From tim at ngus.net Sat Sep 1 22:21:43 2007 From: tim at ngus.net (Tim Angus) Date: Sun, 2 Sep 2007 03:21:43 +0100 Subject: Unified SDL branch Message-ID: <20070902032143.cf405696.tim@ngus.net> I've recently committed a new branch whose main purpose is to bring all the platforms together under SDL. I'd like to get this on the trunk as soon as possible, so some testing would be appreciated, particularly on Windows where there is the most change. Check the branch out with: svn co svn://svn.icculus.org/quake3/branches/unified-sdl/ ioq3-sdl/ You'll need an SDL DLL, placed in your Q3 directory: http://www.libsdl.org/release/SDL-1.2.12-win32.zip There is no server console yet, so running dedicated servers with the client is not possible at the moment. The Linux version won't appear to have changed a great deal, but some testing there would be good too. The OS X version might not build, as I don't have a Mac to test, but if it is broken it shouldn't be very hard to get going again. Thanks. From jayschwa at gmail.com Sun Sep 2 07:21:42 2007 From: jayschwa at gmail.com (Josh Weisskopf) Date: Sun, 2 Sep 2007 06:21:42 -0500 Subject: Xinerama and mouse Message-ID: I'm currently utilizing Xinerama on my Ubuntu machine. After some digging around, I discovered I can set SDL_VIDEO_FULLSCREEN_HEAD to my screen of choice when launching ioq3. That keeps ioq3 to the one screen, as expected, but my mouse blips out of existence if I try to move it. I'm not sure if this is an ioq3 issue or a broader SDL issue. Any of you gurus know what the problem might be? Are there some additional variables I need to set? Josh -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Sun Sep 2 13:14:25 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 02 Sep 2007 10:14:25 -0700 Subject: [quake3] Xinerama and mouse In-Reply-To: References: Message-ID: <46DAEF71.4040304@timedoctor.org> Josh Weisskopf wrote: > I'm currently utilizing Xinerama on my Ubuntu machine. After some > digging around, I discovered I can set SDL_VIDEO_FULLSCREEN_HEAD to my > screen of choice when launching ioq3. That keeps ioq3 to the one screen, > as expected, but my mouse blips out of existence if I try to move it. > I'm not sure if this is an ioq3 issue or a broader SDL issue. Any of you > gurus know what the problem might be? Are there some additional > variables I need to set? > > Josh What I used with multi-display in the past was enlightenment, and setting the application to windowed at the resolution of the monitor. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From defsyn at gmail.com Sun Sep 2 20:51:38 2007 From: defsyn at gmail.com (Henry Garcia) Date: Sun, 2 Sep 2007 20:51:38 -0400 Subject: [quake3] Unified SDL branch In-Reply-To: <20070902032143.cf405696.tim@ngus.net> References: <20070902032143.cf405696.tim@ngus.net> Message-ID: On 9/1/07, Tim Angus wrote: > > I've recently committed a new branch whose main purpose is to bring all > the platforms together under SDL. I'd like to get this on the trunk as > soon as possible, so some testing would be appreciated, particularly on > Windows where there is the most change. Check the branch out with: > > svn co svn://svn.icculus.org/quake3/branches/unified-sdl/ ioq3-sdl/ This directory doesn't exist: should be svn://svn.icculus.org/quake3/branches/unified-sdl/ Is the above what you meant You'll need an SDL DLL, placed in your Q3 directory: > http://www.libsdl.org/release/SDL-1.2.12-win32.zip Notice there is no change for flags using SDL in the mingw32 section? Should there be? Anyway, it compiled ok and ran on Windows 2000 with an Intel 82845 chipset. using the above corrected directory and the SDL.dll file from above site. SDL_Init (SDL_INIT_VIDEO) ok appears in the console messages. So I take it SDL is running. Comments (1) Performance jump of about 30 % in frame rate. (2) The brightness control doesn't work: gets brighter when I adjust it down. Good job. Looks like the first major improvement for Windows in quite awhile. There is no server console yet, so running dedicated servers with the > client is not possible at the moment. > > The Linux version won't appear to have changed a great deal, but some > testing there would be good