From dynborg at vogonhq.com Wed Nov 7 11:48:26 2007 From: dynborg at vogonhq.com (dyn) Date: Wed, 7 Nov 2007 17:48:26 +0100 Subject: BUG: netchan queue is not properly initialized Message-ID: <628005040711070848s745a9f43qd6ab9fb080265c91@mail.gmail.com> This is present in original q3 also, not only in ioq3 and apparently it's not fixed yet. It may happen when you add multiple bots and then issue 'kick allbots' command. I was only player left on server. After few tests it seems to occur more likely if you add 15-20 bots, issue /nextmap (or load next map) and then add 1-2 more bots and then 'kick all'. There was some discussion about it, but all solutions mentioned are non-working and not very logical either: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9220 -- dyn From noisyb at gmx.net Fri Nov 9 13:35:39 2007 From: noisyb at gmx.net (Dirk) Date: Fri, 09 Nov 2007 19:35:39 +0100 Subject: [BUG] ioquake3 breaks compatibility with id Tech 3 (again) Message-ID: <4734A87B.9060209@gmx.net> After renaming "g_log" to "g_logfile" and "g_logsync" to "g_logfilesync" the mouse sensitivity in the 1208 revision (or earlier) has now been decreased(!) by ~1.5(!!!) compared to release 1.33, why? I thought ioquake3 was meant to conserve. Why was the project goal ignored for changing this value but people get banned from this mailing list when they suggest that automatic downloading be enabled by default? Is this another fuckup to sabotage the progress of ioquake3 like that retarded virus excuse for not enabling automatic downloads by default? Dirk From tim at ngus.net Fri Nov 9 14:37:24 2007 From: tim at ngus.net (Tim Angus) Date: Fri, 9 Nov 2007 19:37:24 +0000 Subject: ioquake3 breaks compatibility with id Tech 3 (again) In-Reply-To: <4734A87B.9060209@gmx.net> References: <4734A87B.9060209@gmx.net> Message-ID: <20071109193724.f72de369.tim@ngus.net> On Fri, 09 Nov 2007 19:35:39 +0100 Dirk wrote: > Dirk My advice here is that no one replies, at all, now or in the future, to this message or the original poster. Thanks :). From noisyb at gmx.net Fri Nov 9 15:14:05 2007 From: noisyb at gmx.net (Dirk) Date: Fri, 09 Nov 2007 21:14:05 +0100 Subject: [quake3] Re: ioquake3 breaks compatibility with id Tech 3 (again) In-Reply-To: <20071109193724.f72de369.tim@ngus.net> References: <4734A87B.9060209@gmx.net> <20071109193724.f72de369.tim@ngus.net> Message-ID: <4734BF8D.2080903@gmx.net> Tim Angus wrote: > On Fri, 09 Nov 2007 19:35:39 +0100 Dirk wrote: >> Dirk > > My advice here is that no one replies, at all, now or in the future, to > this message or the original poster. Thanks :). > Having proper id Tech 3 compatibility in the next revision again would be a sufficient reply. From daniel at brightfire.com Fri Nov 9 15:43:41 2007 From: daniel at brightfire.com (Daniel Lord) Date: Fri, 9 Nov 2007 12:43:41 -0800 Subject: [quake3] Re: ioquake3 breaks compatibility with id Tech 3 (again) In-Reply-To: <4734BF8D.2080903@gmx.net> References: <4734A87B.9060209@gmx.net> <20071109193724.f72de369.tim@ngus.net> <4734BF8D.2080903@gmx.net> Message-ID: <2ad40b840711091243x4bdce58bxf56f337ae96c1bb6@mail.gmail.com> Correct me if I misunderstood, but who cares about id Tech? I mean we lost ID source code compatibility already. SO our connection with ID is severed irrevocably. Plus we lost Punkbuster which locks us off a lot of on-line games referred by the ID servers. So who cares? We broke the chain and we cannot go back, so let's just keep on going and not look back On 11/9/07, Dirk wrote: > > Tim Angus wrote: > > On Fri, 09 Nov 2007 19:35:39 +0100 Dirk wrote: > >> Dirk > > > > My advice here is that no one replies, at all, now or in the future, to > > this message or the original poster. Thanks :). > > > > Having proper id Tech 3 compatibility in the next revision again would > be a sufficient reply. > > > --- > 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 dynborg at vogonhq.com Sun Nov 11 17:12:13 2007 From: dynborg at vogonhq.com (dyn) Date: Sun, 11 Nov 2007 23:12:13 +0100 Subject: BUG: netchan queue is not properly initialized In-Reply-To: <628005040711070848s745a9f43qd6ab9fb080265c91@mail.gmail.com> References: <628005040711070848s745a9f43qd6ab9fb080265c91@mail.gmail.com> Message-ID: <628005040711111412u6dbffc14p8b55ca0e19afc43e@mail.gmail.com> OK, i think i found a solution after exploring what it does... Problem is, checking if "netchan queue has been properly initialized" should not be performed on zombies which all recently disconnected clients are, until engine sets them free in next few seconds after disconnect. Also there is simpler way to reproduce this bug -- just add 20+ bots and then issue 'kick allbots' or 'kick all' from the server console or rcon. Server should crash with message: "ERROR: netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment" ..."Server Shutdown (Server crashed: netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment" Original code: // make sure the netchan queue has been properly initialized (you never know) if (!client->netchan_end_queue) { Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n"); } Fixed: // make sure the netchan queue has been properly initialized (you never know) // DD - skip just disconnected and zombies (CS_ZOMBIE) if (!client->netchan_end_queue && client->state != CS_ZOMBIE) { Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n"); } Credit goes to: DD Note: you may use 'client->state >= CS_CONNECTED' instead of 'client->state != CS_ZOMBIE', if you want to skip CS_FREE clients too. I used != CS_ZOMBIE because recently kicked players get zombie state for a few seconds and error occurred after kicking a lot of players at once. I tested it few times with 20-24 bots and it kicked them all without an error. On 11/7/07, dyn wrote: > This is present in original q3 also, not only in ioq3 and apparently > it's not fixed yet. > > It may happen when you add multiple bots and then issue 'kick allbots' > command. I was only player left on server. After few tests it seems to > occur more likely if you add 15-20 bots, issue /nextmap (or load next > map) and then add 1-2 more bots and then 'kick all'. > > There was some discussion about it, but all solutions mentioned are > non-working and not very logical either: > http://www.quake3world.com/forum/viewtopic.php?f=16&t=9220 > > > -- > dyn > -- dyn From ramercer at gmail.com Sun Nov 11 19:13:58 2007 From: ramercer at gmail.com (Adam Mercer) Date: Sun, 11 Nov 2007 19:13:58 -0500 Subject: build failure on Mac OS X 10.5 Leopard Message-ID: <799406d60711111613v6e324bc0gf72eb2ee02bbdd4a@mail.gmail.com> Hi I've upgraded my MBP to OS X 10.5 and am having problems building ioquake3. As Xcode 3 doesn't include the 10.2.8 SDK the make-macosx-ub.sh script won't work: [ram at skymoo ioquake3]$ ./make-macosx-ub.sh /Developer/SDKs/MacOSX10.2.8.sdk/ is missing. The installer for this SDK is included with XCode 2.2 or newer so using "make" results in the error: DED_CC code/qcommon/net_ip.c code/qcommon/net_ip.c: In function 'NET_GetLocalAddress': code/qcommon/net_ip.c:758: error: 'OSIOCGIFADDR' undeclared (first use in this function) code/qcommon/net_ip.c:758: error: (Each undeclared identifier is reported only once code/qcommon/net_ip.c:758: error: for each function it appears in.) make[2]: *** [build/release-darwin-i386/ded/net_ip.o] Error 1 make[1]: *** [targets] Error 2 make: *** [release] Error 2 this is using SVN r1209 Cheers Adam From gordallott at gmail.com Mon Nov 12 20:51:54 2007 From: gordallott at gmail.com (gord) Date: Tue, 13 Nov 2007 01:51:54 +0000 Subject: ioq3 framebuffer support Message-ID: <1194918715.22127.1.camel@nala> Hi, I created a patch to add framebuffer support/effects. http://bugzilla.icculus.org/show_bug.cgi?id=3422 just sending this to notify whomever (i could really do with some testing / feedback / help). more details in the bugzilla report. -- gord -------------- 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 rjisaac at gmail.com Tue Nov 13 16:31:54 2007 From: rjisaac at gmail.com (Robert Isaac) Date: Tue, 13 Nov 2007 16:31:54 -0500 Subject: [quake3] ioq3 framebuffer support In-Reply-To: <1194918715.22127.1.camel@nala> References: <1194918715.22127.1.camel@nala> Message-ID: <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> This is a better implementation of bloom lighting than the version that OA uses, I like the rotoscoping, but the framebuffer b0rks the display of the initial roq and causes some graphical oddities (some brushes/textures not being lit correctly though this might be an nVidia bug). It also kills single player in team arena when used with ioq3's missionpack vm. On Nov 12, 2007 8:51 PM, gord wrote: > Hi, > I created a patch to add framebuffer support/effects. > http://bugzilla.icculus.org/show_bug.cgi?id=3422 > > just sending this to notify whomever (i could really do with some > testing / feedback / help). more details in the bugzilla report. > -- > gord > From ludwig.nussel at suse.de Wed Nov 14 07:55:59 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 14 Nov 2007 13:55:59 +0100 Subject: [PATCH] make master server used by client configurable (cl_master) Message-ID: <200711141355.59871.ludwig.nussel@suse.de> Hi, patch by Erik Kloppenburg was sent some months ago. Ok to commit? Signed-off-by: Ludwig Nussel --- code/client/cl_main.c | 6 ++++-- 1 files changed, 4 insertions(+), 2 deletions(-) diff --git a/code/client/cl_main.c b/code/client/cl_main.c index 488c531..100cb3b 100644 --- a/code/client/cl_main.c +++ b/code/client/cl_main.c @@ -36,6 +36,7 @@ cvar_t *rconAddress; cvar_t *cl_timeout; cvar_t *cl_maxpackets; cvar_t *cl_packetdup; +cvar_t *cl_master; cvar_t *cl_timeNudge; cvar_t *cl_showTimeDelta; cvar_t *cl_freezeDemo; @@ -2665,6 +2666,7 @@ void CL_Init( void ) { cl_timeout = Cvar_Get ("cl_timeout", "200", 0); + cl_master = Cvar_Get ("cl_master", MASTER_SERVER_NAME, CVAR_ARCHIVE); cl_timeNudge = Cvar_Get ("cl_timeNudge", "0", CVAR_TEMP ); cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_TEMP ); cl_showSend = Cvar_Get ("cl_showSend", "0", CVAR_TEMP ); @@ -3269,12 +3271,12 @@ void CL_GlobalServers_f( void ) { // -1 is used to distinguish a "no response" if( cls.masterNum == 1 ) { - NET_StringToAdr( MASTER_SERVER_NAME, &to ); + NET_StringToAdr( cl_master->string, &to ); cls.nummplayerservers = -1; cls.pingUpdateSource = AS_MPLAYER; } else { - NET_StringToAdr( MASTER_SERVER_NAME, &to ); + NET_StringToAdr( cl_master->string, &to ); cls.numglobalservers = -1; cls.pingUpdateSource = AS_GLOBAL; } -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From dynborg at vogonhq.com Wed Nov 14 09:51:49 2007 From: dynborg at vogonhq.com (dyn) Date: Wed, 14 Nov 2007 15:51:49 +0100 Subject: BUG: latched cannot revert back Message-ID: <628005040711140651h7d5040fev8d730765b68b1ef@mail.gmail.com> Not a big deal but slightly annoying sometimes: If you latch some cvar you cannot set it back to current (remove latched) unless you change current value. Let's say sv_maxcients is 16 and you do: /rcon sv_maxcients 8 ..it says it will be changed after restart... Then you change your mind and you do: /rcon sv_maxcients 16 ... it ignores you because 16 is already set, yet latched 8 remains -- dyn http://vogonhq.com/ From gordallott at gmail.com Wed Nov 14 10:11:01 2007 From: gordallott at gmail.com (gord) Date: Wed, 14 Nov 2007 15:11:01 +0000 Subject: [quake3] ioq3 framebuffer support In-Reply-To: <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> References: <1194918715.22127.1.camel@nala> <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> Message-ID: <1195053061.27462.10.camel@nala> On Tue, 2007-11-13 at 16:31 -0500, Robert Isaac wrote: > This is a better implementation of bloom lighting than the version > that OA uses, I like the rotoscoping, but the framebuffer b0rks the > display of the initial roq and causes some graphical oddities (some > brushes/textures not being lit correctly though this might be an > nVidia bug). It also kills single player in team arena when used with > ioq3's missionpack vm. yes there are some issues to work out, the initial roq is because i handle STRETCH_PIC strangely (lack of an understanding of the q3 engine on my behalf there, bring down the console whist its playing and it should be okay) the texture bug is because of my stupid forgetting to handle multi-texturing nicely, i'll have a patch up later tonight to fix that problem. at the moment my main concern is that for some reason some brushes seem to completely disappear (not even writing z values) when viewed closeup/certain angles. Strangely i can only see this in quake 3, i don't for example see it anywhere in openarena (unless i have both base directories active then open arena gets some textures from quake 3 and the problems arise). the best example of this i think is in q3dm1 on the second archways (next to that mouth thing), when you first approach it, it renders fine but eventually it stops rendering. does anyone have any idea why it may be doing that? for example if there is anything 'special' about it? strangely the opposite side of the archway seems to render fine even though its the same... -- gord -------------- 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 Wed Nov 14 10:21:13 2007 From: tim at ngus.net (Tim Angus) Date: Wed, 14 Nov 2007 15:21:13 +0000 Subject: make master server used by client configurable (cl_master) In-Reply-To: <200711141355.59871.ludwig.nussel@suse.de> References: <200711141355.59871.ludwig.nussel@suse.de> Message-ID: <473B1269.5020305@ngus.net> Ludwig Nussel wrote: > patch by Erik Kloppenburg was sent some months ago. > Ok to commit? Yeah, I don't see why not. It might result in some folk saying "I can't see any servers" when they've changed cl_master without knowing what it does, but that's their problem. From lava.croft at trioptimum.com Wed Nov 14 11:32:07 2007 From: lava.croft at trioptimum.com (Lava Croft) Date: Wed, 14 Nov 2007 17:32:07 +0100 Subject: [quake3] Re: make master server used by client configurable (cl_master) In-Reply-To: <473B1269.5020305@ngus.net> References: <200711141355.59871.ludwig.nussel@suse.de> <473B1269.5020305@ngus.net> Message-ID: If people start changing cvars without knowing what said cvars actually do, it is indeed their problem. Good patch. On Wed, 14 Nov 2007 16:21:13 +0100, Tim Angus wrote: > Ludwig Nussel wrote: >> patch by Erik Kloppenburg was sent some months ago. >> Ok to commit? > > Yeah, I don't see why not. It might result in some folk saying "I can't > see any servers" when they've changed cl_master without knowing what it > does, but that's their problem. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > -- Like any dealer I am looking for the car that is so high and wild, I'll never have to deal another. From dynborg at vogonhq.com Wed Nov 14 11:48:11 2007 From: dynborg at vogonhq.com (dyn) Date: Wed, 14 Nov 2007 17:48:11 +0100 Subject: Entity "info_player_deathmatch" should never be removed Message-ID: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> Entity "info_player_deathmatch" should never be removed Reason: server crashes on maps without deathmatch spawn points even when SelectCTFSpawnPoint decides to call SelectSpawnPoint (); when no team spot is to be found, but this is pointless when (some) maps have all dm spawn spots with notteam flag set to 1. How to crash your server: /rcon g_gametype 4 /rcon map q3tourney3 This and many other maps won't work with any team mode and server will first try team spawn points, then it will call SelectSpawnPoint (); but this is useless since all spawn points were removed by G_SpawnGEntityFromSpawnVars(); in g_spawn.c . So what to do if you want to use all maps for team games? Modify this inside G_SpawnGEntityFromSpawnVars(); in g_spawn.c: OLD: // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER) if ( g_gametype.integer >= GT_TEAM ) { G_SpawnInt( "notteam", "0", &i ); if ( i )) { G_FreeEntity( ent ); return; } NEW: // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER) if ( g_gametype.integer >= GT_TEAM ) { G_SpawnInt( "notteam", "0", &i ); // DD - do not remove info_player_deathmatch so we can use all maps for team games if ( i && Q_stricmp(ent->classname, "info_player_deathmatch")) { G_FreeEntity( ent ); return; } I cannot submit diff right now, but i can later, if that's required for bug reports. Same goes for 'kick all' fix i submitted few days ago. -- dyn http://vogonhq.com/ From dynborg at vogonhq.com Wed Nov 14 11:57:57 2007 From: dynborg at vogonhq.com (dyn) Date: Wed, 14 Nov 2007 17:57:57 +0100 Subject: Entity "info_player_deathmatch" should never be removed In-Reply-To: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> References: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> Message-ID: <628005040711140857w64de548bs65f37dce2f905c6b@mail.gmail.com> Alternatively you can omit removing "info_player_deathmatch" when gametype is not >= CTF. It makes no sense removing "info_player_deathmatch" for ALL team games and then searching for team spawn spots only when gametype is >= CTF, leaving TDM with no spawn spots. On 11/14/07, dyn wrote: > Entity "info_player_deathmatch" should never be removed > > Reason: server crashes on maps without deathmatch spawn points even > when SelectCTFSpawnPoint decides to call SelectSpawnPoint (); when no > team spot is to be found, but this is pointless when (some) maps have > all dm spawn spots with notteam flag set to 1. > > How to crash your server: > /rcon g_gametype 4 > /rcon map q3tourney3 > > This and many other maps won't work with any team mode and server will > first try team spawn points, then it will call SelectSpawnPoint (); > but this is useless since all spawn points were removed by > G_SpawnGEntityFromSpawnVars(); in g_spawn.c . > > So what to do if you want to use all maps for team games? > > Modify this inside G_SpawnGEntityFromSpawnVars(); in g_spawn.c: > > OLD: > // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER) > if ( g_gametype.integer >= GT_TEAM ) { > G_SpawnInt( "notteam", "0", &i ); > if ( i )) { > G_FreeEntity( ent ); > return; > } > > NEW: > // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER) > if ( g_gametype.integer >= GT_TEAM ) { > G_SpawnInt( "notteam", "0", &i ); > // DD - do not remove info_player_deathmatch so we can use all > maps for team games > if ( i && Q_stricmp(ent->classname, "info_player_deathmatch")) { > G_FreeEntity( ent ); > return; > } > > > I cannot submit diff right now, but i can later, if that's required > for bug reports. Same goes for 'kick all' fix i submitted few days > ago. > > -- > dyn > http://vogonhq.com/ > -- dyn http://vogonhq.com/ From zakk at timedoctor.org Wed Nov 14 13:20:18 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 14 Nov 2007 10:20:18 -0800 Subject: [quake3] [PATCH] make master server used by client configurable (cl_master) In-Reply-To: <200711141355.59871.ludwig.nussel@suse.de> References: <200711141355.59871.ludwig.nussel@suse.de> Message-ID: <473B3C62.6050703@timedoctor.org> Yes, this is a good one. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From gordallott at gmail.com Wed Nov 14 16:17:50 2007 From: gordallott at gmail.com (gord) Date: Wed, 14 Nov 2007 21:17:50 +0000 Subject: [quake3] ioq3 framebuffer support In-Reply-To: <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> References: <1194918715.22127.1.camel@nala> <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> Message-ID: <1195075070.5835.3.camel@nala> uploaded new patch: http://bugzilla.icculus.org/show_bug.cgi?id=3422 major bugs should be fixed now, video playback, missing textures/bugs, everything i talked about in the last email. Robert, could you please check to see if the problem you were having with single player team arena persists? try as i might i can't recreate what you are having (if all fails, try resetting your config file On Tue, 2007-11-13 at 16:31 -0500, Robert Isaac wrote: > This is a better implementation of bloom lighting than the version > that OA uses, I like the rotoscoping, but the framebuffer b0rks the > display of the initial roq and causes some graphical oddities (some > brushes/textures not being lit correctly though this might be an > nVidia bug). It also kills single player in team arena when used with > ioq3's missionpack vm. -- gord -------------- 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 zakk at timedoctor.org Wed Nov 14 17:33:33 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 14 Nov 2007 14:33:33 -0800 Subject: [quake3] Entity "info_player_deathmatch" should never be removed In-Reply-To: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> References: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> Message-ID: <473B77BD.8060305@timedoctor.org> If I understand your patch right, this'll make DM levels playable in team games? I'd prefer to not alter the intentions of the original map maker, though of course a crash is never desirable. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From lparry at groupwise.swin.edu.au Wed Nov 14 18:02:50 2007 From: lparry at groupwise.swin.edu.au (Lucas Parry) Date: Thu, 15 Nov 2007 10:02:50 +1100 Subject: modern widescreen resolutions support Message-ID: <473B7E9A.1010101@groupwise.swin.edu.au> I've been developing some software based on OA and one of the constant annoyances has been how none of the common widescreen resolutions are supported which makes it look less than wonderful when demo'd on a laptop. I know you can use some console mumbo jumbo to get them but thats pretty sub-par. I've attached a patch, for the head ioquake3 revision, which adds support for the more common 16:9 and 16:10 resolutions. The changes work perfectly for me in my software which is branched from OA 0.7 and I can't see why they wouldn't work on ioq3, but I honestly haven't tested them with it. feel free to include them in ioq3/toss them out the door/laugh at them cheers, lucas Swinburne University of Technology CRICOS Provider Code: 00111D NOTICE This e-mail and any attachments are confidential and intended only for the use of the addressee. They may contain information that is privileged or protected by copyright. If you are not the intended recipient, any dissemination, distribution, printing, copying or use is strictly prohibited. The University does not warrant that this e-mail and any attachments are secure and there is also a risk that it may be corrupted in transmission. It is your responsibility to check any attachments for viruses or defects before opening them. If you have received this transmission in error, please contact us on +61 3 9214 8000 and delete it immediately from your system. We do not accept liability in connection with computer virus, data corruption, delay, interruption, unauthorised access or unauthorised amendment. Please consider the environment before printing this email. -------------- next part -------------- A non-text attachment was scrubbed... Name: ioq3-widescreen.patch Type: text/x-patch Size: 2360 bytes Desc: not available URL: From erik at insectenboek.nl Wed Nov 14 19:25:51 2007 From: erik at insectenboek.nl (Erik K.) Date: Thu, 15 Nov 2007 01:25:51 +0100 Subject: [quake3] modern widescreen resolutions support In-Reply-To: <473B7E9A.1010101@groupwise.swin.edu.au> References: <473B7E9A.1010101@groupwise.swin.edu.au> Message-ID: <473B920F.9080304@insectenboek.nl> On 15-11-2007 0:02, Lucas Parry wrote: > I've been developing some software based on OA and one of the constant > annoyances has been how none of the common widescreen resolutions are > supported which makes it look less than wonderful when demo'd on a > laptop. I know you can use some console mumbo jumbo to get them but > thats pretty sub-par. The problem with the UI items being stretched stays though when using these. It would be nice if the UI could also support wide screen. Though I have no idea how this could properly be done. From lparry at groupwise.swin.edu.au Wed Nov 14 20:28:27 2007 From: lparry at groupwise.swin.edu.au (Lucas Parry) Date: Thu, 15 Nov 2007 12:28:27 +1100 Subject: [quake3] modern widescreen resolutions support In-Reply-To: <473B920F.9080304@insectenboek.nl> References: <473B7E9A.1010101@groupwise.swin.edu.au> <473B920F.9080304@insectenboek.nl> Message-ID: <473BA0BB.2030403@groupwise.swin.edu.au> Erik K. wrote: > The problem with the UI items being stretched stays though when using > these. It would be nice if the UI could also support wide screen. Though > I have no idea how this could properly be done. http://img217.imageshack.us/my.php?image=widescreen0hz5.jpg ui appears to use the same aspect ratio for me in both widescreen and 4:3. does it appear different from the screenshot when using the custom resolutions via the console? lucas Swinburne University of Technology CRICOS Provider Code: 00111D NOTICE This e-mail and any attachments are confidential and intended only for the use of the addressee. They may contain information that is privileged or protected by copyright. If you are not the intended recipient, any dissemination, distribution, printing, copying or use is strictly prohibited. The University does not warrant that this e-mail and any attachments are secure and there is also a risk that it may be corrupted in transmission. It is your responsibility to check any attachments for viruses or defects before opening them. If you have received this transmission in error, please contact us on +61 3 9214 8000 and delete it immediately from your system. We do not accept liability in connection with computer virus, data corruption, delay, interruption, unauthorised access or unauthorised amendment. Please consider the environment before printing this email. From dynborg at vogonhq.com Wed Nov 14 21:08:04 2007 From: dynborg at vogonhq.com (dyn) Date: Thu, 15 Nov 2007 03:08:04 +0100 Subject: [quake3] Entity "info_player_deathmatch" should never be removed In-Reply-To: <473B77BD.8060305@timedoctor.org> References: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> <473B77BD.8060305@timedoctor.org> Message-ID: <628005040711141808w317992c2t550b0ed28c4ff29b@mail.gmail.com> Yes, it makes all maps compatible with team games. Crash occurs when engine cannot find team spawn spot, either Blue or Red, initial or active. Then it reverts back to normal deathmatch spawn spots, but finds none because they are removed for team games inside g_spawns.c ( if flag 'notteam' is set to 1). This means not all FFA maps crash in team mode, just those without normal spawn spots. I don't think this would interfere with map purpose, most id maps can be played in team mode, even when they are tourney maps and not designed for team games. On 11/14/07, Zachary Slater wrote: > If I understand your patch right, this'll make DM levels playable in > team games? > > I'd prefer to not alter the intentions of the original map maker, though > of course a crash is never desirable. > -- > - 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 > > > -- dyn http://vogonhq.com/ From rjisaac at gmail.com Wed Nov 14 21:54:19 2007 From: rjisaac at gmail.com (Robert Isaac) Date: Wed, 14 Nov 2007 21:54:19 -0500 Subject: [quake3] ioq3 framebuffer support In-Reply-To: <1195075070.5835.3.camel@nala> References: <1194918715.22127.1.camel@nala> <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> <1195075070.5835.3.camel@nala> Message-ID: <3b47d0520711141854g19dc8192h870f50d23706239f@mail.gmail.com> > Robert, could you please check to see if the problem you were having > with single player team arena persists? try as i might i can't recreate > what you are having (if all fails, try resetting your config file The problem is still there after nuking the config, so it is something else. This is on an x86_64 system with the missionpack vm directory (and its qvms) compressed as pak4.pk3 Start a single player missionpack game of any gametype play through it hit "next" on the endofgame menu Sys_Error: VM_Call with NULL vm I've also noticed it with x86, in wine, and of course with the other implementation of bloom. This seems to have happened after r1202 (as that worked fine). From gordallott at gmail.com Thu Nov 15 09:35:20 2007 From: gordallott at gmail.com (gord) Date: Thu, 15 Nov 2007 14:35:20 +0000 Subject: [quake3] ioq3 framebuffer support In-Reply-To: <3b47d0520711141854g19dc8192h870f50d23706239f@mail.gmail.com> References: <1194918715.22127.1.camel@nala> <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> <1195075070.5835.3.camel@nala> <3b47d0520711141854g19dc8192h870f50d23706239f@mail.gmail.com> Message-ID: <1195137320.16481.1.camel@nala> On Wed, 2007-11-14 at 21:54 -0500, Robert Isaac wrote: > The problem is still there after nuking the config, so it is something else. > > This is on an x86_64 system with the missionpack vm directory (and its > qvms) compressed as pak4.pk3 > Start a single player missionpack game of any gametype > play through it > hit "next" on the endofgame menu > > Sys_Error: VM_Call with NULL vm > > I've also noticed it with x86, in wine, and of course with the other > implementation of bloom. This seems to have happened after r1202 (as > that worked fine). yeah confirmed this, happens on SVN also though so it doubtful that my code is the problem. i would suggest filling a bug :) -- gord -------------- 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 rjisaac at gmail.com Thu Nov 15 18:41:51 2007 From: rjisaac at gmail.com (Robert Isaac) Date: Thu, 15 Nov 2007 18:41:51 -0500 Subject: [quake3] ioq3 framebuffer support In-Reply-To: <1195137320.16481.1.camel@nala> References: <1194918715.22127.1.camel@nala> <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> <1195075070.5835.3.camel@nala> <3b47d0520711141854g19dc8192h870f50d23706239f@mail.gmail.com> <1195137320.16481.1.camel@nala> Message-ID: <3b47d0520711151541q5774830bu2cbbeecb24544f37@mail.gmail.com> > > yeah confirmed this, happens on SVN also though so it doubtful that my > code is the problem. > i would suggest filling a bug :) I did, Timbo couldn't reproduce it. From gordallott at gmail.com Thu Nov 15 21:03:33 2007 From: gordallott at gmail.com (gord) Date: Fri, 16 Nov 2007 02:03:33 +0000 Subject: [quake3] ioq3 framebuffer support In-Reply-To: <3b47d0520711151541q5774830bu2cbbeecb24544f37@mail.gmail.com> References: <1194918715.22127.1.camel@nala> <3b47d0520711131331u1a6448e1mb179987f21779b18@mail.gmail.com> <1195075070.5835.3.camel@nala> <3b47d0520711141854g19dc8192h870f50d23706239f@mail.gmail.com> <1195137320.16481.1.camel@nala> <3b47d0520711151541q5774830bu2cbbeecb24544f37@mail.gmail.com> Message-ID: <1195178613.417.2.camel@nala> On Thu, 2007-11-15 at 18:41 -0500, Robert Isaac wrote: > > > > yeah confirmed this, happens on SVN also though so it doubtful that my > > code is the problem. > > i would suggest filling a bug :) > > I did, Timbo couldn't reproduce it. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > i read your report but you didn't state the method you used to get it to happen (i myself couldn't reproduce it until you did), i do get the same bug though (on svn not because of my patch) how i reproduce it: compile svn, zip up the missionpack vm directory to pak4.pk3. put pak4.pk3 in with the rest of the mission pack pk3s and run a single player game. crashes after a single match and the next button is pressed. -- gord -------------- 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 gordallott at gmail.com Thu Nov 15 21:12:32 2007 From: gordallott at gmail.com (gord) Date: Fri, 16 Nov 2007 02:12:32 +0000 Subject: framebuffer patch needs testing Message-ID: <1195179152.417.10.camel@nala> hi, I really need some testing of my framebuffer patch, specifically people on ATI cards or windows/mac. I can't test on those configurations myself. If there arn't any problems the patch should be pretty complete without any problems regarding integration with the current engine (ie: weather the framebuffer render path is enabled or disabled, the code behaves the same) any help is appreciated very much. -- gord -------------- 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 vincent at cojot.name Fri Nov 16 08:43:23 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Fri, 16 Nov 2007 14:43:23 +0100 (CET) Subject: ioquake3 SVN1212 patch.. Message-ID: Hello Patrick, Just to keep you informed, I made exactly the same patch to sdl_gimp.c but for SunOS: You had (in bugzilla entry: 3426) +/* SGI IRIX needs definitions for multitexture types */ +#ifdef __sgi +typedef void (*PFNGLMULTITEXCOORD2FARBPROC)(GLenum target, GLfloat s, GLfloat t); +typedef void (*PFNGLACTIVETEXTUREARBPROC)(GLenum target); +typedef void (*PFNGLCLIENTACTIVETEXTUREARBPROC)(GLenum target); +#endif I have (in bugzilla entry: 34) +/* Hack because of SUN's broken GL Headers */ +#ifdef __sun +typedef void (APIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +#endif Which are pretty much the same.. Maybe we could merge the two? Copying the list on this so that Zakk knows... Regards, -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name From jorgepblank at gmail.com Fri Nov 16 17:35:38 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Fri, 16 Nov 2007 14:35:38 -0800 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <1195179152.417.10.camel@nala> References: <1195179152.417.10.camel@nala> Message-ID: <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> I haven't worked on my game in a while but just in case I do again I bookmarked the email, is there any particular place you're going to keep it at? Maybe you should add it as an attachment on ioq3's bugzilla, even though I doubt it'll become part of the engine since it's extra features. On Nov 15, 2007 6:12 PM, gord wrote: > hi, > I really need some testing of my framebuffer patch, specifically people > on ATI cards or windows/mac. I can't test on those configurations > myself. > If there arn't any problems the patch should be pretty complete without > any problems regarding integration with the current engine (ie: weather > the framebuffer render path is enabled or disabled, the code behaves the > same) > > any help is appreciated very much. > -- > gord > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Fri Nov 16 18:21:07 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 16 Nov 2007 15:21:07 -0800 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> References: <1195179152.417.10.camel@nala> <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> Message-ID: <473E25E3.6060906@timedoctor.org> Jorge Pe?a wrote: > I haven't worked on my game in a while but just in case I do again I > bookmarked the email, is there any particular place you're going to keep it > at? Maybe you should add it as an attachment on ioq3's bugzilla, even though > I doubt it'll become part of the engine since it's extra features. > Once the patch is better tested, it'll go on the patches page. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jorgepblank at gmail.com Fri Nov 16 20:27:45 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Fri, 16 Nov 2007 17:27:45 -0800 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <473E25E3.6060906@timedoctor.org> References: <1195179152.417.10.camel@nala> <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> <473E25E3.6060906@timedoctor.org> Message-ID: <28406b400711161727s43a0033dj2480727b228775c9@mail.gmail.com> Alright cool :) On Nov 16, 2007 3:21 PM, Zachary Slater wrote: > Jorge Pe?a wrote: > > I haven't worked on my game in a while but just in case I do again I > > bookmarked the email, is there any particular place you're going to keep > it > > at? Maybe you should add it as an attachment on ioq3's bugzilla, even > though > > I doubt it'll become part of the engine since it's extra features. > > > > Once the patch is better tested, it'll go on the patches page. > > > -- > - 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 raute at base0x23.de Sat Nov 17 03:26:47 2007 From: raute at base0x23.de (#@) Date: Sat, 17 Nov 2007 09:26:47 +0100 Subject: flashing between connection-screen and maploading-screen (with windows+fullscreen+sdlversion) Message-ID: there is an ugly grafic-effect between server-connection-screen and map-loading-screen ... it only happens with windows version(tested on winXP) and r_fullscreen 1 ... it seems that this effect came with the sdl-version ... This flash shows the old screen content, which was drawn before the connect-screen came. sometimes it just flashes ... sometimes it stays some seconds ... has someone an idea how I could find the reason why it is happening? From gordallott at gmail.com Sat Nov 17 11:15:06 2007 From: gordallott at gmail.com (gord) Date: Sat, 17 Nov 2007 16:15:06 +0000 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> References: <1195179152.417.10.camel@nala> <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> Message-ID: <1195316106.6638.8.camel@nala> On Fri, 2007-11-16 at 14:35 -0800, Jorge Pe?a wrote: > I haven't worked on my game in a while but just in case I do again I > bookmarked the email, is there any particular place you're going to > keep it at? Maybe you should add it as an attachment on ioq3's > bugzilla, even though I doubt it'll become part of the engine since > it's extra features. patch is on bugzilla now, sorry forgot to include the link: http://bugzilla.icculus.org/show_bug.cgi?id=3422 On Fri, 2007-11-16 at 15:21 -0800, Zachary Slater wrote: > > Once the patch is better tested, it'll go on the patches page. > > is there any particular reason why this patch could not become part of the mainline codebase? its disabled by default, does not alter the actual quake 3 engine (just changes where it renders to) and if the user does not have the required hardware capabilities it should be completely bypassed (ie: as if it isn't part of the engine) when developing this patch i was working under the following guidelines taken from the ioquake3 README: "The focus for ioquake3 to develop a stable base suitable for further development, and provide players with the same Quake 3 experience they've had for years. As such ioq3 does not have any significant graphical enhancements and none are planned at this time. However, improved graphics and sound patches will be accepted as long as they are entirely optional, do not require new media and are off by default." and its not like graphical enhancements havn't been applied in the past (r_ext_texture_filter_anisotropic comes to mind). -- gord -------------- 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 harshavsn at gmail.com Sat Nov 17 12:03:45 2007 From: harshavsn at gmail.com (Harsha Sri Narayana) Date: Sat, 17 Nov 2007 17:03:45 +0000 Subject: complex shadows Message-ID: <7784416f0711170903t72153486h3dabe6680d29c1af@mail.gmail.com> I've noticed strange behaviour with cg_shadows set to 2. The shadows go through parts of the level. Did q3 ever originally check for occlusions? Harsha From lava.croft at trioptimum.com Sat Nov 17 12:38:26 2007 From: lava.croft at trioptimum.com (Lava Croft) Date: Sat, 17 Nov 2007 18:38:26 +0100 Subject: [quake3] complex shadows In-Reply-To: <7784416f0711170903t72153486h3dabe6680d29c1af@mail.gmail.com> References: <7784416f0711170903t72153486h3dabe6680d29c1af@mail.gmail.com> Message-ID: As far as I know, the stencil shadows have always been broken. On Sat, 17 Nov 2007 18:03:45 +0100, Harsha Sri Narayana wrote: > I've noticed strange behaviour with cg_shadows set to 2. The shadows > go through parts of the level. Did q3 ever originally check for > occlusions? > > Harsha > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > -- Like any dealer I am looking for the car that is so high and wild, I'll never have to deal another. From jorgepblank at gmail.com Sat Nov 17 14:31:56 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Sat, 17 Nov 2007 11:31:56 -0800 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <1195316106.6638.8.camel@nala> References: <1195179152.417.10.camel@nala> <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> <1195316106.6638.8.camel@nala> Message-ID: <28406b400711171131m121008eekf7b5b8c4c1f2cb45@mail.gmail.com> I'd wish it did, but either way put it as a patch as well so that people who are modifying ioq3 are able to implement it. On Nov 17, 2007 8:15 AM, gord wrote: > > On Fri, 2007-11-16 at 14:35 -0800, Jorge Pe?a wrote: > > I haven't worked on my game in a while but just in case I do again I > > bookmarked the email, is there any particular place you're going to > > keep it at? Maybe you should add it as an attachment on ioq3's > > bugzilla, even though I doubt it'll become part of the engine since > > it's extra features. > > > patch is on bugzilla now, sorry forgot to include the link: > http://bugzilla.icculus.org/show_bug.cgi?id=3422 > > > On Fri, 2007-11-16 at 15:21 -0800, Zachary Slater wrote: > > > > Once the patch is better tested, it'll go on the patches page. > > > > > > is there any particular reason why this patch could not become part of > the mainline codebase? its disabled by default, does not alter the > actual quake 3 engine (just changes where it renders to) and if the user > does not have the required hardware capabilities it should be completely > bypassed (ie: as if it isn't part of the engine) > > when developing this patch i was working under the following guidelines > taken from the ioquake3 README: > "The focus for ioquake3 to develop a stable base suitable for further > development, and provide players with the same Quake 3 experience > they've had > for years. As such ioq3 does not have any significant graphical > enhancements > and none are planned at this time. However, improved graphics and sound > patches will be accepted as long as they are entirely optional, do not > require new media and are off by default." > > and its not like graphical enhancements havn't been applied in the past > (r_ext_texture_filter_anisotropic comes to mind). > -- > gord > -------------- next part -------------- An HTML attachment was scrubbed... URL: From jorgepblank at gmail.com Sat Nov 17 14:32:55 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Sat, 17 Nov 2007 11:32:55 -0800 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <28406b400711171131m121008eekf7b5b8c4c1f2cb45@mail.gmail.com> References: <1195179152.417.10.camel@nala> <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> <1195316106.6638.8.camel@nala> <28406b400711171131m121008eekf7b5b8c4c1f2cb45@mail.gmail.com> Message-ID: <28406b400711171132m16d4c98h7a6271f219c5da28@mail.gmail.com> Sorry, but can you provide screenshots of this? I don't have ioq3 set up to patch it and all, and I'd love to see what it looks like, if not it's alright (Don't know why you wouldn't be able to just do a /screenshotJPEG). On Nov 17, 2007 11:31 AM, Jorge Pe?a wrote: > I'd wish it did, but either way put it as a patch as well so that people > who are modifying ioq3 are able to implement it. > > > On Nov 17, 2007 8:15 AM, gord < gordallott at gmail.com> wrote: > > > > > On Fri, 2007-11-16 at 14:35 -0800, Jorge Pe?a wrote: > > > I haven't worked on my game in a while but just in case I do again I > > > bookmarked the email, is there any particular place you're going to > > > keep it at? Maybe you should add it as an attachment on ioq3's > > > bugzilla, even though I doubt it'll become part of the engine since > > > it's extra features. > > > > > > patch is on bugzilla now, sorry forgot to include the link: > > http://bugzilla.icculus.org/show_bug.cgi?id=3422 > > > > > > On Fri, 2007-11-16 at 15:21 -0800, Zachary Slater wrote: > > > > > > Once the patch is better tested, it'll go on the patches page. > > > > > > > > > > is there any particular reason why this patch could not become part of > > the mainline codebase? its disabled by default, does not alter the > > actual quake 3 engine (just changes where it renders to) and if the user > > > > does not have the required hardware capabilities it should be completely > > bypassed (ie: as if it isn't part of the engine) > > > > when developing this patch i was working under the following guidelines > > taken from the ioquake3 README: > > "The focus for ioquake3 to develop a stable base suitable for further > > development, and provide players with the same Quake 3 experience > > they've had > > for years. As such ioq3 does not have any significant graphical > > enhancements > > and none are planned at this time. However, improved graphics and sound > > patches will be accepted as long as they are entirely optional, do not > > require new media and are off by default." > > > > and its not like graphical enhancements havn't been applied in the past > > (r_ext_texture_filter_anisotropic comes to mind). > > -- > > gord > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From dynborg at vogonhq.com Sat Nov 17 17:00:50 2007 From: dynborg at vogonhq.com (dyn) Date: Sat, 17 Nov 2007 23:00:50 +0100 Subject: BUG: netchan queue is not properly initialized In-Reply-To: <628005040711111412u6dbffc14p8b55ca0e19afc43e@mail.gmail.com> References: <628005040711070848s745a9f43qd6ab9fb080265c91@mail.gmail.com> <628005040711111412u6dbffc14p8b55ca0e19afc43e@mail.gmail.com> Message-ID: <628005040711171400l36070f57m22ff6dc3318e905c@mail.gmail.com> Alternative patch or workaround, immune to potential errors which occur when clients or bots join too fast when queue is not properly initialized: --- sv_net_chan.c-1207 2007-11-07 06:45:00.000000000 -0600 +++ sv_net_chan.c 2007-11-17 15:45:04.944709246 -0600 @@ -137,7 +137,8 @@ { // make sure the netchan queue has been properly initialized (you never know) if (!client->netchan_end_queue) { - Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n"); + SV_DropClient( client, "net_chan disconnect" ); + return; } // the last fragment was transmitted, check wether we have queued messages if (client->netchan_start_queue) { On 11/11/07, dyn wrote: > OK, i think i found a solution after exploring what it does... Problem > is, checking if "netchan queue has been properly initialized" should > not be performed on zombies which all recently disconnected clients > are, until engine sets them free in next few seconds after disconnect. > > Also there is simpler way to reproduce this bug -- just add 20+ bots > and then issue 'kick allbots' or 'kick all' from the server console or > rcon. Server should crash with message: > > "ERROR: netchan queue is not properly initialized in > SV_Netchan_TransmitNextFragment" > ..."Server Shutdown (Server crashed: netchan queue is not properly > initialized in SV_Netchan_TransmitNextFragment" > > Original code: > // make sure the netchan queue has been properly initialized > (you never know) > if (!client->netchan_end_queue) { > Com_Error(ERR_DROP, "netchan queue is not properly > initialized in SV_Netchan_TransmitNextFragment\n"); > } > > Fixed: > // make sure the netchan queue has been properly initialized > (you never know) > // DD - skip just disconnected and zombies (CS_ZOMBIE) > if (!client->netchan_end_queue && client->state != CS_ZOMBIE) { > Com_Error(ERR_DROP, "netchan queue is not properly > initialized in SV_Netchan_TransmitNextFragment\n"); > } > > Credit goes to: DD > > Note: you may use 'client->state >= CS_CONNECTED' instead of > 'client->state != CS_ZOMBIE', if you want to skip CS_FREE clients too. > I used != CS_ZOMBIE because recently kicked players get zombie state > for a few seconds and error occurred after kicking a lot of players at > once. > > I tested it few times with 20-24 bots and it kicked them all without an error. > > > On 11/7/07, dyn wrote: > > This is present in original q3 also, not only in ioq3 and apparently > > it's not fixed yet. > > > > It may happen when you add multiple bots and then issue 'kick allbots' > > command. I was only player left on server. After few tests it seems to > > occur more likely if you add 15-20 bots, issue /nextmap (or load next > > map) and then add 1-2 more bots and then 'kick all'. > > > > There was some discussion about it, but all solutions mentioned are > > non-working and not very logical either: > > http://www.quake3world.com/forum/viewtopic.php?f=16&t=9220 > > > > > > -- > > dyn > > > > > -- > dyn > -- dyn http://vogonhq.com/ From dynborg at vogonhq.com Sat Nov 17 17:13:46 2007 From: dynborg at vogonhq.com (dyn) Date: Sat, 17 Nov 2007 23:13:46 +0100 Subject: [BUG] Kicking too much clients at once floods clients Message-ID: <628005040711171413q410b484bl8139afb521bcb48@mail.gmail.com> Kicking too much clients at once floods client, usually when you issue 'kick allbots' command but it may happen when kicking regular players too. Problem is when you kick more than 30 clients other clients disconnect with "CL_GetServerCommand: a reliable command was cycled out". Server still runs so clients can reconnect. Workaround is to limit all all-kicks to 24 clients at once. It is safe up to 30 clients, but flood may occur now and then, so 24-28 may be better. Client rate and maxpackets are irrelevant. --- sv_ccmds.c 2007-11-17 16:05:22.533248070 -0600 +++ sv_ccmds.c-1209 2007-11-07 06:45:00.000000000 -0600 @@ -362,7 +362,6 @@ cl = SV_GetPlayerByHandle(); if ( !cl ) { - int j = 0; if ( !Q_stricmp(Cmd_Argv(1), "all") ) { for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) { if ( !cl->state ) { @@ -372,8 +371,6 @@ continue; } SV_DropClient( cl, "was kicked" ); - if (++j == 24) - break; cl->lastPacketTime = svs.time; // in case there is a funny zombie } } @@ -386,8 +383,6 @@ continue; } SV_DropClient( cl, "was kicked" ); - if (++j == 24) - break; cl->lastPacketTime = svs.time; // in case there is a funny zombie } } Credit goes to: DD -- dyn http://vogonhq.com/ From dynborg at vogonhq.com Sat Nov 17 17:17:51 2007 From: dynborg at vogonhq.com (dyn) Date: Sat, 17 Nov 2007 23:17:51 +0100 Subject: [BUG] Kicking too much clients at once floods clients In-Reply-To: <628005040711171413q410b484bl8139afb521bcb48@mail.gmail.com> References: <628005040711171413q410b484bl8139afb521bcb48@mail.gmail.com> Message-ID: <628005040711171417xc4aa38eo230827b13b334c4a@mail.gmail.com> I swapped sources. Here is correct diff: --- sv_ccmds.c-1209 2007-11-07 06:45:00.000000000 -0600 +++ sv_ccmds.c 2007-11-17 16:05:22.533248070 -0600 @@ -362,6 +362,7 @@ cl = SV_GetPlayerByHandle(); if ( !cl ) { + int j = 0; if ( !Q_stricmp(Cmd_Argv(1), "all") ) { for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) { if ( !cl->state ) { @@ -371,6 +372,8 @@ continue; } SV_DropClient( cl, "was kicked" ); + if (++j == 24) + break; cl->lastPacketTime = svs.time; // in case there is a funny zombie } } @@ -383,6 +386,8 @@ continue; } SV_DropClient( cl, "was kicked" ); + if (++j == 24) + break; cl->lastPacketTime = svs.time; // in case there is a funny zombie } } On 11/17/07, dyn wrote: > Kicking too much clients at once floods client, usually when you issue > 'kick allbots' command but it may happen when kicking regular players > too. Problem is when you kick more than 30 clients other clients > disconnect with "CL_GetServerCommand: a reliable command was cycled > out". Server still runs so clients can reconnect. > > Workaround is to limit all all-kicks to 24 clients at once. It is safe > up to 30 clients, but flood may occur now and then, so 24-28 may be > better. Client rate and maxpackets are irrelevant. > > --- sv_ccmds.c 2007-11-17 16:05:22.533248070 -0600 > +++ sv_ccmds.c-1209 2007-11-07 06:45:00.000000000 -0600 > @@ -362,7 +362,6 @@ > > cl = SV_GetPlayerByHandle(); > if ( !cl ) { > - int j = 0; > if ( !Q_stricmp(Cmd_Argv(1), "all") ) { > for ( i=0, cl=svs.clients ; i < > sv_maxclients->integer ; i++,cl++ ) { > if ( !cl->state ) { > @@ -372,8 +371,6 @@ > continue; > } > SV_DropClient( cl, "was kicked" ); > - if (++j == 24) > - break; > cl->lastPacketTime = svs.time; // in > case there is a funny zombie > } > } > @@ -386,8 +383,6 @@ > continue; > } > SV_DropClient( cl, "was kicked" ); > - if (++j == 24) > - break; > cl->lastPacketTime = svs.time; // in > case there is a funny zombie > } > } > > > Credit goes to: DD > -- > dyn > http://vogonhq.com/ > -- dyn http://vogonhq.com/ From dynborg at vogonhq.com Sat Nov 17 17:28:43 2007 From: dynborg at vogonhq.com (dyn) Date: Sat, 17 Nov 2007 23:28:43 +0100 Subject: [quake3] Entity "info_player_deathmatch" should never be removed In-Reply-To: <628005040711141808w317992c2t550b0ed28c4ff29b@mail.gmail.com> References: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> <473B77BD.8060305@timedoctor.org> <628005040711141808w317992c2t550b0ed28c4ff29b@mail.gmail.com> Message-ID: <628005040711171428n31c5b890r5385c8acfb01850b@mail.gmail.com> Here is diff, if you are interested: --- g_spawn.c-1209 2007-11-07 06:45:51.000000000 -0600 +++ g_spawn.c 2007-11-17 16:26:46.672804218 -0600 @@ -429,7 +429,8 @@ // check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER) if ( g_gametype.integer >= GT_TEAM ) { G_SpawnInt( "notteam", "0", &i ); - if ( i ) { + // DD - do not remove info_player_deathmatch, so we can use all maps for >=TDM + if ( i && Q_stricmp(ent->classname, "info_player_deathmatch")) { G_FreeEntity( ent ); return; } On 11/15/07, dyn wrote: > Yes, it makes all maps compatible with team games. Crash occurs when > engine cannot find team spawn spot, either Blue or Red, initial or > active. Then it reverts back to normal deathmatch spawn spots, but > finds none because they are removed for team games inside g_spawns.c ( > if flag 'notteam' is set to 1). > > This means not all FFA maps crash in team mode, just those without > normal spawn spots. > > I don't think this would interfere with map purpose, most id maps can > be played in team mode, even when they are tourney maps and not > designed for team games. > > On 11/14/07, Zachary Slater wrote: > > If I understand your patch right, this'll make DM levels playable in > > team games? > > > > I'd prefer to not alter the intentions of the original map maker, though > > of course a crash is never desirable. > > -- > > - 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 > > > > > > > > > -- > dyn > http://vogonhq.com/ > -- dyn http://vogonhq.com/ From