards hosting and not to some other thing you might use the money for. Also, I don't mind the ads, honestly, I mean you have to make money somehow, and I'll be sure to click them whenever I get the chance. I prefer something not overly obtrusive though, like AdSense. You can get phpBB mods that insert AdSense every once in a while, if you would have gotten WordPress, integrating AdSense would have been very easy. I mean it's not like it's hard in the first place, but it would be a much nicer experience. You could also ad AdSense to like the title page of the wiki or something, at the very bottom, or on the left margin would be best possibly. On 8/26/07, Zachary Slater wrote: > > So we're moving ioquake3.org to dreamhost entirely. > This will have a number of pros and cons, but the choice is made.: > > Pros: > 1) No commits in the svn list. > 2) There will be: An Official Wiki > 3) There will be: Real Forum Software (phpbb, complain now and tell me > what else to use, please, I know nothing about free/OSS forum stuff) > 4) Whatever else you ask for > 5) SVN is staying on i.o > 6) I can give developers their own e-mail accounts, and can host > sub-projects easier with their own sub-domains including SVN ((Though it > won't be on i.o for them (Reserve yours now!)) > 7) lisp-cgi support > > > Cons: > 1) None of this will be working properly, immediately. > 2) There won't be a Ryan around in case I get hit by a bus. > 3) Some people think dreamhost sucks, I'm willing to leave that as a > possibility, so I'll back up the site as it was. > 4) I don't really have the time to fix the site to work with WordPress > (or anything that isn't icculusnews). > 5) I'm going to have to beg for money for hosting, or put up some kind > of advertisements. Please tell me which is less appealing to you so I'll > avoid it. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Sun Aug 26 23:23:37 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 26 Aug 2007 20:23:37 -0700 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <28406b400708261936l7a62cd27ga8e25eb4a6d75d5f@mail.gmail.com> References: <46D23663.4010109@timedoctor.org> <28406b400708261936l7a62cd27ga8e25eb4a6d75d5f@mail.gmail.com> Message-ID: <46D243B9.3030408@timedoctor.org> Jorge Pe?a wrote: > Hey zakk, might I please beg that you use phpBB3? That is fine, as long as upgrading is easy. > As for not being able to use WordPress, I am going to use WP, it is just going to be a PITA to set up and replace all the icculusnews stuff. > > People who say DreamHost sucks suck, there are far more that say it's > the best evar. I agree, and it only cost $400 for two years with a ridiculous amount of bandwidth. > As for needing money, I feel you. You can get a > direct-to-paypal-for-hosting button at > https://panel.dreamhost.com/index.cgi?tree=home.donations& > . It lets > people donate money to your hosting using paypal, the difference is they > know that it's going directly towards hosting and not to some other > thing you might use the money for. Also, I don't mind the ads, honestly, > I mean you have to make money somehow, and I'll be sure to click them > whenever I get the chance. I prefer something not overly obtrusive > though, like AdSense. You can get phpBB mods that insert AdSense every > once in a while, if you would have gotten WordPress, integrating AdSense > would have been very easy. I mean it's not like it's hard in the first > place, but it would be a much nicer experience. You could also ad > AdSense to like the title page of the wiki or something, at the very > bottom, or on the left margin would be best possibly. Will do, thanks. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jorgepblank at gmail.com Mon Aug 27 00:57:05 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Sun, 26 Aug 2007 21:57:05 -0700 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <46D243B9.3030408@timedoctor.org> References: <46D23663.4010109@timedoctor.org> <28406b400708261936l7a62cd27ga8e25eb4a6d75d5f@mail.gmail.com> <46D243B9.3030408@timedoctor.org> Message-ID: <28406b400708262157u49d3f4fid8c9b0ec6f7ab61c@mail.gmail.com> > That is fine, as long as upgrading is easy. About that...I meant install it from the very beginning, not upgrade from phpBB 2 to 3, although that's easy as well if you insist (I just did it a few hours ago). Trust me, there's nothing to lose, tons to gain. Installing phpBB2 then upgrading to 3 would be a waste of time (Upgrading is possible and easy, though). I can almost guarantee you, honestly haha, I'm just breath-taken at phpBB3. > I am going to use WP, it is just going to be a PITA to set up and replace all the icculusnews stuff. Oh that's what you meant, alright. I was about to ask you if that's really necessary, why you can't just start from scratch/new but I take it that that's all valuable information for archiving. One possible solution would be to simply keep icculusnews on the server in some place, and link to it with something such as "Older Stuff/Archives" or what have you. That's just a possibility though, if icculusnews posts are stored in a database, you could dump them and then look for some type of plug-in that allows you to import them in easily (Other than manually), but you're right that would be a PITA. I think that would be the quick and dirtiest solution, just keep it static and link to it from within the new site. Other than that, WordPress will also be pretty sweet. Just get a WordPress.Com account so you can get an API key, so that you could set up the Akistmet plug-in (Included in WordPress) to catch spam (Works wonders). Then you can get the AdSense Deluxe plug-in or something similar for AdSense inserting (Though there's also AdSense Manager, http://wordpress.org/extend/plugins/adsense-manager/ ). I suggest you get a nice, basic theme with widget support (Makes things easier). Something like the K2 framework ( http://www.getk2.com ) would be sweet. You could either use that stock style or find one here http://k2.stikipad.com/docs/show/K2+Styles+and+Mods . Hook yourself up with the google analytics ( http://www.semiologic.com/software/google-analytics/) plug-in and the google sitemap ( http://www.arnebrachhold.de/2005/06/05/google-sitemaps-generator-v2-final ) plug-in. Then just configure the wp-cache plug-in (It's automatically configured actually, but you can tune it) so that your wordpress wont crash after so many hits, and you're set. I know this sounds like a lot of trouble but just look into these things when you have time and you'll see how nice they are, plus it's relatively easy to install plug-ins anyways, and most mentioned are already included, you just need to activate them. By the way, are you paying for a server? Hmm, wait what?! $400 for two years? I'm just wondering cause servers from DH cost like ~$300 and up per month I think, then again I'm not sure. Also, because what you seem to want, Subversion, Mailing-Lists, and all those other things, are included in normal web hosting (SSH access, mail, etc. etc.), I don't know about lisp-cgi though. I have 252 GBs of space and 2.896 TBs of bandwidth each month, and I'm only paying $10 a month? I actually started with much less but they increase it for you every now and then. I'm just wondering cause you might be paying more than you need to, but I'm pretty sure you know what you're doing. Anyways, there's a dreamhost IRC channel in freenode ( #dreamhost ) if you ever feel like talking to people that work there/use dreamhost (It's not an official support method though). But yeah everything you're mentioning is really easy to do thanks to the easy and versatile dreamhost panel. It's not as lame as Cpanel, but also features things like one-click-installs or whatever so you can install mediawiki (phpBB as well but it's version 2). It automatically sets up your MySQL db's, it installs phpmyadmin on each mysql's url, man, you'll love it haha.