gordallott at gmail.com Sat Nov 17 19:32:52 2007 From: gordallott at gmail.com (gord) Date: Sun, 18 Nov 2007 00:32:52 +0000 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <28406b400711171132m16d4c98h7a6271f219c5da28@mail.gmail.com> References: <1195179152.417.10.camel@nala> <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> <1195316106.6638.8.camel@nala> <28406b400711171131m121008eekf7b5b8c4c1f2cb45@mail.gmail.com> <28406b400711171132m16d4c98h7a6271f219c5da28@mail.gmail.com> Message-ID: <1195345972.6419.3.camel@nala> On Sat, 2007-11-17 at 11:32 -0800, =?ISO-8859-1?Q? Jorge_Pe=F1a _ wrote: > Sorry, but can you provide screenshots of this? I don't have ioq3 set > up to patch it and all, and I'd love to see what it looks like, if not > it's alright (Don't know why you wouldn't be able to just do > a /screenshotJPEG). > screenshots and a fairly bad quality video (stupid embedded flash video): http://s239.photobucket.com/albums/ff277/gordallott/ first bunch are rotoscoping + bloom, last ones are just bloom -- gord -------------- 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 baggett.patrick at gmail.com Sun Nov 18 01:07:49 2007 From: baggett.patrick at gmail.com (Patrick Baggett) Date: Sun, 18 Nov 2007 12:07:49 +0600 Subject: IRIX build patch Message-ID: <52f46b6b0711172207x1a68b4d9qb42fea462c78f50b@mail.gmail.com> I recently submitted a patch to fix IRIX build issues, but these changes haven't been merged or rejected yet. Details at: http://bugzilla.icculus.org/show_bug.cgi?id=3426 Who do I need to get to merge this? What are the requirements to get the IRIX port marked as not "Broken"? -------------- next part -------------- An HTML attachment was scrubbed... URL: From rjisaac at gmail.com Sun Nov 18 01:29:00 2007 From: rjisaac at gmail.com (Robert Isaac) Date: Sun, 18 Nov 2007 01:29:00 -0500 Subject: [quake3] framebuffer patch needs testing In-Reply-To: <1195345972.6419.3.camel@nala> References: <1195179152.417.10.camel@nala> <28406b400711161435l5759526fx936e51e5c1abe0a5@mail.gmail.com> <1195316106.6638.8.camel@nala> <28406b400711171131m121008eekf7b5b8c4c1f2cb45@mail.gmail.com> <28406b400711171132m16d4c98h7a6271f219c5da28@mail.gmail.com> <1195345972.6419.3.camel@nala> Message-ID: <3b47d0520711172229q694e724ai4b1c18f5a993f3c8@mail.gmail.com> http://openarena.ws/board/index.php?topic=1335.0 The main complaint seems to be that nothing is happening on AMD/ATi video cards other than the framerate drop. From ludwig.nussel at suse.de Sun Nov 18 07:57:15 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 18 Nov 2007 13:57:15 +0100 Subject: [quake3] Re: BUG: netchan queue is not properly initialized In-Reply-To: <628005040711171400l36070f57m22ff6dc3318e905c@mail.gmail.com> References: <628005040711070848s745a9f43qd6ab9fb080265c91@mail.gmail.com> <628005040711111412u6dbffc14p8b55ca0e19afc43e@mail.gmail.com> <628005040711171400l36070f57m22ff6dc3318e905c@mail.gmail.com> Message-ID: <200711181357.15752.ludwig.nussel@suse.de> dyn wrote: > Alternative patch or workaround, immune to potential errors which > occur when clients or bots join too fast when queue is not properly > initialized: I have no insight of the network code but why is the queue not properly initialized in the first place? To me it sounds like the source of the problem should be fixed rather than a symptom. I'd recommend to file a bug report. The patches you include are line wrapped btw, they won't apply. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Sun Nov 18 08:10:03 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 18 Nov 2007 14:10:03 +0100 Subject: [quake3] [BUG] Kicking too much clients at once floods clients In-Reply-To: <628005040711171413q410b484bl8139afb521bcb48@mail.gmail.com> References: <628005040711171413q410b484bl8139afb521bcb48@mail.gmail.com> Message-ID: <200711181410.03605.ludwig.nussel@suse.de> dyn wrote: > Kicking too much clients at once floods client, usually when you issue > 'kick allbots' command but it may happen when kicking regular players > too. Problem is when you kick more than 30 clients other clients > disconnect with "CL_GetServerCommand: a reliable command was cycled > out". Server still runs so clients can reconnect. > > Workaround is to limit all all-kicks to 24 clients at once. It is safe > up to 30 clients, but flood may occur now and then, so 24-28 may be > better. Client rate and maxpackets are irrelevant. That would leave clients on the server so you'd have to "kick all" multiple times, no? Wouldn't it make more sense to not send the informal message to clients whose queue is full already? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Sun Nov 18 09:14:55 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 18 Nov 2007 15:14:55 +0100 Subject: [quake3] IRIX build patch In-Reply-To: <52f46b6b0711172207x1a68b4d9qb42fea462c78f50b@mail.gmail.com> References: <52f46b6b0711172207x1a68b4d9qb42fea462c78f50b@mail.gmail.com> Message-ID: <200711181514.55522.ludwig.nussel@suse.de> Patrick Baggett wrote: > I recently submitted a patch to fix IRIX build issues, but these changes > haven't been merged or rejected yet. Details at: > http://bugzilla.icculus.org/show_bug.cgi?id=3426 Who is the original author of that patch? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Sun Nov 18 10:06:14 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 18 Nov 2007 16:06:14 +0100 Subject: [quake3] Entity "info_player_deathmatch" should never be removed In-Reply-To: <628005040711141808w317992c2t550b0ed28c4ff29b@mail.gmail.com> References: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> <473B77BD.8060305@timedoctor.org> <628005040711141808w317992c2t550b0ed28c4ff29b@mail.gmail.com> Message-ID: <200711181606.14214.ludwig.nussel@suse.de> dyn wrote: > Yes, it makes all maps compatible with team games. Crash occurs when > engine cannot find team spawn spot, either Blue or Red, initial or > active. Then it reverts back to normal deathmatch spawn spots, but > finds none because they are removed for team games inside g_spawns.c ( > if flag 'notteam' is set to 1). Only CTF has a separate function to prefer team spawn points with fallback to DM ones. For TDM the SelectSpawnPoint() is used directly. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From baggett.patrick at gmail.com Sun Nov 18 12:31:48 2007 From: baggett.patrick at gmail.com (Patrick Baggett) Date: Sun, 18 Nov 2007 11:31:48 -0600 Subject: [quake3] IRIX build patch In-Reply-To: <200711181514.55522.ludwig.nussel@suse.de> References: <52f46b6b0711172207x1a68b4d9qb42fea462c78f50b@mail.gmail.com> <200711181514.55522.ludwig.nussel@suse.de> Message-ID: <52f46b6b0711180931m7c8bd397q19b4a547f45ce884@mail.gmail.com> As noted in the bug, the original author was a person on Nekochan.net forums called "Mare". His patch was against a different version. I took the patch he made and manually merged some changes, though I made some changes such as not removing multitexture support on SGI (SGI didn't do multitexturing until late in the game) and fixed some other issues such as using sdl-config to determine the include path for SDL. On Nov 18, 2007 8:14 AM, Ludwig Nussel wrote: > Patrick Baggett wrote: > > I recently submitted a patch to fix IRIX build issues, but these changes > > haven't been merged or rejected yet. Details at: > > http://bugzilla.icculus.org/show_bug.cgi?id=3426 > > Who is the original author of that patch? > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > --- > 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 dynborg at vogonhq.com Sun Nov 18 13:09:54 2007 From: dynborg at vogonhq.com (dyn) Date: Sun, 18 Nov 2007 19:09:54 +0100 Subject: [quake3] Entity "info_player_deathmatch" should never be removed In-Reply-To: <200711181606.14214.ludwig.nussel@suse.de> References: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> <473B77BD.8060305@timedoctor.org> <628005040711141808w317992c2t550b0ed28c4ff29b@mail.gmail.com> <200711181606.14214.ludwig.nussel@suse.de> Message-ID: <628005040711181009sd391320j80729e5470692ee0@mail.gmail.com> Yes, that's why it crashes because SelectSpawnPoint() which is used directly is not finding any spawn point since all may be removed in g.spawn.c. To try this, enable TDM and load map q3tourney3. Server will crash with message G_Error( "Couldn't find a spawn point" ). When we don't remove info_player_deathmatch all maps which crashed before work fine. Same goes for CTF games. SelectCTFSpawnPoint is called when gametype is >= CTF, but it calls SelectSpawnPoint() when it doesn't find any red/blue spawn point and SelectSpawnPoint() will cause server to crash as it does with TDM. Your argument about TDM is invalid because entity is removed inside g_spawn.c and calling it directly or indirectly doesn't make any difference. Server will crash for both game types, CTF and TDM on all maps which remove DM spawn points and provide no team spawn points. On 11/18/07, Ludwig Nussel wrote: > dyn wrote: > > Yes, it makes all maps compatible with team games. Crash occurs when > > engine cannot find team spawn spot, either Blue or Red, initial or > > active. Then it reverts back to normal deathmatch spawn spots, but > > finds none because they are removed for team games inside g_spawns.c ( > > if flag 'notteam' is set to 1). > > Only CTF has a separate function to prefer team spawn points with > fallback to DM ones. For TDM the SelectSpawnPoint() is used > directly. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- dyn http://vogonhq.com/ From dynborg at vogonhq.com Sun Nov 18 13:21:49 2007 From: dynborg at vogonhq.com (dyn) Date: Sun, 18 Nov 2007 19:21:49 +0100 Subject: [quake3] Re: BUG: netchan queue is not properly initialized In-Reply-To: <200711181357.15752.ludwig.nussel@suse.de> References: <628005040711070848s745a9f43qd6ab9fb080265c91@mail.gmail.com> <628005040711111412u6dbffc14p8b55ca0e19afc43e@mail.gmail.com> <628005040711171400l36070f57m22ff6dc3318e905c@mail.gmail.com> <200711181357.15752.ludwig.nussel@suse.de> Message-ID: <628005040711181021q1b5e8e6ao5059c73e24c56e2@mail.gmail.com> I don't know why it happens and i am not feeling like fixing Q3 network protocol. This is something id Software should do in first place since quake 3 is really unreliable when you go over 32 clients, even more, without allocating more memory/pool size it crashes a lot of times. I provided one solution by ignoring CS_ZOMBIES which are all recently disconnected clients and another by removing 'bad' clients instead of just crashing for every little error. I was hoping some of you may investigate this problem and maybe use my workarounds until network code is fixed. I really have no time now for this. Emails i sent in past few days are pretty much all i can contribute for now, because of other projects going on. On 11/18/07, Ludwig Nussel wrote: > dyn wrote: > > Alternative patch or workaround, immune to potential errors which > > occur when clients or bots join too fast when queue is not properly > > initialized: > > I have no insight of the network code but why is the queue not > properly initialized in the first place? To me it sounds like the > source of the problem should be fixed rather than a symptom. > I'd recommend to file a bug report. > > The patches you include are line wrapped btw, they won't apply. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- dyn http://vogonhq.com/ From dynborg at vogonhq.com Sun Nov 18 13:24:47 2007 From: dynborg at vogonhq.com (dyn) Date: Sun, 18 Nov 2007 19:24:47 +0100 Subject: [quake3] [BUG] Kicking too much clients at once floods clients In-Reply-To: <200711181410.03605.ludwig.nussel@suse.de> References: <628005040711171413q410b484bl8139afb521bcb48@mail.gmail.com> <200711181410.03605.ludwig.nussel@suse.de> Message-ID: <628005040711181024x75b96f0ey6a5947ffc213065d@mail.gmail.com> It is a workaround. I believe proper fix is impossible without altering code on client side. On 11/18/07, Ludwig Nussel wrote: > dyn wrote: > > Kicking too much clients at once floods client, usually when you issue > > 'kick allbots' command but it may happen when kicking regular players > > too. Problem is when you kick more than 30 clients other clients > > disconnect with "CL_GetServerCommand: a reliable command was cycled > > out". Server still runs so clients can reconnect. > > > > Workaround is to limit all all-kicks to 24 clients at once. It is safe > > up to 30 clients, but flood may occur now and then, so 24-28 may be > > better. Client rate and maxpackets are irrelevant. > > That would leave clients on the server so you'd have to "kick all" > multiple times, no? Wouldn't it make more sense to not send the > informal message to clients whose queue is full already? > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -- dyn http://vogonhq.com/ From baggett.patrick at gmail.com Sun Nov 18 14:23:03 2007 From: baggett.patrick at gmail.com (Patrick Baggett) Date: Sun, 18 Nov 2007 13:23:03 -0600 Subject: Bots on RISC-based systems Message-ID: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> Is anyone having problems using bots on RISC-based systems (SPARC, PPC, MIPS)? -------------- next part -------------- An HTML attachment was scrubbed... URL: From ludwig.nussel at suse.de Sun Nov 18 14:28:35 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 18 Nov 2007 20:28:35 +0100 Subject: [quake3] Entity "info_player_deathmatch" should never be removed In-Reply-To: <628005040711181009sd391320j80729e5470692ee0@mail.gmail.com> References: <628005040711140848k257a5355w8bb8626ebc5c407@mail.gmail.com> <200711181606.14214.ludwig.nussel@suse.de> <628005040711181009sd391320j80729e5470692ee0@mail.gmail.com> Message-ID: <200711182028.35638.ludwig.nussel@suse.de> dyn wrote: > Your argument about TDM is invalid because entity is removed inside > g_spawn.c and calling it directly or indirectly doesn't make any > difference. Server will crash for both game types, CTF and TDM on all > maps which remove DM spawn points and provide no team spawn points. If there are spawnpoints and noteam spawnpoints in a map q3 uses only the noteam spawnpoints in TDM atm. With your patch it would use both, no? That means the game would behave different, it should only use the noteam spawnpoints if there really are no other useable spawnpoints. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From ludwig.nussel at suse.de Sun Nov 18 14:30:23 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sun, 18 Nov 2007 20:30:23 +0100 Subject: [quake3] Re: BUG: netchan queue is not properly initialized In-Reply-To: <628005040711181021q1b5e8e6ao5059c73e24c56e2@mail.gmail.com> References: <628005040711070848s745a9f43qd6ab9fb080265c91@mail.gmail.com> <200711181357.15752.ludwig.nussel@suse.de> <628005040711181021q1b5e8e6ao5059c73e24c56e2@mail.gmail.com> Message-ID: <200711182030.23251.ludwig.nussel@suse.de> dyn wrote: > I provided one solution by ignoring CS_ZOMBIES which are all recently > disconnected clients and another by removing 'bad' clients instead of > just crashing for every little error. I was hoping some of you may > investigate this problem and maybe use my workarounds until network > code is fixed. I really have no time now for this. Emails i sent in > past few days are pretty much all i can contribute for now, because of > other projects going on. Same here. Please file a bug so the issue doesn't get lost. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From vincent at cojot.name Mon Nov 19 02:31:12 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 08:31:12 +0100 (CET) Subject: [quake3] Bots on RISC-based systems In-Reply-To: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> Message-ID: On Sun, 18 Nov 2007, Patrick Baggett wrote: > Is anyone having problems using bots on RISC-based systems (SPARC, PPC, > MIPS)? What problems are you experiencing? I have not reg-tested running an ioq3 server on SPARC with a real ioq3 client for some time but I'd try to reproduce it if you would tell me what's wrong. I remember having lots of trouble with the bot library and making it work/compile on solaris (circa 2 years ago). Anymore details? Vincent From vincent at cojot.name Mon Nov 19 06:10:50 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 12:10:50 +0100 (CET) Subject: Dedicated server problems.. In-Reply-To: References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> Message-ID: Hi everyone, I had not attempted running the dedicated server in a long time and it's exhibiting a strange behaviour: The server cmd line is repeating the typed chars very quickly and doesn't seem to respond to my commands.. Sample output (end of several thousand lines, I tried to type 'quit'): [.....] Cbuf_AddText: overflow ] Cbuf_AddText: overflow ] Cbuf_AddText: overflow ] Cbuf_AddText: overflow ] Cbuf_AddText: overflow broadcast: print "server: qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqquuuuuiiiiitttttttttttttt" Hitch warning: 1904 msec frame time ]ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss Any ideas? I'm still trying to locate what rev introduced that regression... Vincent From noisyb at gmx.net Mon Nov 19 06:34:21 2007 From: noisyb at gmx.net (Dirk) Date: Mon, 19 Nov 2007 12:34:21 +0100 Subject: [quake3] Dedicated server problems.. In-Reply-To: References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> Message-ID: <474174BD.2020900@gmx.net> vincent at cojot.name wrote: > > Hi everyone, > > I had not attempted running the dedicated server in a long time and it's > exhibiting a strange behaviour: The server cmd line is repeating the > typed chars very quickly and doesn't seem to respond to my commands.. > Sample output (end of several thousand lines, I tried to type 'quit'): > > [.....] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > broadcast: print "server: > qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqquuuuuiiiiitttttttttttttt" > Hitch warning: 1904 msec frame time > ]ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss > > > Any ideas? I'm still trying to locate what rev introduced that > regression... > > Vincent > Get the last point release from here ftp://ftp.idsoftware.com/ ioquake3 compatibility with id Tech 3 is broken. Dirk From erik at insectenboek.nl Mon Nov 19 06:58:15 2007 From: erik at insectenboek.nl (Erik K.) Date: Mon, 19 Nov 2007 12:58:15 +0100 Subject: [quake3] Dedicated server problems.. In-Reply-To: References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> Message-ID: <47417A57.9050808@insectenboek.nl> Odd. On ubuntu and windows 32bits, revision 1214, I have no such problems. On 19-11-2007 12:10, vincent at cojot.name wrote: > > Hi everyone, > > I had not attempted running the dedicated server in a long time and it's > exhibiting a strange behaviour: The server cmd line is repeating the > typed chars very quickly and doesn't seem to respond to my commands.. > Sample output (end of several thousand lines, I tried to type 'quit'): > > [.....] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > ] > Cbuf_AddText: overflow > broadcast: print "server: > qqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqquuuuuiiiiitttttttttttttt" > Hitch warning: 1904 msec frame time > ]ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss > > > Any ideas? I'm still trying to locate what rev introduced that > regression... > > Vincent > > --- > 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 ludwig.nussel at suse.de Mon Nov 19 07:31:50 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 19 Nov 2007 13:31:50 +0100 Subject: [quake3] Bots on RISC-based systems In-Reply-To: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> Message-ID: <200711191331.50733.ludwig.nussel@suse.de> Patrick Baggett wrote: > Is anyone having problems using bots on RISC-based systems (SPARC, PPC, > MIPS)? Try using gcc or check your CFLAGS. Maybe your compiler doesn't automatically pad structures where required. When compiling ioq3 with -Wpadded on e.g. ppc gcc shows that it pads *lots* of stucts. Among those: l_script.h:164: warning: padding struct to align 'floatvalue' l_script.h:171: warning: padding struct size to alignment boundary cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From vincent at cojot.name Mon Nov 19 07:46:38 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 13:46:38 +0100 (CET) Subject: [quake3] Dedicated server problems.. In-Reply-To: <47417A57.9050808@insectenboek.nl> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> Message-ID: I have located the regression. It was introduced between revs 1160 and 1161 of the SVN trunk, I suspect it is a side-effect of the ANSI-capable console introduced in rev 1161. Rev. 1160 works fine whereas 1161 has that problem.. I'm still trying to find more info.. Vincent From tim at ngus.net Mon Nov 19 08:07:13 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 19 Nov 2007 13:07:13 +0000 Subject: Dedicated server problems.. In-Reply-To: References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> Message-ID: <47418A81.9090308@ngus.net> vincent at cojot.name wrote: > I have located the regression. It was introduced between revs 1160 and > 1161 of the SVN trunk, I suspect it is a side-effect of the ANSI-capable > console introduced in rev 1161. Rev. 1160 works fine whereas 1161 has > that problem.. I'm still trying to find more info.. Try setting com_ansiColor to 0. From vincent at cojot.name Mon Nov 19 08:30:27 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 14:30:27 +0100 (CET) Subject: [quake3] Re: Dedicated server problems.. In-Reply-To: <47418A81.9090308@ngus.net> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> <47418A81.9090308@ngus.net> Message-ID: On Mon, 19 Nov 2007, Tim Angus wrote: > vincent at cojot.name wrote: >> I have located the regression. It was introduced between revs 1160 and >> 1161 of the SVN trunk, I suspect it is a side-effect of the ANSI-capable >> console introduced in rev 1161. Rev. 1160 works fine whereas 1161 has that >> problem.. I'm still trying to find more info.. > > Try setting com_ansiColor to 0. No difference.. The last typed char repeats itself over and over (about 10-15 occurences per second) on the console.. Only ctrl-c quits the dedicated server.. I guess I was too busy figuring out the client problem and forgot the server when 1161 was pushed.. :( Vincent From tim at ngus.net Mon Nov 19 08:39:22 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 19 Nov 2007 13:39:22 +0000 Subject: Dedicated server problems.. In-Reply-To: References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> <47418A81.9090308@ngus.net> Message-ID: <4741920A.40500@ngus.net> vincent at cojot.name wrote: > No difference.. The last typed char repeats itself over and over (about > 10-15 occurences per second) on the console.. Only ctrl-c quits the > dedicated server.. I guess I was too busy figuring out the client > problem and forgot the server when 1161 was pushed.. :( You should probably look at bit further back then. 1161 is just the branch merge, so lots and lots of stuff happened in that one revision. You can get finger grained changes in the previous 20 revisions or so. From vincent at cojot.name Mon Nov 19 09:09:00 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 15:09:00 +0100 (CET) Subject: [quake3] Re: Dedicated server problems.. In-Reply-To: <4741920A.40500@ngus.net> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> <47418A81.9090308@ngus.net> <4741920A.40500@ngus.net> Message-ID: On Mon, 19 Nov 2007, Tim Angus wrote: > You should probably look at bit further back then. 1161 is just the branch > merge, so lots and lots of stuff happened in that one revision. You can get > finger grained changes in the previous 20 revisions or so. Ok, I get it.. that problem must have belonged to the unified-sdl branch before it was merged as the default HEAD in 1161.. I'll dig further.. Vincent From vincent at cojot.name Mon Nov 19 09:49:06 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 15:49:06 +0100 (CET) Subject: [quake3] Re: Dedicated server problems.. In-Reply-To: <4741920A.40500@ngus.net> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> <47418A81.9090308@ngus.net> <4741920A.40500@ngus.net> Message-ID: On Mon, 19 Nov 2007, Tim Angus wrote: > You should probably look at bit further back then. 1161 is just the branch > merge, so lots and lots of stuff happened in that one revision. You can get > finger grained changes in the previous 20 revisions or so. I have located the reg a little bit more precisely: it happened between revs 1143 and 1144 of the 'unifided-sdl' branch.. Most likely the comment to note is "emoved a shedload of redundant comments and dead code" . :) Rev 1143 works fine and Rev 1144 does some strange stuff to my terminal and it is where it starts failing.. Trying to find where it fails more precisely.. Vincent From baggett.patrick at gmail.com Mon Nov 19 11:26:38 2007 From: baggett.patrick at gmail.com (Patrick Baggett) Date: Mon, 19 Nov 2007 10:26:38 -0600 Subject: [quake3] Bots on RISC-based systems In-Reply-To: <200711191331.50733.ludwig.nussel@suse.de> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <200711191331.50733.ludwig.nussel@suse.de> Message-ID: <52f46b6b0711190826h536497aaxf60908ec297681be@mail.gmail.com> Thanks for the responses. I'm not having a problem with compiling the code, that much works fine. I'm not using GCC, nor will I be. On IRIX/MIPS, GCC produces extremely poor code compared to the native MIPSpro compilers, usually around a 30%-40% hit in performance, especially with fp math. I have been having problems with the bot library that deal with alignment (getting SIGBUS). I manually aligned them in a few places, but have had other stranger problems than that one. I actually filed a bug report at http://bugzilla.icculus.org/show_bug.cgi?id=3427 that details my findings so far. On Nov 19, 2007 6:31 AM, Ludwig Nussel wrote: > Patrick Baggett wrote: > > Is anyone having problems using bots on RISC-based systems (SPARC, PPC, > > MIPS)? > > Try using gcc or check your CFLAGS. Maybe your compiler doesn't > automatically pad structures where required. When compiling ioq3 > with -Wpadded on e.g. ppc gcc shows that it pads *lots* of stucts. > Among those: > l_script.h:164: warning: padding struct to align 'floatvalue' > l_script.h:171: warning: padding struct size to alignment boundary > > 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 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From vincent at cojot.name Mon Nov 19 12:20:58 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 18:20:58 +0100 (CET) Subject: [quake3] Re: Dedicated server problems.. In-Reply-To: References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> <47418A81.9090308@ngus.net> <4741920A.40500@ngus.net> Message-ID: This diff fixes it for me: Index: code/sys/con_tty.c =================================================================== --- code/sys/con_tty.c (revision 1214) +++ code/sys/con_tty.c (working copy) @@ -256,7 +256,7 @@ signal(SIGTTOU, SIG_IGN); // Make stdin reads non-blocking - fcntl( 0, F_SETFL, fcntl( 0, F_GETFL, 0 ) | O_NDELAY ); + fcntl( 0, F_SETFL, fcntl( 0, F_GETFL, 0 ) | O_NDELAY | O_NONBLOCK ); if (isatty(STDIN_FILENO)!=1) { I have no idea why this fixes it (I'm not familiar with termios) but it works fine with that simple patch on Solaris. If anyone finds this diff acceptable, I'll open another bugzilla.. Any ideas? Vincent On Mon, 19 Nov 2007, vincent at cojot.name wrote: > On Mon, 19 Nov 2007, Tim Angus wrote: > >> You should probably look at bit further back then. 1161 is just the branch >> merge, so lots and lots of stuff happened in that one revision. You can >> get finger grained changes in the previous 20 revisions or so. > > I have located the reg a little bit more precisely: it happened between revs > 1143 and 1144 of the 'unifided-sdl' branch.. Most likely the comment to note > is "emoved a shedload of redundant comments and dead code" . :) Rev 1143 > works fine and Rev 1144 does some strange stuff to my terminal and it is > where it starts failing.. > > Trying to find where it fails more precisely.. From ludwig.nussel at suse.de Mon Nov 19 14:55:42 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Mon, 19 Nov 2007 20:55:42 +0100 Subject: [quake3] Bots on RISC-based systems In-Reply-To: <52f46b6b0711190826h536497aaxf60908ec297681be@mail.gmail.com> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <200711191331.50733.ludwig.nussel@suse.de> <52f46b6b0711190826h536497aaxf60908ec297681be@mail.gmail.com> Message-ID: <200711192055.46225.ludwig.nussel@suse.de> Patrick Baggett wrote: > I'm not having a problem with compiling the code, that much works fine. > I'm not using GCC, nor will I be. On IRIX/MIPS, GCC produces extremely poor > code compared to the native MIPSpro compilers, usually around a 30%-40% hit > in performance, especially with fp math. I have been having problems with > the bot library that deal with alignment (getting SIGBUS). I manually > aligned them in a few places, but have had other stranger problems than that > one. I actually filed a bug report at > http://bugzilla.icculus.org/show_bug.cgi?id=3427 that details my findings so > far. Yes I read and understood what you wrote :-) Please try gcc anyways. I just want to know whether the code generated by gcc crashes too. For that purpose the performance doesn't matter. As I wrote gcc pads the variables in structs on e.g. ppc to have proper alignment. The other problem with that variable is indeed weird but your solution certainly is not an acceptable fix. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From tim at ngus.net Mon Nov 19 16:00:31 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 19 Nov 2007 21:00:31 +0000 Subject: Dedicated server problems.. In-Reply-To: References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> <47418A81.9090308@ngus.net> <4741920A.40500@ngus.net> Message-ID: <20071119210031.64732d70.tim@ngus.net> On Mon, 19 Nov 2007 18:20:58 +0100 (CET) vincent at cojot.name wrote: > // Make stdin reads non-blocking > - fcntl( 0, F_SETFL, fcntl( 0, F_GETFL, 0 ) | O_NDELAY ); > + fcntl( 0, F_SETFL, fcntl( 0, F_GETFL, 0 ) | O_NDELAY | > O_NONBLOCK ); O_NDELAY and O_NONBLOCK are usually the same thing, though evidently not on Solaris. Try r1215. From vincent at cojot.name Mon Nov 19 17:06:03 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 19 Nov 2007 23:06:03 +0100 (CET) Subject: [quake3] Re: Dedicated server problems.. In-Reply-To: <20071119210031.64732d70.tim@ngus.net> References: <52f46b6b0711181123n6ad3fda2u818bcbd41e49989d@mail.gmail.com> <47417A57.9050808@insectenboek.nl> <47418A81.9090308@ngus.net> <4741920A.40500@ngus.net> <20071119210031.64732d70.tim@ngus.net> Message-ID: On Mon, 19 Nov 2007, Tim Angus wrote: > On Mon, 19 Nov 2007 18:20:58 +0100 (CET) vincent at cojot.name wrote: >> // Make stdin reads non-blocking >> - fcntl( 0, F_SETFL, fcntl( 0, F_GETFL, 0 ) | O_NDELAY ); >> + fcntl( 0, F_SETFL, fcntl( 0, F_GETFL, 0 ) | O_NDELAY | >> O_NONBLOCK ); > > O_NDELAY and O_NONBLOCK are usually the same thing, though evidently > not on Solaris. Try r1215. Perfect! Thank you very much. I found references that O_NDELAY and O_NONBLOCK are the same on Linux but they are known to differ on Solaris. Why that worked before r1144 is beyond my understanding.. :) Thanks, Vincent From defsyn at gmail.com Tue Nov 20 20:14:49 2007 From: defsyn at gmail.com (Henry Garcia) Date: Tue, 20 Nov 2007 20:14:49 -0500 Subject: Using VC++ 2005: libcurl.lib on misc/msvc Message-ID: Been able to get the openal, directx, sdl, in. But haven't been able to find out to compile libcurl.lib to use in the msvc solution. Any tips? Thanks, Hank -------------- next part -------------- An HTML attachment was scrubbed... URL: From juzley at gmail.com Wed Nov 21 05:03:26 2007 From: juzley at gmail.com (Julian Priestley) Date: Wed, 21 Nov 2007 10:03:26 +0000 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: Message-ID: On 21/11/2007, Henry Garcia wrote: > Been able to get the openal, directx, sdl, in. But haven't been able to find > out to compile libcurl.lib to use in the msvc solution. Any tips? > > Thanks, > > Hank > I'm not really sure what you're trying to compile from, but it's probably worth noting that the MSVC project doesn't use the libcurl.a or curl headers that are in the ioq3 svn. You should be able to use a precompiled .lib or source distribution from http://curl.haxx.se/download.html. Put the .lib and the header files somewhere that msvc knows about (or update your paths in Tools->Options->Projects and Solutions->VC++ Directories include and lib dirs to point to wherever you've put it), and you should be good to go. Cheers, Julian From defsyn at gmail.com Wed Nov 21 13:56:48 2007 From: defsyn at gmail.com (Henry Garcia) Date: Wed, 21 Nov 2007 13:56:48 -0500 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: Message-ID: On Nov 21, 2007 5:03 AM, Julian Priestley wrote: > On 21/11/2007, Henry Garcia wrote: > > Been able to get the openal, directx, sdl, in. But haven't been able to > find > > out to compile libcurl.lib to use in the msvc solution. Any tips? > > > > Thanks, > > > > Hank > > > > I'm not really sure what you're trying to compile from, but it's > probably worth noting that the MSVC project doesn't use the libcurl.a > or curl headers that are in the ioq3 svn. > Using MSVC 2005 Express > > You should be able to use a precompiled .lib or source distribution > from http://curl.haxx.se/download.html. Put the .lib and the header > files somewhere that msvc knows about (or update your paths in > Tools->Options->Projects and Solutions->VC++ Directories include and > lib dirs to point to wherever you've put it), and you should be good > to go. > These binaries don't include a libcurl.lib. I found one that has a libcurl_imp.lib The three dll's build fine: cgamex86.dll , qagamex86.dll , and, uix86.dll. But ioquake3.exe fails to build as follows: Here's the error message from the output of the build process. > ------ Build started: Project: quake3, Configuration: Release Win32 ------ > Linking... > LINK : fatal error LNK1181: cannot open input file 'libcurl.lib' > Build log was saved at > "file://d:\msys\1.0.1\home\Henry\quake\ioquake3\build\quake3_release\BuildLog.htm" > quake3 - 1 error(s), 0 warning(s) > ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped > ========== I figured out how to include the headers, libraries, etc. But from what I've read, it's pretty difficult to build a libcurl.lib. -------------- next part -------------- An HTML attachment was scrubbed... URL: From schrei00 at gmx.net Wed Nov 21 14:10:19 2007 From: schrei00 at gmx.net (schrei00) Date: Wed, 21 Nov 2007 20:10:19 +0100 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: Message-ID: <4744829B.2020405@gmx.net> you could try the download for MSVC :) http://curl.haxx.se/latest.cgi?curl=win32-devel-msvc Hobbes Henry Garcia wrote: > These binaries don't include a libcurl.lib. I found one that has a > libcurl_imp.lib > The three dll's build fine: cgamex86.dll , qagamex86.dll , and, uix86.dll. > > But ioquake3.exe fails to build as follows: > > Here's the error message from the output of the build process. > > ------ Build started: Project: quake3, Configuration: Release Win32 > ------ > Linking... > LINK : fatal error LNK1181: cannot open input file 'libcurl.lib' > -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: OpenPGP digital signature URL: From juzley at gmail.com Wed Nov 21 14:13:28 2007 From: juzley at gmail.com (Julian Priestley) Date: Wed, 21 Nov 2007 19:13:28 +0000 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: Message-ID: On 21/11/2007, Henry Garcia wrote: > > > On Nov 21, 2007 5:03 AM, Julian Priestley wrote: > > > > > > > > On 21/11/2007, Henry Garcia wrote: > > > Been able to get the openal, directx, sdl, in. But haven't been able to > find > > > out to compile libcurl.lib to use in the msvc solution. Any tips? > > > > > > Thanks, > > > > > > Hank > > > > > > > I'm not really sure what you're trying to