** On 8/26/07, Zachary Slater wrote: > > Jorge Pe?a wrote: > > Hey zakk, might I please beg that you use phpBB3? > > That is fine, as long as upgrading is easy. > > > As for not being able to use WordPress, > > I am going to use WP, it is just going to be a PITA to set up and > replace all the icculusnews stuff. > > > > > People who say DreamHost sucks suck, there are far more that say it's > > the best evar. > > I agree, and it only cost $400 for two years with a ridiculous amount of > bandwidth. > > > > As for needing money, I feel you. You can get a > > direct-to-paypal-for-hosting button at > > https://panel.dreamhost.com/index.cgi?tree=home.donations& > > . It lets > > people donate money to your hosting using paypal, the difference is they > > know that it's going directly towards hosting and not to some other > > thing you might use the money for. Also, I don't mind the ads, honestly, > > I mean you have to make money somehow, and I'll be sure to click them > > whenever I get the chance. I prefer something not overly obtrusive > > though, like AdSense. You can get phpBB mods that insert AdSense every > > once in a while, if you would have gotten WordPress, integrating AdSense > > would have been very easy. I mean it's not like it's hard in the first > > place, but it would be a much nicer experience. You could also ad > > AdSense to like the title page of the wiki or something, at the very > > bottom, or on the left margin would be best possibly. > > > Will do, thanks. > > > > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Mon Aug 27 02:22:45 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 26 Aug 2007 23:22:45 -0700 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <28406b400708262157u49d3f4fid8c9b0ec6f7ab61c@mail.gmail.com> References: <46D23663.4010109@timedoctor.org> <28406b400708261936l7a62cd27ga8e25eb4a6d75d5f@mail.gmail.com> <46D243B9.3030408@timedoctor.org> <28406b400708262157u49d3f4fid8c9b0ec6f7ab61c@mail.gmail.com> Message-ID: <46D26DB5.5070206@timedoctor.org> Jorge Pe?a wrote: > > That is fine, as long as upgrading is easy. > > About that...I meant install it from the very beginning, not upgrade > from phpBB 2 to 3, although that's easy as well if you insist ( I just > did it a few hours ago). Trust me, there's nothing to lose, tons to > gain. Installing phpBB2 then upgrading to 3 would be a waste of time > (Upgrading is possible and easy, though ). I can almost guarantee you, > honestly haha, I'm just breath-taken at phpBB3. > > > I am going to use WP, it is just going to be a PITA to set up and > replace all the icculusnews stuff. > > Oh that's what you meant, alright. I was about to ask you if that's > really necessary, why you can't just start from scratch/new but I take > it that that's all valuable information for archiving. One possible > solution would be to simply keep icculusnews on the server in some > place, and link to it with something such as "Older Stuff/Archives" or > what have you. That's just a possibility though, if icculusnews posts > are stored in a database, you could dump them and then look for some > type of plug-in that allows you to import them in easily ( Other than > manually), but you're right that would be a PITA. I think that would be > the quick and dirtiest solution, just keep it static and link to it from > within the new site. > > Other than that, WordPress will also be pretty sweet. Just get a > WordPress.Com account so you can get an API key, so that you could set > up the Akistmet plug-in (Included in WordPress ) to catch spam (Works > wonders). Then you can get the AdSense Deluxe plug-in or something > similar for AdSense inserting (Though there's also AdSense Manager, > http://wordpress.org/extend/plugins/adsense-manager/ ). I suggest you > get a nice, basic theme with widget support ( Makes things easier). > Something like the K2 framework ( http://www.getk2.com ) would be sweet. > You could either use that stock style or find one here > http://k2.stikipad.com/docs/show/K2+Styles+and+Mods . Hook yourself up > with the google analytics ( > http://www.semiologic.com/software/google-analytics/ ) plug-in and the > google sitemap ( > http://www.arnebrachhold.de/2005/06/05/google-sitemaps-generator-v2-final > ) plug-in. Then just configure the wp-cache plug-in ( It's automatically > configured actually, but you can tune it) so that your wordpress wont > crash after so many hits, and you're set. I know this sounds like a lot > of trouble but just look into these things when you have time and you'll > see how nice they are, plus it's relatively easy to install plug-ins > anyways, and most mentioned are already included, you just need to > activate them. > > By the way, are you paying for a server? Nope, can't afford that. Hmm, wait what?! $400 for two > years? I'm just wondering cause servers from DH cost like ~$300 and up > per month I think, then again I'm not sure. Also, because what you seem > to want, Subversion, Mailing-Lists, and all those other things, are > included in normal web hosting ( SSH access, mail, etc. etc.) Right, not moving ioquake3's SVN or mailing lists, at least not yet. >, I don't > know about lisp-cgi though. This was a lame attempt at a joke. > I have 252 GBs of space and 2.896 TBs of > bandwidth each month, and I'm only paying $10 a month? Right, there is a monthly but I saw the light regarding how much cheaper it is to pay once and not again for a few years... >I actually > started with much less but they increase it for you every now and then. > I'm just wondering cause you might be paying more than you need to, but > I'm pretty sure you know what you're doing. Yep. > > Anyways, there's a dreamhost IRC channel in freenode ( #dreamhost ) if > you ever feel like talking to people that work there/use dreamhost (It's > not an official support method though ). It was mostly useless last time I looked at it. > > But yeah everything you're mentioning is really easy to do thanks to the > easy and versatile dreamhost panel ... > It automatically sets up > your MySQL db's, it installs phpmyadmin on each mysql's url, man, you'll > love it haha.// > Yep, I've been using it on gameqablog.com for a few weeks, really enjoying how little I have to play Sys Admin to my own crap with WP + dreamhost. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ludwig.nussel at suse.de Mon Aug 27 02:50:49 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 27 Aug 2007 08:50:49 +0200 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <46D23663.4010109@timedoctor.org> References: <46D23663.4010109@timedoctor.org> Message-ID: <200708270850.49546.ludwig.nussel@suse.de> Zachary Slater wrote: > So we're moving ioquake3.org to dreamhost entirely. > This will have a number of pros and cons, but the choice is made.: What's the reason for that? Just because of a web forum seems to be ridiculous. cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From tim at ngus.net Mon Aug 27 06:21:57 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 27 Aug 2007 11:21:57 +0100 Subject: Yes Timbo, The Site Is Moving Hosts In-Reply-To: <46D23663.4010109@timedoctor.org> References: <46D23663.4010109@timedoctor.org> Message-ID: <20070827112157.71ed1aef.tim@ngus.net> On Sun, 26 Aug 2007 19:26:43 -0700 Zachary wrote: > 3) There will be: Real Forum Software (phpbb, complain now and tell > me what else to use, please, I know nothing about free/OSS forum > stuff) With Trem we're moving to SMF. phpBB is a bit crapply written I think and doesn't cope well when you have lots of unruly folk on there. It probably wouldn't be so bad for ioq3 though. From tim at ngus.net Mon Aug 27 06:23:58 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 27 Aug 2007 11:23:58 +0100 Subject: r1138 - trunk In-Reply-To: <20070827070255.23526.qmail@icculus.org> References: <20070827070255.23526.qmail@icculus.org> Message-ID: <20070827112358.19faa78b.tim@ngus.net> On 27 Aug 2007 03:02:55 -0400 DONOTREPLY at icculus.org wrote: > OPTIMIZE - use this for custom CFLAGS > + V - set to show cc command line when building > DEFAULT_BASEDIR - extra path to search for baseq3 and such > BUILD_SERVER - build the 'ioq3ded' server binary > BUILD_CLIENT - build the 'ioquake3' client binary Why V and not VERBOSE? Just curious. From ludwig.nussel at suse.de Mon Aug 27 07:12:35 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 27 Aug 2007 13:12:35 +0200 Subject: [quake3] Re: r1138 - trunk In-Reply-To: <20070827112358.19faa78b.tim@ngus.net> References: <20070827070255.23526.qmail@icculus.org> <20070827112358.19faa78b.tim@ngus.net> Message-ID: <200708271312.36901.ludwig.nussel@suse.de> Tim Angus wrote: > On 27 Aug 2007 03:02:55 -0400 DONOTREPLY at icculus.org wrote: > > OPTIMIZE - use this for custom CFLAGS > > + V - set to show cc command line when building > > DEFAULT_BASEDIR - extra path to search for baseq3 and such > > BUILD_SERVER - build the 'ioq3ded' server binary > > BUILD_CLIENT - build the 'ioquake3' client binary > > Why V and not VERBOSE? Just curious. The linux kernel and other Makefiles inspired by it already use V. cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From tim at ngus.net Mon Aug 27 07:23:02 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 27 Aug 2007 12:23:02 +0100 Subject: r1138 - trunk In-Reply-To: <200708271312.36901.ludwig.nussel@suse.de> References: <20070827070255.23526.qmail@icculus.org> <20070827112358.19faa78b.tim@ngus.net> <200708271312.36901.ludwig.nussel@suse.de> Message-ID: <20070827122302.24d1fc00.tim@ngus.net> On Mon, 27 Aug 2007 13:12:35 +0200 Ludwig wrote: > > Why V and not VERBOSE? Just curious. > > The linux kernel and other Makefiles inspired by it already use V. Oh, fair enough. From anders1 at gmail.com Mon Aug 27 15:15:07 2007 From: anders1 at gmail.com (Anders Bergh) Date: Mon, 27 Aug 2007 21:15:07 +0200 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <46D23663.4010109@timedoctor.org> References: <46D23663.4010109@timedoctor.org> Message-ID: <976395530708271215k23f2c9cna487de7e6c0f520f@mail.gmail.com> On 8/27/07, Zachary Slater wrote: > 3) There will be: Real Forum Software (phpbb, complain now and tell me > what else to use, please, I know nothing about free/OSS forum stuff) phpBB? eek :( I recommend punBB. It's quite small and lean, which is probably why I like it. http://punbb.org/ Anders From jorgepblank at gmail.com Mon Aug 27 15:19:23 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Mon, 27 Aug 2007 12:19:23 -0700 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <976395530708271215k23f2c9cna487de7e6c0f520f@mail.gmail.com> References: <46D23663.4010109@timedoctor.org> <976395530708271215k23f2c9cna487de7e6c0f520f@mail.gmail.com> Message-ID: <28406b400708271219s321a5520j32cb43e09fc36374@mail.gmail.com> > phpBB is a bit crapply written I think and doesn't cope well when you have lots of unruly folk on there. I agree, phpBB2 is old and crusty, but you guys haven't tried phpBB3 (It's in use at the phpBB site). Seriously zakk, please at least try it out, give it a chance, I can guarantee you that you'll fall in love with it. I have heard of punBB, and a friend liked it a lot (Along with vanilla, both minimalistic forums). Honestly I haven't tried it so I wouldn't know what to say, other than that it looks nice. Please though, try phpBB3, all of you that think that phpBB2 has come to suck (It has, it's gotten old). It is really really nice. On 8/27/07, Anders Bergh wrote: > > On 8/27/07, Zachary Slater wrote: > > 3) There will be: Real Forum Software (phpbb, complain now and tell me > > what else to use, please, I know nothing about free/OSS forum stuff) > > phpBB? eek :( > > I recommend punBB. It's quite small and lean, which is probably why I like > it. > > http://punbb.org/ > > Anders > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Mon Aug 27 15:38:34 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Mon, 27 Aug 2007 12:38:34 -0700 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <28406b400708271219s321a5520j32cb43e09fc36374@mail.gmail.com> References: <46D23663.4010109@timedoctor.org> <976395530708271215k23f2c9cna487de7e6c0f520f@mail.gmail.com> <28406b400708271219s321a5520j32cb43e09fc36374@mail.gmail.com> Message-ID: <46D3283A.8030203@timedoctor.org> Yep, going to try PHPBB3 -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From arny at ats.s.bawue.de Mon Aug 27 20:48:11 2007 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 28 Aug 2007 02:48:11 +0200 