compile from, but it's > > probably worth noting that the MSVC project doesn't use the libcurl.a > > or curl headers that are in the ioq3 svn. > > > > Using MSVC 2005 Express > > > > You should be able to use a precompiled .lib or source distribution > > from http://curl.haxx.se/download.html. Put the .lib and > the header > > files somewhere that msvc knows about (or update your paths in > > Tools->Options->Projects and Solutions->VC++ Directories include and > > lib dirs to point to wherever you've put it), and you should be good > > to go. > > > > These binaries don't include a libcurl.lib. I found one that has a > libcurl_imp.lib > The three dll's build fine: cgamex86.dll , qagamex86.dll , and, uix86.dll. > > But ioquake3.exe fails to build as follows: > > Here's the error message from the output of the build process. > > ------ Build started: Project: quake3, Configuration: Release Win32 ------ > > Linking... > > LINK : fatal error LNK1181: cannot open input file 'libcurl.lib' > > Build log was saved at > "file://d:\msys\1.0.1\home\Henry\quake\ioquake3\build\quake3_release\BuildLog.htm" > > quake3 - 1 error(s), 0 warning(s) > > ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped > ========== > > > I figured out how to include the headers, libraries, etc. But from what I've > read, it's pretty difficult to build a libcurl.lib. > > > You want a MSVC devel package from the page I linked above. For example: http://curl.haxx.se/download/libcurl-7.15.5-win32-msvc.zip From erik at insectenboek.nl Wed Nov 21 14:58:31 2007 From: erik at insectenboek.nl (Erik K.) Date: Wed, 21 Nov 2007 20:58:31 +0100 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: Message-ID: <47448DE7.2030300@insectenboek.nl> You could take a look at the new ioUrbanTerror test version source code at http://home.isp.studenten.net/algemeen/compilertest/ioUrbanTerrorSource_2007_11_18.zip , it comes with a pre-compiled libcurl.lib and a working msvc 2003 project (dont forget to set it to 'release'). I don't remember how I built the .lib though. hehe. From defsyn at gmail.com Wed Nov 21 15:08:11 2007 From: defsyn at gmail.com (Henry Garcia) Date: Wed, 21 Nov 2007 15:08:11 -0500 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: Message-ID: > > > > > You want a MSVC devel package from the page I linked above. For > example: http://curl.haxx.se/download/libcurl-7.15.5-win32-msvc.zip > > --- > ioquake3.exe built with that one. But now there are other problems when running the ioquake3.exe file. One I solved: said I had a missing missing libcurl.dll. I placed it in my ioquake3.exe directory. The other one had to do with zlib1.dll. This message pops up in a warning messagebox window: ioquake3.exe - Ordinal not Found (MessageBox.Caption) The ordinal 73 could not be located in the dynamic link library zlib1.dll. ( MessageBox.Text) I found a zlib1.dll in my /mingw/emacs/bin directory. Didn't help. Possibly zlib is not set up or used correctly in MSVC? > 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 jorgepblank at gmail.com Wed Nov 21 15:07:39 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Wed, 21 Nov 2007 12:07:39 -0800 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: <47448DE7.2030300@insectenboek.nl> References: <47448DE7.2030300@insectenboek.nl> Message-ID: <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> Or instead of downloading all 8.3 MBs of that just to get one or two files, you can check out my builds: http://svn.jorgepena.be/viewvc/viewvc.cgi/trunk/code/libcurl/lib/?diff_format=h On Nov 21, 2007 11:58 AM, Erik K. wrote: > You could take a look at the new ioUrbanTerror test version source code > at > > http://home.isp.studenten.net/algemeen/compilertest/ioUrbanTerrorSource_2007_11_18.zip > , it comes with a pre-compiled libcurl.lib and a working msvc 2003 > project (dont forget to set it to 'release'). > > I don't remember how I built the .lib though. hehe. > > --- > 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 erik at insectenboek.nl Wed Nov 21 15:15:55 2007 From: erik at insectenboek.nl (Erik K.) Date: Wed, 21 Nov 2007 21:15:55 +0100 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: Message-ID: <474491FB.1080108@insectenboek.nl> On 21-11-2007 21:08, Henry Garcia wrote: >> You want a MSVC devel package from the page I linked above. For >> example: http://curl.haxx.se/download/libcurl-7.15.5-win32-msvc.zip >> >> --- >> > > ioquake3.exe built with that one. But now there are other problems when > running the ioquake3.exe file. One I solved: said I had a missing missing > libcurl.dll. I placed it in my ioquake3.exe directory. The way ioUrbanTerror uses it, it does not require a dll, it's just 1 .exe. I dunno if it supports zlib though. I used http://curl.haxx.se/download/curl-7.17.1.tar.gz and read the docs/install part about msvc. First run that .bat described in that text from cmd and then run something like: nmake /f Makefile.vc8 cfg=release rtlibcfg=static that should create the libcurl.lib. If you then copy the settings from the msvc2003 project file (release), you should be able to create 1 .exe too. From erik at insectenboek.nl Wed Nov 21 15:17:47 2007 From: erik at insectenboek.nl (Erik K.) Date: Wed, 21 Nov 2007 21:17:47 +0100 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> References: <47448DE7.2030300@insectenboek.nl> <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> Message-ID: <4744926B.6030802@insectenboek.nl> On 21-11-2007 21:07, Jorge Pe?a wrote: > Or instead of downloading all 8.3 MBs of that just to get one or two files, > you can check out my builds: > > http://svn.jorgepena.be/viewvc/viewvc.cgi/trunk/code/libcurl/lib/?diff_format=h Yours is 12KB, mine is 485KB. I wonder if yours will work correctly. From jorgepblank at gmail.com Wed Nov 21 15:22:23 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Wed, 21 Nov 2007 12:22:23 -0800 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: <28406b400711211222k567b2e2aqa23244d69a21a957@mail.gmail.com> References: <47448DE7.2030300@insectenboek.nl> <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> <4744926B.6030802@insectenboek.nl> <28406b400711211222k567b2e2aqa23244d69a21a957@mail.gmail.com> Message-ID: <28406b400711211222t765bce19h8970ce4377e00336@mail.gmail.com> Either that or I might've not compiled with other features like SSL or whatever that's called. On Nov 21, 2007 12:22 PM, Jorge Pe?a wrote: > You're right, probably not. > > > On Nov 21, 2007 12:17 PM, Erik K. wrote: > > > On 21-11-2007 21:07, Jorge Pe?a wrote: > > > Or instead of downloading all 8.3 MBs of that just to get one or two > > files, > > > you can check out my builds: > > > > > > > > http://svn.jorgepena.be/viewvc/viewvc.cgi/trunk/code/libcurl/lib/?diff_format=h > > > > Yours is 12KB, mine is 485KB. I wonder if yours will work correctly. > > > > --- > > 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 defsyn at gmail.com Wed Nov 21 15:34:59 2007 From: defsyn at gmail.com (Henry Garcia) Date: Wed, 21 Nov 2007 15:34:59 -0500 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: <28406b400711211222t765bce19h8970ce4377e00336@mail.gmail.com> References: <47448DE7.2030300@insectenboek.nl> <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> <4744926B.6030802@insectenboek.nl> <28406b400711211222k567b2e2aqa23244d69a21a957@mail.gmail.com> <28406b400711211222t765bce19h8970ce4377e00336@mail.gmail.com> Message-ID: > > > On Nov 21, 2007 12:17 PM, Erik K. wrote: > > > > > On 21-11-2007 21:07, Jorge Pe?a wrote: > > > > Or instead of downloading all 8.3 MBs of that just to get one or two > > > files, > > > > you can check out my builds: > > > > > > > > > > > http://svn.jorgepena.be/viewvc/viewvc.cgi/trunk/code/libcurl/lib/?diff_format=h > > > > > Same problem with the Ordinal message. And, apparently your libcurl.lib is not static? If I erase the libcurl.dll from the path, message shows that it couldn't find the libcurl.dll. -------------- next part -------------- An HTML attachment was scrubbed... URL: From jorgepblank at gmail.com Wed Nov 21 15:22:06 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Wed, 21 Nov 2007 12:22:06 -0800 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: <4744926B.6030802@insectenboek.nl> References: <47448DE7.2030300@insectenboek.nl> <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> <4744926B.6030802@insectenboek.nl> Message-ID: <28406b400711211222k567b2e2aqa23244d69a21a957@mail.gmail.com> You're right, probably not. On Nov 21, 2007 12:17 PM, Erik K. wrote: > On 21-11-2007 21:07, Jorge Pe?a wrote: > > Or instead of downloading all 8.3 MBs of that just to get one or two > files, > > you can check out my builds: > > > > > http://svn.jorgepena.be/viewvc/viewvc.cgi/trunk/code/libcurl/lib/?diff_format=h > > Yours is 12KB, mine is 485KB. I wonder if yours will work correctly. > > --- > 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 juzley at gmail.com Wed Nov 21 17:20:06 2007 From: juzley at gmail.com (Julian Priestley) Date: Wed, 21 Nov 2007 22:20:06 +0000 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: <47448DE7.2030300@insectenboek.nl> <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> <4744926B.6030802@insectenboek.nl> <28406b400711211222k567b2e2aqa23244d69a21a957@mail.gmail.com> <28406b400711211222t765bce19h8970ce4377e00336@mail.gmail.com> Message-ID: On 21/11/2007, Henry Garcia wrote: > > > > > > > > > > > > > > > > > > > > > > > > > > > On Nov 21, 2007 12:17 PM, Erik K. wrote: > > > > > > > > > > > On 21-11-2007 21:07, Jorge Pe?a wrote: > > > > > Or instead of downloading all 8.3 MBs of that just to get one or two > files, > > > > > you can check out my builds: > > > > > > > > > > > http://svn.jorgepena.be/viewvc/viewvc.cgi/trunk/code/libcurl/lib/?diff_format=h > > > > > > > > > > > Same problem with the Ordinal message. And, apparently your libcurl.lib is > not static? If I erase the libcurl.dll from the path, message shows that it > couldn't find the libcurl.dll. > > > Could give http://downloads.sourceforge.net/gnuwin32/zlib-1.2.3-bin.zip?modtime=1122324542&big_mirror=1 a go? From defsyn at gmail.com Wed Nov 21 17:37:40 2007 From: defsyn at gmail.com (Henry Garcia) Date: Wed, 21 Nov 2007 17:37:40 -0500 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: <47448DE7.2030300@insectenboek.nl> <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> <4744926B.6030802@insectenboek.nl> <28406b400711211222k567b2e2aqa23244d69a21a957@mail.gmail.com> <28406b400711211222t765bce19h8970ce4377e00336@mail.gmail.com> Message-ID: > > > > Could give > > http://downloads.sourceforge.net/gnuwin32/zlib-1.2.3-bin.zip?modtime=1122324542&big_mirror=1 > a go? > Oh my soul. Light the fires and kick the tires. Microsoft can compile ioquake3 and it works. --- 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 defsyn at gmail.com Wed Nov 21 19:51:00 2007 From: defsyn at gmail.com (Henry Garcia) Date: Wed, 21 Nov 2007 19:51:00 -0500 Subject: [quake3] Using VC++ 2005: libcurl.lib on misc/msvc In-Reply-To: References: <47448DE7.2030300@insectenboek.nl> <28406b400711211207k42691fdar281fdbce3d236df0@mail.gmail.com> <4744926B.6030802@insectenboek.nl> <28406b400711211222k567b2e2aqa23244d69a21a957@mail.gmail.com> <28406b400711211222t765bce19h8970ce4377e00336@mail.gmail.com> Message-ID: On Nov 21, 2007 5:37 PM, Henry Garcia wrote: > > > > > Could give > > > > http://downloads.sourceforge.net/gnuwin32/zlib-1.2.3-bin.zip?modtime=1122324542&big_mirror=1 > > a go? > > > Oh my soul. Light the fires and kick the tires. > > Microsoft can compile ioquake3 and it works. > Comparisons between MingW and VC++ 2005 Express where ioquake3.x86.exe is MingW and ioquake3.exe is VC++ compiled. compiled qvm optimized for Pentium4 (-march=pentium4 -mtune=pentium4) and replaced in Pak0.pk3 file. Using a Gateway Pentium-5 with built in 82845G video chipset. Using qvm compiled with MingW : No option to make qvm in VC++. > > ioquake3.exe > 1st run) 43.0 5.0/23.2/411/8.2 > 2nd run) 43.4 7.0/23/189/8.5 > > > ioquake3.x86.exe > 1st run) 43.2fps 5.0/23.1/188/8.2 > 2nd run) 43.3fps 6.0/23.1/395.0/9.2 > > > dll (using VC++ dll's) > ioquake3.exe > 1st run) 43.8 6.0/22.8/207/19.9 > > ioquake3.x86.exe (using MingW's dll's) > 1st run) 43.5 5.0/23.0/185/10.0 > Looks to be pretty close. Maybe a hair on the side of Microsoft. But maybe not. Thanks, for the help. Haven't tried compiling it on the Retail version. Can't enable profiling on the Express Version. -------------- next part -------------- An HTML attachment was scrubbed... URL: From diego1609 at gmail.com Fri Nov 23 00:56:24 2007 From: diego1609 at gmail.com (Diego de Estrada) Date: Fri, 23 Nov 2007 02:56:24 -0300 Subject: Patch: BoxOnPlaneSide Message-ID: <5dc44ec70711222156m73bfb2ceoa490b876a4713819@mail.gmail.com> This version is more elegant and faster, maybe it makes sense to simplify the asm versions too. (I don't have the courage) -------------- next part -------------- A non-text attachment was scrubbed... Name: q_math.diff Type: text/x-diff Size: 2256 bytes Desc: not available URL: From ramercer at gmail.com Fri Nov 23 01:07:45 2007 From: ramercer at gmail.com (Adam Mercer) Date: Fri, 23 Nov 2007 01:07:45 -0500 Subject: build failure on Mac OS X 10.5 Leopard In-Reply-To: <799406d60711111613v6e324bc0gf72eb2ee02bbdd4a@mail.gmail.com> References: <799406d60711111613v6e324bc0gf72eb2ee02bbdd4a@mail.gmail.com> Message-ID: <799406d60711222207u5bb97a50j9756df4d3d0b32f@mail.gmail.com> So I take it that no one else is running Leopard? Cheers Adam On 11/11/2007, Adam Mercer wrote: > Hi > > I've upgraded my MBP to OS X 10.5 and am having problems building > ioquake3. As Xcode 3 doesn't include the 10.2.8 SDK the > make-macosx-ub.sh script won't work: > > [ram at skymoo ioquake3]$ ./make-macosx-ub.sh > /Developer/SDKs/MacOSX10.2.8.sdk/ is missing. > The installer for this SDK is included with XCode 2.2 or newer > > so using "make" results in the error: > > DED_CC code/qcommon/net_ip.c > code/qcommon/net_ip.c: In function 'NET_GetLocalAddress': > code/qcommon/net_ip.c:758: error: 'OSIOCGIFADDR' undeclared (first use > in this function) > code/qcommon/net_ip.c:758: error: (Each undeclared identifier is > reported only once > code/qcommon/net_ip.c:758: error: for each function it appears in.) > make[2]: *** [build/release-darwin-i386/ded/net_ip.o] Error 1 > make[1]: *** [targets] Error 2 > make: *** [release] Error 2 > > this is using SVN r1209 > > Cheers > > Adam > From zakk at timedoctor.org Fri Nov 23 12:18:49 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 23 Nov 2007 12:18:49 -0500 Subject: [quake3] Re: build failure on Mac OS X 10.5 Leopard In-Reply-To: <799406d60711222207u5bb97a50j9756df4d3d0b32f@mail.gmail.com> References: <799406d60711111613v6e324bc0gf72eb2ee02bbdd4a@mail.gmail.com> <799406d60711222207u5bb97a50j9756df4d3d0b32f@mail.gmail.com> Message-ID: <47470B79.5010605@timedoctor.org> I am, same deal. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From lparry at groupwise.swin.edu.au Sun Nov 25 18:25:26 2007 From: lparry at groupwise.swin.edu.au (Lucas Parry) Date: Mon, 26 Nov 2007 10:25:26 +1100 Subject: [quake3] Re: build failure on Mac OS X 10.5 Leopard In-Reply-To: <799406d60711222207u5bb97a50j9756df4d3d0b32f@mail.gmail.com> References: <799406d60711111613v6e324bc0gf72eb2ee02bbdd4a@mail.gmail.com> <799406d60711222207u5bb97a50j9756df4d3d0b32f@mail.gmail.com> Message-ID: <474A0466.1040803@groupwise.swin.edu.au> Adam Mercer wrote: > So I take it that no one else is running Leopard? > > Cheers > > Adam > I was able to get it to build by installing Xcode 2.5 (the developers preview, Xcode 3 is what you get on the Leopard DVD) and re-jiggering some paths in the make file from /Developer/ to /Xcode2.5/ (something along those lines, this is just from memory), but it gave a ton of warnings (?) that the -m flag for the linker is no longer supported and would be ignored. The resulting binary appeared to run ok, but I've kept a tiger partition around for compiling ioq3 until someone wiser looks into the problems. lucas Swinburne University of Technology CRICOS Provider Code: 00111D NOTICE This e-mail and any attachments are confidential and intended only for the use of the addressee. They may contain information that is privileged or protected by copyright. If you are not the intended recipient, any dissemination, distribution, printing, copying or use is strictly prohibited. The University does not warrant that this e-mail and any attachments are secure and there is also a risk that it may be corrupted in transmission. It is your responsibility to check any attachments for viruses or defects before opening them. If you have received this transmission in error, please contact us on +61 3 9214 8000 and delete it immediately from your system. We do not accept liability in connection with computer virus, data corruption, delay, interruption, unauthorised access or unauthorised amendment. Please consider the environment before printing this email. From lparry at groupwise.swin.edu.au Sun Nov 25 18:28:16 2007 From: lparry at groupwise.swin.edu.au (Lucas Parry) Date: Mon, 26 Nov 2007 10:28:16 +1100 Subject: [quake3] Re: build failure on Mac OS X 10.5 Leopard In-Reply-To: <474A0466.1040803@groupwise.swin.edu.au> References: <799406d60711111613v6e324bc0gf72eb2ee02bbdd4a@mail.gmail.com> <799406d60711222207u5bb97a50j9756df4d3d0b32f@mail.gmail.com> <474A0466.1040803@groupwise.swin.edu.au> Message-ID: <474A0510.9000009@groupwise.swin.edu.au> Lucas Parry wrote: > I was able to get it to build by installing Xcode 2.5 (the developers > preview, Xcode 3 is what you get on the Leopard DVD) and re-jiggering Sorry to reply to myself but I thought it was worth adding, when installing Xcode2.5 you need to select the 10.2.8 sdk from the customize install menu. lucas Swinburne University of Technology CRICOS Provider Code: 00111D NOTICE This e-mail and any attachments are confidential and intended only for the use of the addressee. They may contain information that is privileged or protected by copyright. If you are not the intended recipient, any dissemination, distribution, printing, copying or use is strictly prohibited. The University does not warrant that this e-mail and any attachments are secure and there is also a risk that it may be corrupted in transmission. It is your responsibility to check any attachments for viruses or defects before opening them. If you have received this transmission in error, please contact us on +61 3 9214 8000 and delete it immediately from your system. We do not accept liability in connection with computer virus, data corruption, delay, interruption, unauthorised access or unauthorised amendment. Please consider the environment before printing this email. From raute at base0x23.de Tue Nov 27 05:18:11 2007 From: raute at base0x23.de (#@) Date: Tue, 27 Nov 2007 11:18:11 +0100 Subject: windows VISTA + ATI => wrong GL_RENDER !? Message-ID: ... to make it clear from the star: I don't have Windows Vista, so I can hardly search for the reason of this ... I only have one BetaTest of "World of Padman", who has this bug on all of his Vista+ATI pcs I hope someone inhere could help -.- Visual: ioq3/wop starts ... but the gl-view stays red (game is running, he can hear the sounds and can "blindly" use the console) ... he don't has the problem with: old official ioq3(http://www.ioquake3.org/?page=get) and last public wop (vc6-build, based on ioQ3 r1051) ... he has this problem with: wop(old nonSDL(based on ioq3 r1051) + mingw ... SDL + mingw) ioq3(mingw from here http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/ ... and a vc8-build by me) the log of such a run (the interesting part is "GL_RENDERER: GDI Generic" and so on): ioq3 1.35_SVN1214M win_mingw-x86 Nov 19 2007 ----- FS_Startup ----- Current search path: C:\Users\Smiley\AppData\Roaming\Quake3/baseq3 C:\Games\ioquake3\baseq3\pak8.pk3 (9 files) C:\Games\ioquake3\baseq3\pak7.pk3 (4 files) C:\Games\ioquake3\baseq3\pak6.pk3 (64 files) C:\Games\ioquake3\baseq3\pak5.pk3 (7 files) C:\Games\ioquake3\baseq3\pak4.pk3 (272 files) C:\Games\ioquake3\baseq3\pak3.pk3 (4 files) C:\Games\ioquake3\baseq3\pak2.pk3 (148 files) C:\Games\ioquake3\baseq3\pak1.pk3 (26 files) C:\Games\ioquake3\baseq3\pak0.pk3 (3539 files) C:\Games\ioquake3/baseq3 ---------------------- 4073 files in pk3 files execing default.cfg execing q3config.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- Couldn't read q3history. ----- Initializing Renderer ---- ------------------------------- QKEY building random string QKEY generated ----- Client Initialization Complete ----- ----- R_Init ----- SDL_Init( SDL_INIT_VIDEO )... OK Initializing OpenGL display ...setting mode 3: 640 480 Using 8/8/8 Color bits, 24 depth, 8 stencil display. GL_RENDERER: GDI Generic Initializing OpenGL extensions ...GL_S3_s3tc not found ...GL_EXT_texture_env_add not found ...GL_ARB_multitexture not found ...GL_EXT_compiled_vertex_array not found ...GL_EXT_texture_filter_anisotropic not found GL_VENDOR: Microsoft Corporation GL_RENDERER: GDI Generic GL_VERSION: 1.1.0 GL_EXTENSIONS: GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture GL_MAX_TEXTURE_SIZE: 1024 GL_MAX_TEXTURE_UNITS_ARB: 0 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: 3, 640 x 480 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits rendering primitives: multiple glArrayElement texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 texture bits: 0 multitexture: disabled compiled vertex arrays: disabled texenv add: disabled compressed textures: disabled Initializing Shaders ----- finished R_Init ----- ------ Initializing Sound ------ SDL_Init( SDL_INIT_AUDIO )... OK SDL audio driver is "dsound". SDL_AudioSpec: Format: AUDIO_S16LSB Freq: 22050 Samples: 512 Channels: 2 Starting SDL audio callback... SDL audio initialized. ----- Sound Info ----- 1 stereo 16384 samples 16 samplebits 1 submission_chunk 22050 speed 02216640 dma buffer No background file. ---------------------- Sound initialization successful. -------------------------------- Sound memory manager started Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed --- Common Initialization Complete --- Winsock Initialized Opening IP socket: localhost:27960 Hostname: smiley-mobile.chillerlan.net IP: 192.168.0.242 IP: 5.93.243.96 ]\quit ----- CL_Shutdown ----- Closing SDL audio device... SDL audio device shut down. RE_Shutdown( 1 ) ----------------------- From martin.gerhardy at gmail.com Tue Nov 27 06:23:04 2007 From: martin.gerhardy at gmail.com (Martin Gerhardy) Date: Tue, 27 Nov 2007 12:23:04 +0100 Subject: [quake3] windows VISTA + ATI => wrong GL_RENDER !? In-Reply-To: References: Message-ID: <1196162584.19781.1.camel@amd64> Am Dienstag, den 27.11.2007, 11:18 +0100 schrieb #@: > ... to make it clear from the star: I don't have Windows Vista, so I can > hardly search for the reason of this ... I only have one BetaTest of > "World of Padman", who has this bug on all of his Vista+ATI pcs > > I hope someone inhere could help -.- This might be an SDL related problem - we have the same for UFO:Alien Invasion, see here: http://sourceforge.net/tracker/index.php?func=detail&aid=1834053&group_id=157793&atid=805242 > Visual: > ioq3/wop starts ... but the gl-view stays red (game is running, he can > hear the sounds and can "blindly" use the console) > > ... he don't has the problem with: > old official ioq3(http://www.ioquake3.org/?page=get) and last public wop > (vc6-build, based on ioQ3 r1051) > > ... he has this problem with: > wop(old nonSDL(based on ioq3 r1051) + mingw ... SDL + mingw) > ioq3(mingw from here > http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/ ... and a > vc8-build by me) > > the log of such a run (the interesting part is "GL_RENDERER: GDI Generic" > and so on): > ioq3 1.35_SVN1214M win_mingw-x86 Nov 19 2007 > ----- FS_Startup ----- > Current search path: > C:\Users\Smiley\AppData\Roaming\Quake3/baseq3 > C:\Games\ioquake3\baseq3\pak8.pk3 (9 files) > C:\Games\ioquake3\baseq3\pak7.pk3 (4 files) > C:\Games\ioquake3\baseq3\pak6.pk3 (64 files) > C:\Games\ioquake3\baseq3\pak5.pk3 (7 files) > C:\Games\ioquake3\baseq3\pak4.pk3 (272 files) > C:\Games\ioquake3\baseq3\pak3.pk3 (4 files) > C:\Games\ioquake3\baseq3\pak2.pk3 (148 files) > C:\Games\ioquake3\baseq3\pak1.pk3 (26 files) > C:\Games\ioquake3\baseq3\pak0.pk3 (3539 files) > C:\Games\ioquake3/baseq3 > > ---------------------- > 4073 files in pk3 files > execing default.cfg > execing q3config.cfg > couldn't exec autoexec.cfg > Hunk_Clear: reset the hunk ok > ----- Client Initialization ----- > Couldn't read q3history. > ----- Initializing Renderer ---- > ------------------------------- > QKEY building random string > QKEY generated > ----- Client Initialization Complete ----- > ----- R_Init ----- > SDL_Init( SDL_INIT_VIDEO )... OK > Initializing OpenGL display > ...setting mode 3: 640 480 > Using 8/8/8 Color bits, 24 depth, 8 stencil display. > GL_RENDERER: GDI Generic > Initializing OpenGL extensions > ...GL_S3_s3tc not found > ...GL_EXT_texture_env_add not found > ...GL_ARB_multitexture not found > ...GL_EXT_compiled_vertex_array not found > ...GL_EXT_texture_filter_anisotropic not found > > GL_VENDOR: Microsoft Corporation > GL_RENDERER: GDI Generic > GL_VERSION: 1.1.0 > GL_EXTENSIONS: GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture > GL_MAX_TEXTURE_SIZE: 1024 > GL_MAX_TEXTURE_UNITS_ARB: 0 > > PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) > MODE: 3, 640 x 480 fullscreen hz:N/A > GAMMA: hardware w/ 0 overbright bits > rendering primitives: multiple glArrayElement > texturemode: GL_LINEAR_MIPMAP_NEAREST > picmip: 1 > texture bits: 0 > multitexture: disabled > compiled vertex arrays: disabled > texenv add: disabled > compressed textures: disabled > Initializing Shaders > ----- finished R_Init ----- > ------ Initializing Sound ------ > SDL_Init( SDL_INIT_AUDIO )... OK > SDL audio driver is "dsound". > SDL_AudioSpec: > Format: AUDIO_S16LSB > Freq: 22050 > Samples: 512 > Channels: 2 > Starting SDL audio callback... > SDL audio initialized. > ----- Sound Info ----- > 1 stereo > 16384 samples > 16 samplebits > 1 submission_chunk > 22050 speed > 02216640 dma buffer > No background file. > ---------------------- > Sound initialization successful. > -------------------------------- > Sound memory manager started > Loading vm file vm/ui.qvm... > VM file ui compiled to 594408 bytes of code > ui loaded in 1368576 bytes on the hunk > 35 arenas parsed > 32 bots parsed > --- Common Initialization Complete --- > Winsock Initialized > Opening IP socket: localhost:27960 > Hostname: smiley-mobile.chillerlan.net > IP: 192.168.0.242 > IP: 5.93.243.96 > ]\quit > ----- CL_Shutdown ----- > Closing SDL audio device... > SDL audio device shut down. > RE_Shutdown( 1 ) > ----------------------- > > --- > 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 raute at base0x23.de Tue Nov 27 11:16:27 2007 From: raute at base0x23.de (#@) Date: Tue, 27 Nov 2007 17:16:27 +0100 Subject: [quake3] windows VISTA + ATI => wrong GL_RENDER !? In-Reply-To: References: Message-ID: > ... he has this problem with: > wop(old nonSDL(based on ioq3 r1051) + mingw ... SDL + mingw) remove the nonSDL ... I requested him to test it again with this version ... and he hadn't the bug with it, while testing again ... so we are also at sdl-only bug ... From chewy509 at lycos.com Thu Nov 29 22:32:40 2007 From: chewy509 at lycos.com (darran kartaschew) Date: Thu, 29 Nov 2007 22:32:40 -0500 (EST) Subject: ioQuake3 on Solaris x86 Message-ID: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> An HTML attachment was scrubbed... URL: From baggett.patrick at gmail.com Fri Nov 30 00:25:13 2007 From: baggett.patrick at gmail.com (Patrick Baggett) Date: Thu, 29 Nov 2007 23:25:13 -0600 Subject: [quake3] ioQuake3 on Solaris x86 In-Reply-To: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> References: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> Message-ID: <52f46b6b0711292125o7fc4e3beofd7b1c5aa1ee7c40@mail.gmail.com> IOQuake3 uses SDL for video initialization (see code/sdl/sdl_glimp.c). Wouldn't this be more of an SDL issue rather than IOQuake3? I personally haven't spent a whole lot of time exploring IOQuake3's source code, but there are only two types of systems in the IOQuake3 folder, unix and win32, so it seems like all of the UNIX-based operating systems share common code. I've built IOQuake3 on IRIX, and mode changing using SDL doesn't work exactly, it just makes a smaller subwindow inside of the original window. This behavior occured in a few other SDL-based games that tried to change the fullscreen resolution, so I wouldn't be surprised if the same thing happened on Solaris -- both are pretty low usage on the home desktop compared to Win32/OSX. I'll defer to anyone who can accept or reject this statement, but I would seriously suggest checking SDL/Solaris to see if that is the case. Well, if you do programming... On Nov 29, 2007 9:32 PM, darran kartaschew wrote: > Hi Guys, > > First of all I'd like to thank Vincent for creating the ioQuake3 packages > for Solaris. You rock! :) > > I do have 1 question that I haven't been able to seem to get an answer on > via Google, ioQuake3 IRC channel or otherwise, so am asking here. > > ioQuake3 runs perfectly in windowed mode, however on selecting Full screen > within the setup, ioQuake3 will stay in windowed mode (no errors in the > console indicating lack of DGA, VidModeExtension, etc). It does however > switch to the desired/selected resolution as specified in the system setup. > Forcing full screen either via the console or command line results in > ioQuake3 running in window mode and not full screen. AFAIK all the relevant > X.org modules are loaded, eg DGA, VidModeExtensions, GLX, etc. > > Has anyone experienced this or heard of others experiencing the same, > using the packages supplied to the community via the www.ioquake3.orgwebsite? > > If it's a simple case of full screen with ioQuake3 on Solaris not being > supported, so be it. I just haven't been able to get an answer from anyone > either way? > > My system specs are: > Sun Solaris Express Developer Edn 09/07 > Current nVidia drivers from www.nvidia.com > Tyan K8W motherboard. > 2x Opteron 242 > PNY GeForce FX5500 w/256MB AGP w/20" BenQ Widescreen LCD monitor > 2GB RAM > Adaptec 2120S SCSI RAID w/ 3x 10K SCSI drives in RAID > Adaptec 39160 controller w/ VXA-1 Tape drive > 400GB Seagate 7200.10 PATA HDD > Pioneer DVR-107D DVD-RW drive. > > Using the ioQuake3 packages from the ioQuake3 website, and on occasion > play Urban Terror mod as well... > > Also, all other OpenGL apps are fine and XScreenSavers will enter full > screen mode fine. Xorg.conf has "1680x1050" "1280x1024" "1024x768" > "800x600" modes and mode switching via "CTRL ALT +" is fine. And thus > suspect it's a ioQuake3 issue. > > PS. Thanks for your time. :) And if it's a bug within ioQuake3, I'll > happily submit a case to Bugzilla. > > Chewy --- 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 vincent at cojot.name Fri Nov 30 03:01:47 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Fri, 30 Nov 2007 09:01:47 +0100 (CET) Subject: [quake3] ioQuake3 on Solaris x86 In-Reply-To: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> References: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> Message-ID: Hello Darran, Glad to hear the x86 packages work for you. :) I built them on a Solaris x86 VMWare guest so I am unable to fully test them... :) As for the full-screen mode, it never really worked AFAIK on Sparc either (It would usually result in a full back screen with the borderless windows of ioq3 in the middle, no scaling, etc..). What version of the NVidia drivers are you using? As Patrick said, it's most likely an SDL porting issue. Where did your SDL come from? From the companion CD or did you compile it yourself? I've never seen an SDL app go full screen on Solaris (Sparc) so maybe the problem could be investigated and code added to libSDL. I have a couple source examples with Sun DGA but it's difficult to justify the time writing these routines into libSDL as Sun appears to be moving away from Xsun to Xorg. I'll update the packages soon and we'll see if that makes a difference. Regards, Vincent On Thu, 29 Nov 2007, darran kartaschew wrote: > Hi Guys, > > First of all I'd like to thank Vincent for creating the ioQuake3 packages for Solaris. You rock! :) > > I do have 1 question that I haven??t been able to seem to get an answer on via Google, ioQuake3 IRC channel or otherwise, so am asking > here. > > ioQuake3 runs perfectly in windowed mode, however on selecting Full screen within the setup, ioQuake3 will stay in windowed mode (no > errors in the console indicating lack of DGA, VidModeExtension, etc). It does however switch to the desired/selected resolution as > specified in the system setup. Forcing full screen either via the console or command line results in ioQuake3 running in window mode > and not full screen. AFAIK all the relevant X.org modules are loaded, eg DGA, VidModeExtensions, GLX, etc. > > Has anyone experienced this or heard of others experiencing the same, using the packages supplied to the community via the > www.ioquake3.org website? > > If it??s a simple case of full screen with ioQuake3 on Solaris not being supported, so be it. I just haven't been able to get an answer > from anyone either way? > > My system specs are: > Sun Solaris Express Developer Edn 09/07 > Current nVidia drivers from www.nvidia.com > Tyan K8W motherboard. > 2x Opteron 242 > PNY GeForce FX5500 w/256MB AGP w/20" BenQ Widescreen LCD monitor > 2GB RAM > Adaptec 2120S SCSI RAID w/ 3x 10K SCSI drives in RAID > Adaptec 39160 controller w/ VXA-1 Tape drive > 400GB Seagate 7200.10 PATA HDD > Pioneer DVR-107D DVD-RW drive. > > Using the ioQuake3 packages from the ioQuake3 website, and on occasion play Urban Terror mod as well... > > Also, all other OpenGL apps are fine and XScreenSavers will enter full screen mode fine. Xorg.conf has "1680x1050" "1280x1024" > "1024x768" "800x600" modes and mode switching via "CTRL ALT +" is fine. And thus suspect it's a ioQuake3 issue. > > PS. Thanks for your time. :) And if it's a bug within ioQuake3, I'll happily submit a case to Bugzilla. > > Chewy --- To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org Mailing list archives: > http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost From link.dupont at mac.com Fri Nov 30 04:09:57 2007 From: link.dupont at mac.com (Link Dupont) Date: Fri, 30 Nov 2007 01:09:57 -0800 Subject: ioquake3 on Leopard? Message-ID: <0DC4AE85-042C-4EF2-9889-0C2C9E54D9F4@mac.com> Sorry if this has been brought up before, but I just joined the list. I'm trying to hack ioquake3 into compiling on Mac OS X 10.5, but I appear to be getting stuck at q3cpp; it seems to be rejecting every "- D" option I throw at it. The command make is dying on is: $ build/release-darwin-i386/tools/q3cpp -D__STDC__ -D__STRICT_ANSI__ - D__signed__=signed -DQ3_VM -D__LCC__ -v -nostdinc code/cgame/cg_main.c cpp: :1 Illegal -D or -U argument No matter what I define with -D to q3cpp, it gives me that same error; I'm beginning to wonder if the cpp code is being compiled wrong. I was able to drop in /usr/bin/cpp, and received some warnings from q3lcc, so it seems like the system cpp processed the files okay(?). Any pointers in the right direction? Link Dupont link.dupont at mac.com www.linkdupont.