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <46D3283A.8030203@timedoctor.org> References: <46D23663.4010109@timedoctor.org> <28406b400708271219s321a5520j32cb43e09fc36374@mail.gmail.com> <46D3283A.8030203@timedoctor.org> Message-ID: <200708280248.13605.arny@ats.s.bawue.de> On Monday 27 August 2007 21:38, Zachary Slater wrote: > Yep, going to try PHPBB3 I guess the same thing is valid for all software: You can use phpBB, as long as you regularly update it and closely follow vulnerability reports. -- 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 Mon Aug 27 22:21:47 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Mon, 27 Aug 2007 19:21:47 -0700 Subject: [quake3] Yes Timbo, The Site Is Moving Hosts In-Reply-To: <200708280248.13605.arny@ats.s.bawue.de> References: <46D23663.4010109@timedoctor.org> <28406b400708271219s321a5520j32cb43e09fc36374@mail.gmail.com> <46D3283A.8030203@timedoctor.org> <200708280248.13605.arny@ats.s.bawue.de> Message-ID: <46D386BB.6030201@timedoctor.org> Thilo Schulz wrote: > On Monday 27 August 2007 21:38, Zachary Slater wrote: >> Yep, going to try PHPBB3 > > I guess the same thing is valid for all software: You can use phpBB, as long > as you regularly update it and closely follow vulnerability reports. and install it with a completely different DB than any of the others. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Tue Aug 28 01:58:55 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Mon, 27 Aug 2007 22:58:55 -0700 Subject: wiki.ioquake3.org Message-ID: <46D3B99F.5070103@timedoctor.org> Go to town. http://wiki.ioquake3.org/ -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From icculus at icculus.org Tue Aug 28 10:54:23 2007 From: icculus at icculus.org (Ryan C. Gordon) Date: Tue, 28 Aug 2007 10:54:23 -0400 Subject: [quake3] wiki.ioquake3.org In-Reply-To: <46D3B99F.5070103@timedoctor.org> References: <46D3B99F.5070103@timedoctor.org> Message-ID: <46D4371F.7000806@icculus.org> Zachary Slater wrote: > Go to town. > http://wiki.ioquake3.org/ If this gives you the icculus.org homepage, it's because DNS hasn't caught up yet. --ryan. From james at jamesdesign.org Tue Aug 28 12:02:47 2007 From: james at jamesdesign.org (James Munro) Date: Tue, 28 Aug 2007 17:02:47 +0100 Subject: [quake3] wiki.ioquake3.org In-Reply-To: <46D4371F.7000806@icculus.org> References: <46D3B99F.5070103@timedoctor.org> <46D4371F.7000806@icculus.org> Message-ID: <71f3c1de0708280902w32d8e021se9a7d019e1e3302e@mail.gmail.com> It's fine with OpenDNS :) On 28/08/07, Ryan C. Gordon wrote: > > Zachary Slater wrote: > > Go to town. > > http://wiki.ioquake3.org/ > > If this gives you the icculus.org homepage, it's because DNS hasn't > caught up yet. > > --ryan. > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From druska at gmail.com Tue Aug 28 21:17:07 2007 From: druska at gmail.com (Dave) Date: Tue, 28 Aug 2007 21:17:07 -0400 Subject: [quake3] wiki.ioquake3.org In-Reply-To: <46D4371F.7000806@icculus.org> References: <46D3B99F.5070103@timedoctor.org> <46D4371F.7000806@icculus.org> Message-ID: OpenDNS is usually up to date. But if it isn't, use http://www.opendns.com/cache/ On 8/28/07, Ryan C. Gordon wrote: > > Zachary Slater wrote: > > Go to town. > > http://wiki.ioquake3.org/ > > If this gives you the icculus.org homepage, it's because DNS hasn't > caught up yet. > > --ryan. > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- Dave -------------- next part -------------- An HTML attachment was scrubbed... URL: From oscar.vives at gmail.com Wed Aug 29 08:51:03 2007 From: oscar.vives at gmail.com (Tei) Date: Wed, 29 Aug 2007 14:51:03 +0200 Subject: [quake3] wiki.ioquake3.org In-Reply-To: <46D3B99F.5070103@timedoctor.org> References: <46D3B99F.5070103@timedoctor.org> Message-ID: I have a question. Is the wiki for devs + users + admins? or just for devs + admins? I have commit random acts of editing, so maybe somehome has to visit it, and fix my typo errors. I have no fucking idea of english. On 8/28/07, Zachary Slater wrote: > Go to town. > http://wiki.ioquake3.org/ > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com From zakk at timedoctor.org Wed Aug 29 13:15:52 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 29 Aug 2007 10:15:52 -0700 Subject: [quake3] wiki.ioquake3.org In-Reply-To: References: <46D3B99F.5070103@timedoctor.org> Message-ID: <46D5A9C8.3090000@timedoctor.org> Tei wrote: > I have a question. Is the wiki for devs + users + admins? or just for > devs + admins? It is for everyone. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From arny at ats.s.bawue.de Thu Aug 30 19:32:54 2007 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Fri, 31 Aug 2007 01:32:54 +0200 Subject: Fwd: Re: [Openal] Playing a sound twice at the same time. Message-ID: <200708310132.57973.arny@ats.s.bawue.de> Hi, I remember ioquake3 having exactly the same issue, mentioned in this post to the OpenAL mailing list. In the original implementation, as far as I recall, multiple sound sources playing the same file would always be synchronized which is not the case in ioquake3 at the moment. I could look into making this happen, so, do we want to go back to the original behaviour? ---------- Forwarded Message ---------- Betreff: Re: [Openal] Playing a sound twice at the same time. Datum: Montag, 27. August 2007 Von: Chris Robinson An: openal at opensource.creative.com On Monday 27 August 2007 07:56:53 am Leben Ojanen wrote: > Right now I want to be able to load a sound once, then play it more > than once, at the same time. > > So far I have been unable to do this, probably due to my lack of > understanding of how OpenAL works. > > At this time, I can load a sound, but trying to play it twice with my > current implementation causes the first "playback" to just stop while > the other starts. > > Could someone please point me in the right direction on how to fix this? Sounds in OpenAL are split into two parts.. buffers (which hold the sound data) and sources (which are the sound "controls", so to speak). A source is what you use to play and stop a sound, and a buffer is where you store the sound. To be able to play the same sound multiple times at the same time, you need to create a source for each individual playback, but attach them all to the same buffer. Multiple sources can use the same buffer, so playing multiple sources that use the same buffer will give the effect you want. _______________________________________________ Openal mailing list Openal at opensource.creative.com http://opensource.creative.com/mailman/listinfo/openal ------------------------------------------------------- -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: This is a digitally signed message part. URL: From tim at ngus.net Thu Aug 30 20:08:54 2007 From: tim at ngus.net (Tim Angus) Date: Fri, 31 Aug 2007 01:08:54 +0100 Subject: Playing a sound twice at the same time. In-Reply-To: <200708310132.57973.arny@ats.s.bawue.de> References: <200708310132.57973.arny@ats.s.bawue.de> Message-ID: <20070831010854.05981a38.tim@ngus.net> On Fri, 31 Aug 2007 01:32:54 +0200 Thilo wrote: > I remember ioquake3 having exactly the same issue, mentioned in this > post to the OpenAL mailing list. > In the original implementation, as far as I recall, multiple sound > sources playing the same file would always be synchronized which is > not the case in ioquake3 at the moment. > I could look into making this happen, so, do we want to go back to > the original behaviour? https://bugzilla.icculus.org/show_bug.cgi?id=2984 From oscar.vives at gmail.com Fri Aug 31 04:48:20 2007 From: oscar.vives at gmail.com (Tei) Date: Fri, 31 Aug 2007 10:48:20 +0200 Subject: [quake3] wiki.ioquake3.org In-Reply-To: <46D5A9C8.3090000@timedoctor.org> References: <46D3B99F.5070103@timedoctor.org> <46D5A9C8.3090000@timedoctor.org> Message-ID: On 8/29/07, Zachary Slater wrote: > Tei wrote: > > I have a question. Is the wiki for devs + users + admins? or just for > > devs + admins? > > It is for everyone. > Ok, thanks. Hope this page become has usefull has can be the Quake1 one on http://wiki.quakesrc.org/ Now Is all to the users to edit it, and add the information.