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From vincent at cojot.name Fri Nov 30 06:20:44 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Fri, 30 Nov 2007 12:20:44 +0100 (CET) Subject: [quake3] ioQuake3 on Solaris x86 In-Reply-To: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> References: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> Message-ID: Hello Tim, Ludwig, Could one of you apply the following patch? It fixes some fixes in the Solaris/x86 side of the Makefile and it also fixes the pkg prototypes for Solaris with the startup scripts. Thank you. Vincent -------------- next part -------------- Index: trunk/misc/setup/pkg/ioq3ded.sh =================================================================== --- trunk/misc/setup/pkg/ioq3ded.sh (revision 1219) +++ trunk/misc/setup/pkg/ioq3ded.sh (working copy) @@ -2,22 +2,21 @@ # Rev: $Id: ioq3ded.sh,v 1.9 2006/01/18 13:47:42 raistlin Exp raistlin $ # Needed to make symlinks/shortcuts work. # the binaries must run with correct working directory -# IOQ3_DIR=/usr/local/share/games/quake3 -COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` +COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr '[:upper:]' '[:lower:]'` COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` EXEC_REL=release -#EXEC_BIN=ioquake3.${COMPILE_ARCH} -#EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} +# EXEC_BIN=ioquake3.${COMPILE_ARCH} +# EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} EXEC_BIN=ioq3ded.${COMPILE_ARCH} -EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" +EXEC_FLAGS="+set fs_basepath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set com_ansiColor 0" -EXEC_DIR_LIST=${IOQ3_DIR} +EXEC_DIR_LIST="${IOQ3_DIR}" for d in ${EXEC_DIR_LIST} do Index: trunk/misc/setup/pkg/ioquake3d/prototype.template =================================================================== --- trunk/misc/setup/pkg/ioquake3d/prototype.template (revision 1219) +++ trunk/misc/setup/pkg/ioquake3d/prototype.template (working copy) @@ -1,6 +1,5 @@ !default 0755 root bin i pkginfo -i copyright i depend i postinstall i postremove Index: trunk/misc/setup/pkg/ioquake3.sh =================================================================== --- trunk/misc/setup/pkg/ioquake3.sh (revision 1219) +++ trunk/misc/setup/pkg/ioquake3.sh (working copy) @@ -5,18 +5,18 @@ IOQ3_DIR=/usr/local/share/games/quake3 -COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr A-Z a-z` +COMPILE_PLATFORM=`uname|sed -e s/_.*//|tr '[:upper:]' '[:lower:]'` COMPILE_ARCH=`uname -p | sed -e s/i.86/i386/` EXEC_REL=release EXEC_BIN=ioquake3.${COMPILE_ARCH} -#EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} -#EXEC_BIN=ioq3ded.${COMPILE_ARCH} +# EXEC_BIN=ioquake3-smp.${COMPILE_ARCH} +# EXEC_BIN=ioq3ded.${COMPILE_ARCH} -EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" +EXEC_FLAGS="+set fs_basepath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set com_ansiColor 0" -EXEC_DIR_LIST=${IOQ3_DIR} +EXEC_DIR_LIST="${IOQ3_DIR}" for d in ${EXEC_DIR_LIST} do Index: trunk/misc/setup/Solaris_pkg.sh =================================================================== --- trunk/misc/setup/Solaris_pkg.sh (revision 1219) +++ trunk/misc/setup/Solaris_pkg.sh (working copy) @@ -1,7 +1,7 @@ #!/bin/bash # Source directory -MOUNT_DIR="../../.." +MOUNT_DIR="../.." # Solaris stuff PLATFORM=`uname|sed -e s/_.*//|tr '[:upper:]' '[:lower:]'` @@ -29,9 +29,9 @@ # build directories BUILD_DIR="${MOUNT_DIR}/build/release-${PLATFORM}-${ARCH}" -PKG_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_SOLARIS_NAME}" +PKG_SRC_DIR="${MOUNT_DIR}/misc/setup/pkg/${PKG_SOLARIS_NAME}" PKG_BUILD_DIR="/tmp/ioquake3-build/${PKG_SOLARIS_NAME}-${BUILD_VERSION}" -PKG_DATA_SRC_DIR="${MOUNT_DIR}/code/unix/setup/pkg/${PKG_DATA_NAME}" +PKG_DATA_SRC_DIR="${MOUNT_DIR}/misc/setup/pkg/${PKG_DATA_NAME}" PKG_DATA_BUILD_DIR="/usr/local/src/quake3-data/quake3" # Tools @@ -80,8 +80,8 @@ for EXEC_SH in ioq3ded.sh ioquake3.sh do - if [ -f ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ]; then - ${INSTALL_BIN} ${MOUNT_DIR}/code/unix/setup/pkg/${EXEC_SH} ${PKG_BUILD_DIR}/${EXEC_SH} + if [ -f ${MOUNT_DIR}/misc/setup/pkg/${EXEC_SH} ]; then + ${INSTALL_BIN} ${MOUNT_DIR}/misc/setup/pkg/${EXEC_SH} ${PKG_BUILD_DIR}/${EXEC_SH} fi done @@ -118,7 +118,7 @@ fi fi if [ -f ${EULA_DIR}/id_patch_pk3s_Q3A_EULA.txt ]; then - ${INSTALL_DATA} ${EULA_DIR}/id_patch_pk3s_Q3A_EULA.txt ${PKG_DATA_SRC_DIR}/copyright + ${INSTALL_DATA} ${EULA_DIR}/id_patch_pk3s_Q3A_EULA.txt ${PKG_DATA_SRC_DIR}/copyright fi ${PKGPROTO} ${PKG_DATA_BUILD_DIR}=quake3 | \ Index: trunk/Makefile =================================================================== --- trunk/Makefile (revision 1219) +++ trunk/Makefile (working copy) @@ -702,6 +702,7 @@ BASE_CFLAGS += -m32 LDFLAGS += -m32 BASE_CFLAGS += -I/usr/X11/include/NVIDIA + CLIENT_LDFLAGS += -L/usr/X11/lib/NVIDIA -R/usr/X11/lib/NVIDIA endif endif @@ -722,7 +723,7 @@ BOTCFLAGS=-O0 - CLIENT_LDFLAGS=$(shell sdl-config --libs) -lGL + CLIENT_LDFLAGS +=$(shell sdl-config --libs) -lGL else # ifeq sunos From ludwig.nussel at suse.de Fri Nov 30 07:57:26 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 30 Nov 2007 13:57:26 +0100 Subject: [quake3] ioQuake3 on Solaris x86 In-Reply-To: References: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> Message-ID: <20071130125726.GA22514@suse.de> vincent at cojot.name wrote: > Could one of you apply the following patch? It fixes some fixes in the > Solaris/x86 side of the Makefile and it also fixes the pkg prototypes for > Solaris with the startup scripts. Thank you. > > --- trunk/misc/setup/pkg/ioquake3.sh (revision 1219) > +++ trunk/misc/setup/pkg/ioquake3.sh (working copy) > @@ -5,18 +5,18 @@ Does misc/setup/ioquake3.sh also work on Solaris maybe? > -EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" > +EXEC_FLAGS="+set fs_basepath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set com_ansiColor 0" Doesn't ioq3 automatically use vm mode 1? cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From vincent at cojot.name Fri Nov 30 09:26:56 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Fri, 30 Nov 2007 15:26:56 +0100 (CET) Subject: [quake3] ioQuake3 on Solaris x86 In-Reply-To: <20071130125726.GA22514@suse.de> References: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> <20071130125726.GA22514@suse.de> Message-ID: On Fri, 30 Nov 2007, Ludwig Nussel wrote: > Does misc/setup/ioquake3.sh also work on Solaris maybe? Nope, it doesn't and it would require much modifying to make it work on Solaris. I "decided" to leave it to the Linux people to maintain misc/setup/ioquake3.sh while I would maintain misc/setup/pkg/* for Solaris. I'll try to see if this could change but for the time being, would my patch be acceptable? >> -EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" >> +EXEC_FLAGS="+set fs_basepath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set com_ansiColor 0" > > Doesn't ioq3 automatically use vm mode 1? Just in case something changes, I'm forcing it anyway on Solaris until I can devote more engineering effort to maybe have native vm routines.. Maybe I'm wrong but at least it works... :) Thanks for reading, :) Vincent From ludwig.nussel at suse.de Fri Nov 30 10:11:10 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 30 Nov 2007 16:11:10 +0100 Subject: [quake3] ioQuake3 on Solaris x86 In-Reply-To: References: <20071129223240.HM.0000000000001qb@chewy509.bos-mail-wwl8.lycos.com> <20071130125726.GA22514@suse.de> Message-ID: <200711301611.11203.ludwig.nussel@suse.de> vincent at cojot.name wrote: > On Fri, 30 Nov 2007, Ludwig Nussel wrote: > > > Does misc/setup/ioquake3.sh also work on Solaris maybe? > > Nope, it doesn't and it would require much modifying to make it work on > Solaris. I "decided" to leave it to the Linux people to maintain > misc/setup/ioquake3.sh while I would maintain misc/setup/pkg/* for > Solaris. I'll try to see if this could change but for the time being, > would my patch be acceptable? The script is so short there can't be that much to change. But then it's your playground, patch applied. > >> -EXEC_FLAGS="+set fs_cdpath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set ttycon 0" > >> +EXEC_FLAGS="+set fs_basepath ${IOQ3_DIR} +set vm_game 1 +set vm_cgame 1 +set vm_ui 1 +set sv_pure 1 +set com_ansiColor 0" > > > > Doesn't ioq3 automatically use vm mode 1? > > Just in case something changes, I'm forcing it anyway on Solaris until I > can devote more engineering effort to maybe have native vm routines.. > Maybe I'm wrong but at least it works... :) It's not going to change until someone modfies vm_x86 for Solaris which is unlikely to happen :-) cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From zakk at timedoctor.org Fri Nov 30 19:06:16 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 30 Nov 2007 16:06:16 -0800 Subject: Move to WP for CMS and news Message-ID: <4750A578.2020903@timedoctor.org> Based on feedback, the wordpress site is now using a theme very similar to the original, and is now live on ioquake3.org Enjoy, and please leave feedback here. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jayschwa at gmail.com Fri Nov 30 19:30:32 2007 From: jayschwa at gmail.com (Jay Weisskopf) Date: Fri, 30 Nov 2007 18:30:32 -0600 Subject: [quake3] Move to WP for CMS and news In-Reply-To: <4750A578.2020903@timedoctor.org> References: <4750A578.2020903@timedoctor.org> Message-ID: Nice. I have only three notes: 1) Keep the mission statement and logo as the first thing seen on the main page. It didn't take up much room on the old site and it answers the main "what is this?" question that new viewers will have. I haven't been able to find this information in any of the other pages either. 2) The "Non-filler" menu title seems bizarre. 3) The links to images in the models page are borked (404). It's fine overall. ~ Jay On Nov 30, 2007 6:06 PM, Zachary Slater wrote: > Based on feedback, the wordpress site is now using a theme very similar > to the original, and is now live on ioquake3.org > > Enjoy, and please leave feedback here. > -- > - 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 > > > From jayschwa at gmail.com Fri Nov 30 19:39:26 2007 From: jayschwa at gmail.com (Jay Weisskopf) Date: Fri, 30 Nov 2007 18:39:26 -0600 Subject: [quake3] Move to WP for CMS and news In-Reply-To: References: <4750A578.2020903@timedoctor.org> Message-ID: Sorry for the double post, but I forgot to ask a question. Now that you've been on Dreamhost for awhile, what's your evaluation of it? I'm thinking about getting a host soon, and one of my friends was really talking them up the other day in my lab. Also, I just noticed that the little icon in the address bar isn't the logo anymore (it's the default webpage icon). ~ Jay On Nov 30, 2007 6:30 PM, Jay Weisskopf wrote: > Nice. I have only three notes: > > 1) Keep the mission statement and logo as the first thing seen on the > main page. It didn't take up much room on the old site and it answers > the main "what is this?" question that new viewers will have. I > haven't been able to find this information in any of the other pages > either. > > 2) The "Non-filler" menu title seems bizarre. > > 3) The links to images in the models page are borked (404). > > It's fine overall. > > ~ Jay > > > > > On Nov 30, 2007 6:06 PM, Zachary Slater wrote: > > Based on feedback, the wordpress site is now using a theme very similar > > to the original, and is now live on ioquake3.org > > > > Enjoy, and please leave feedback here. > > -- > > - 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 > > > > > > > From jorgepblank at gmail.com Fri Nov 30 19:50:26 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Fri, 30 Nov 2007 16:50:26 -0800 Subject: [quake3] Move to WP for CMS and news In-Reply-To: References: <4750A578.2020903@timedoctor.org> Message-ID: <28406b400711301650t19979109ra510c1341b38eb91@mail.gmail.com> I love dreamhost. Yeah, change the favicon back (It's easy). Also, the navigation links are too close to the border. Do this in wp-content/yourtheme/style.css in line 67 "padding-left: 5px;". That worked for me. Maybe even distinguish the navigation link categories, the only difference now is that they're not underlined and it's hard to tell that they're categories. Maybe a different color, or a larger size? To do this, go to the same file and somewhere towards the end add ".skinnylist b { font-size: 1.2em; ", of course play around with the font size. I'm sure you know how to do all this actually, seeing as you most likely adapted the theme to wordpress on your own. On Nov 30, 2007 4:39 PM, Jay Weisskopf wrote: > Sorry for the double post, but I forgot to ask a question. Now that > you've been on Dreamhost for awhile, what's your evaluation of it? I'm > thinking about getting a host soon, and one of my friends was really > talking them up the other day in my lab. > > Also, I just noticed that the little icon in the address bar isn't the > logo anymore (it's the default webpage icon). > > ~ Jay > > > > On Nov 30, 2007 6:30 PM, Jay Weisskopf wrote: > > Nice. I have only three notes: > > > > 1) Keep the mission statement and logo as the first thing seen on the > > main page. It didn't take up much room on the old site and it answers > > the main "what is this?" question that new viewers will have. I > > haven't been able to find this information in any of the other pages > > either. > > > > 2) The "Non-filler" menu title seems bizarre. > > > > 3) The links to images in the models page are borked (404). > > > > It's fine overall. > > > > ~ Jay > > > > > > > > > > On Nov 30, 2007 6:06 PM, Zachary Slater wrote: > > > Based on feedback, the wordpress site is now using a theme very > similar > > > to the original, and is now live on ioquake3.org > > > > > > Enjoy, and please leave feedback here. > > > -- > > > - 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 > > > > > > > > > > > > > --- > 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 Fri Nov 30 19:59:06 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 30 Nov 2007 16:59:06 -0800 Subject: [quake3] Move to WP for CMS and news In-Reply-To: References: <4750A578.2020903@timedoctor.org> Message-ID: <4750B1DA.1080607@timedoctor.org> Jay Weisskopf wrote: > Nice. I have only three notes: > > 1) Keep the mission statement and logo as the first thing seen on the > main page. It didn't take up much room on the old site and it answers > the main "what is this?" question that new viewers will have. I > haven't been able to find this information in any of the other pages > either. Fixed. > 2) The "Non-filler" menu title seems bizarre. Fixed. > 3) The links to images in the models page are borked (404). Fixed. > It's fine overall. > > ~ Jay > > -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Fri Nov 30 20:01:27 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 30 Nov 2007 17:01:27 -0800 Subject: [quake3] Move to WP for CMS and news In-Reply-To: References: <4750A578.2020903@timedoctor.org> Message-ID: <4750B267.9010301@timedoctor.org> Jay Weisskopf wrote: > Sorry for the double post, but I forgot to ask a question. Now that > you've been on Dreamhost for awhile, what's your evaluation of it? I'm > thinking about getting a host soon, and one of my friends was really > talking them up the other day in my lab. They're good, but if I had the money I'd get a colocated server so I could run an ioquake3 dedicated server, and gain some speed + reliability. > Also, I just noticed that the little icon in the address bar isn't the > logo anymore (it's the default webpage icon). > > ~ Jay Yeah I need to fix that. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Fri Nov 30 20:07:45 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 30 Nov 2007 17:07:45 -0800 Subject: [quake3] Move to WP for CMS and news In-Reply-To: <28406b400711301650t19979109ra510c1341b38eb91@mail.gmail.com> References: <4750A578.2020903@timedoctor.org> <28406b400711301650t19979109ra510c1341b38eb91@mail.gmail.com> Message-ID: <4750B3E1.8000008@timedoctor.org> Done. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jorgepblank at gmail.com Fri Nov 30 20:14:42 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Fri, 30 Nov 2007 17:14:42 -0800 Subject: [quake3] Move to WP for CMS and news In-Reply-To: <4750B3E1.8000008@timedoctor.org> References: <4750A578.2020903@timedoctor.org> <28406b400711301650t19979109ra510c1341b38eb91@mail.gmail.com> <4750B3E1.8000008@timedoctor.org> Message-ID: <28406b400711301714n62927172sf65c45920002bc11@mail.gmail.com> Looks great, nice job man! On Nov 30, 2007 5:07 PM, Zachary Slater wrote: > Done. > > -- > - 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 jayschwa at gmail.com Fri Nov 30 20:51:52 2007 From: jayschwa at gmail.com (Jay Weisskopf) Date: Fri, 30 Nov 2007 19:51:52 -0600 Subject: [quake3] Move to WP for CMS and news In-Reply-To: <28406b400711301714n62927172sf65c45920002bc11@mail.gmail.com> References: <4750A578.2020903@timedoctor.org> <28406b400711301650t19979109ra510c1341b38eb91@mail.gmail.com> <4750B3E1.8000008@timedoctor.org> <28406b400711301714n62927172sf65c45920002bc11@mail.gmail.com> Message-ID: I cannot find a link to the subversion web viewer. That was pretty convenient for me. ~ Jay From jorgepblank at gmail.com Fri Nov 30 21:08:05 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Fri, 30 Nov 2007 18:08:05 -0800 Subject: [quake3] Move to WP for CMS and news In-Reply-To: References: <4750A578.2020903@timedoctor.org> <28406b400711301650t19979109ra510c1341b38eb91@mail.gmail.com> <4750B3E1.8000008@timedoctor.org> <28406b400711301714n62927172sf65c45920002bc11@mail.gmail.com> Message-ID: <28406b400711301808j6493cbf8kf9f27f581049fbd7@mail.gmail.com> http://svn.icculus.org/quake3/trunk/ On Nov 30, 2007 5:51 PM, Jay Weisskopf wrote: > I cannot find a link to the subversion web viewer. That was pretty > convenient for me. > > ~ Jay > > --- > 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 jayschwa at gmail.com Fri Nov 30 22:29:27 2007 From: jayschwa at gmail.com (Jay Weisskopf) Date: Fri, 30 Nov 2007 21:29:27 -0600 Subject: [quake3] Move to WP for CMS and news In-Reply-To: <28406b400711301808j6493cbf8kf9f27f581049fbd7@mail.gmail.com> References: <4750A578.2020903@timedoctor.org> <28406b400711301650t19979109ra510c1341b38eb91@mail.gmail.com> <4750B3E1.8000008@timedoctor.org> <28406b400711301714n62927172sf65c45920002bc11@mail.gmail.com> <28406b400711301808j6493cbf8kf9f27f581049fbd7@mail.gmail.com> Message-ID: The updated pk3 files link on the source page does not appear to work. ~ Jay