too. The OS X version might not build, as I > don't have a Mac to test, but if it is broken it shouldn't be very hard > to get going again. > > Thanks. > > > --- > 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 icculus at icculus.org Sun Sep 2 22:39:16 2007 From: icculus at icculus.org (Ryan C. Gordon) Date: Sun, 02 Sep 2007 22:39:16 -0400 Subject: [quake3] Unified SDL branch In-Reply-To: References: <20070902032143.cf405696.tim@ngus.net> Message-ID: <46DB73D4.6020803@icculus.org> > svn co svn://svn.icculus.org/quake3/branches/unified-sdl/ ioq3-sdl/ > > This directory doesn't exist: should be > > svn://svn.icculus.org/quake3/branches/unified-sdl/ The "ioq3-sdl" thing at the end is where to do the checkout on your local system. --ryan. From vincent at cojot.name Mon Sep 3 03:03:02 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 3 Sep 2007 09:03:02 +0200 (CEST) Subject: [quake3] Unified SDL branch In-Reply-To: <20070902032143.cf405696.tim@ngus.net> References: <20070902032143.cf405696.tim@ngus.net> Message-ID: On Solaris/SPARC, the unified-sdl fails with: CC code/jpeg-6/jdpostct.c CC code/jpeg-6/jdsample.c CC code/jpeg-6/jdtrans.c CC code/jpeg-6/jerror.c CC code/jpeg-6/jerror.c In file included from code/jpeg-6/../renderer/tr_local.h:31, from code/jpeg-6/jerror.c:16: code/jpeg-6/../renderer/qgl.h:56:22: GL/glext.h: No such file or directory gmake[2]: *** [build/release-sunos-sparc/client/jerror.o] Error 1 gmake[2]: Leaving directory `/export/home/vcojot/SVN/icculus/quake3-Solaris/branches/unified-sdl' gmake[1]: *** [targets] Error 2 gmake[1]: Leaving directory `/export/home/vcojot/SVN/icculus/quake3-Solaris/branches/unified-sdl' gmake: *** [release] Error 2 There is no GL/glext.h on Solaris/SPARC, under Solaris x86/x64 it is provided by the NVidia drivers. I have not checked the changed details but I wanted to report that... Thanks, Vincent On Sun, 2 Sep 2007, Tim Angus wrote: > I've recently committed a new branch whose main purpose is to bring all > the platforms together under SDL. I'd like to get this on the trunk as > soon as possible, so some testing would be appreciated, particularly on > Windows where there is the most change. Check the branch out with: > > svn co svn://svn.icculus.org/quake3/branches/unified-sdl/ ioq3-sdl/ > > You'll need an SDL DLL, placed in your Q3 directory: > http://www.libsdl.org/release/SDL-1.2.12-win32.zip > > There is no server console yet, so running dedicated servers with the > client is not possible at the moment. > > The Linux version won't appear to have changed a great deal, but some > testing there would be good too. The OS X version might not build, as I > don't have a Mac to test, but if it is broken it shouldn't be very hard > to get going again. > > Thanks. From defsyn at gmail.com Mon Sep 3 13:30:48 2007 From: defsyn at gmail.com (Henry Garcia) Date: Mon, 3 Sep 2007 13:30:48 -0400 Subject: [quake3] Unified SDL branch In-Reply-To: References: <20070902032143.cf405696.tim@ngus.net> Message-ID: On 9/1/07, Tim Angus wrote: > > I've recently committed a new branch whose main purpose is to bring all > the platforms together under SDL. I'd like to get this on the trunk as > soon as possible, so some testing would be appreciated, particularly on > Windows Tested the svn 1151 on another machine running Windows 2000 with a Radeon 8500LE. Having similar problems with changing the brightness level. Was able to get an acceptable picture by turning off the overbright bit and turning it back on from the console (doing vid_restart). Picture had lost color and depth: using the lightmap setting as opposed to vertex lighting. The brightness adjustment in the display setup screen was not working. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Tue Sep 4 23:48:22 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 04 Sep 2007 20:48:22 -0700 Subject: New Web Site Preview Message-ID: <46DE2706.9050700@timedoctor.org> http://www.ioquake3.org/wp/ -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Tue Sep 4 23:48:50 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 04 Sep 2007 20:48:50 -0700 Subject: [quake3] Unified SDL branch In-Reply-To: <20070902032143.cf405696.tim@ngus.net> References: <20070902032143.cf405696.tim@ngus.net> Message-ID: <46DE2722.7020806@timedoctor.org> This is awesome. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ludwig.nussel at suse.de Wed Sep 5 02:45:08 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 5 Sep 2007 08:45:08 +0200 Subject: [quake3-commits] r1156 - in branches/unified-sdl: . code/renderer code/sdl code/sys misc misc/setup misc/setup/MacOSX In-Reply-To: <20070905032319.15835.qmail@icculus.org> References: <20070905032319.15835.qmail@icculus.org> Message-ID: <200709050845.09299.ludwig.nussel@suse.de> > Added: branches/unified-sdl/misc/setup/MacOSX/SLA.r >... > +"This Limited Use Software License Agreement (the \"Agreement\") is a legal" > +"agreement between you, the end-user, and Id Software, Inc. (\"ID\"). BY" > +"CONTINUING THE INSTALLATION OF THIS GAME DEMO PROGRAM ENTITLED QUAKE III:" > +"ARENA (THE \"SOFTWARE\"), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING" > +"OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR" > +"OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS " > +"AGREEMENT.\n" This license file shouldn't be in SVN, it belongs to id's data files. cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From tim at ngus.net Wed Sep 5 10:28:21 2007 From: tim at ngus.net (Tim Angus) Date: Wed, 5 Sep 2007 15:28:21 +0100 Subject: Unified SDL branch In-Reply-To: References: <20070902032143.cf405696.tim@ngus.net> Message-ID: <20070905152821.56a12374.tim@ngus.net> On Mon, 3 Sep 2007 13:30:48 -0400 Henry wrote: > The brightness adjustment in the display setup screen was not working. Please re-test the latest revision. Thanks. From tjw at webteam.net Wed Sep 5 10:29:48 2007 From: tjw at webteam.net (Tony J. White) Date: Wed, 5 Sep 2007 09:29:48 -0500 Subject: [quake3] Re: [quake3-commits] r1156 - in branches/unified-sdl: . code/renderer code/sdl code/sys misc misc/setup misc/setup/MacOSX In-Reply-To: <200709050845.09299.ludwig.nussel@suse.de> References: <20070905032319.15835.qmail@icculus.org> <200709050845.09299.ludwig.nussel@suse.de> Message-ID: <20070905142948.GL486@morbo.webteam.net> On Wed, Sep 05, 2007 at 08:45:08AM +0200, Ludwig Nussel wrote: > > Added: branches/unified-sdl/misc/setup/MacOSX/SLA.r > >... > > +"This Limited Use Software License Agreement (the \"Agreement\") is a legal" > > +"agreement between you, the end-user, and Id Software, Inc. (\"ID\"). BY" > > +"CONTINUING THE INSTALLATION OF THIS GAME DEMO PROGRAM ENTITLED QUAKE III:" > > +"ARENA (THE \"SOFTWARE\"), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING" > > +"OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR" > > +"OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS " > > +"AGREEMENT.\n" > > This license file shouldn't be in SVN, it belongs to id's data files. This file is used for generating the license which is displayed when opening the ioquake3 .dmg file (the Mac OS X distribution format). The .dmg file we distribute on ioquake3.org contains the .pk3 files from the latest id patch (as do the Win32 and Linux installers). This .r file had to be specially formatted for use with the Mac tools. I suppose it could be replaced with a shell script that formats the Q3A_EULA.txt file automatically, but until then, I think it should remain in. -Tony From tim at ngus.net Wed Sep 5 10:31:40 2007 From: tim at ngus.net (Tim Angus) Date: Wed, 5 Sep 2007 15:31:40 +0100 Subject: Unified SDL branch In-Reply-To: References: <20070902032143.cf405696.tim@ngus.net> Message-ID: <20070905153140.fcdbdde7.tim@ngus.net> On Mon, 3 Sep 2007 09:03:02 +0200 (CEST) vincent at cojot.name wrote: > There is no GL/glext.h on Solaris/SPARC, under Solaris x86/x64 it is > provided by the NVidia drivers. > > I have not checked the changed details but I wanted to report that... I want to move towards requiring a set of up to date GL headers, including glext.h (after all, Q3 uses a few GL extensions). Right now qgl.h contains various kludges to work around poor/missing headers -- it's pretty nasty. The alternative is to import the relevant headers into ioq3 itself, but the former option is better I think. From defsyn at gmail.com Wed Sep 5 13:50:23 2007 From: defsyn at gmail.com (Henry Garcia) Date: Wed, 5 Sep 2007 13:50:23 -0400 Subject: [quake3] Re: Unified SDL branch In-Reply-To: <20070905152821.56a12374.tim@ngus.net> References: <20070902032143.cf405696.tim@ngus.net> <20070905152821.56a12374.tim@ngus.net> Message-ID: On 9/5/07, Tim Angus wrote: > > On Mon, 3 Sep 2007 13:30:48 -0400 Henry wrote: > > The brightness adjustment in the display setup screen was not working. > > Please re-test the latest revision. Thanks. SVN_1155M Works fine in Windows 98SE Was not working in Windows 2000. But better than SVN_1151. Good picture. But slider adjuster was only working on about the 30% level: -------++--------------- Beat Klesk 10-8 and Anarki 10 - 1 in Nightmare mode. Must be the new modifications +:)- SVN_1160M Works great in Windows 2000 Professional now. Setup Screen for Brightness appears to be at 100% functionality; and the picture is great. Have not tested 1160 in 98SE yet; but it should be fine. Have to hook up the WinNT 4 workstation drive: See what it does. Is there a way to turn off SDL? USE_SDL = 0 in the makefile doesn't appear to do anything. It compiles regardless. --- > 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 oscar.vives at gmail.com Wed Sep 5 18:48:30 2007 From: oscar.vives at gmail.com (Tei) Date: Thu, 6 Sep 2007 00:48:30 +0200 Subject: [quake3] New Web Site Preview In-Reply-To: <46DE2706.9050700@timedoctor.org> References: <46DE2706.9050700@timedoctor.org> Message-ID: put a green box with round corners on the "download now" link the problem with webpages that look like blogs is that people can become lost searching something Use this javascript to do the roundcorners thing http://www.html.it/articoli/niftycube/index.html (because this one is crossbrownser and easy). Here is a example of green-box-with-round-corners to download stuff: http://www.mozilla-europe.org/en/ hope this help :I On 9/5/07, Zachary Slater wrote: > http://www.ioquake3.org/wp/ > -- > - 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 oscar.vives at gmail.com Wed Sep 5 18:51:09 2007 From: oscar.vives at gmail.com (Tei) Date: Thu, 6 Sep 2007 00:51:09 +0200 Subject: [quake3] New Web Site Preview In-Reply-To: References: <46DE2706.9050700@timedoctor.org> Message-ID: ignore my last message. On 9/6/07, Tei wrote: > put a green box with round corners on the "download now" link > > the problem with webpages that look like blogs is that people can > become lost searching something > > Use this javascript to do the roundcorners thing > http://www.html.it/articoli/niftycube/index.html > (because this one is crossbrownser and easy). > > Here is a example of green-box-with-round-corners to download stuff: > http://www.mozilla-europe.org/en/ > > hope this help :I > > > On 9/5/07, Zachary Slater wrote: > > http://www.ioquake3.org/wp/ > > -- > > - 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 mattst88 at gmail.com Wed Sep 5 19:48:43 2007 From: mattst88 at gmail.com (Matt Turner) Date: Wed, 5 Sep 2007 19:48:43 -0400 Subject: [quake3] New Web Site Preview In-Reply-To: References: <46DE2706.9050700@timedoctor.org> Message-ID: I know WP makes it a little easier to post news, etc., but I think the existing web site is much better (and much better suited) for ioquake3. Matt Turner On 9/5/07, Tei wrote: > ignore my last message. > > On 9/6/07, Tei wrote: > > put a green box with round corners on the "download now" link > > > > the problem with webpages that look like blogs is that people can > > become lost searching something > > > > Use this javascript to do the roundcorners thing > > http://www.html.it/articoli/niftycube/index.html > > (because this one is crossbrownser and easy). > > > > Here is a example of green-box-with-round-corners to download stuff: > > http://www.mozilla-europe.org/en/ > > > > hope this help :I > > > > > > On 9/5/07, Zachary Slater wrote: > > > http://www.ioquake3.org/wp/ > > > -- > > > - 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 > > > From zakk at timedoctor.org Wed Sep 5 21:37:53 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 05 Sep 2007 18:37:53 -0700 Subject: [quake3] New Web Site Preview In-Reply-To: References: <46DE2706.9050700@timedoctor.org> Message-ID: <46DF59F1.5040107@timedoctor.org> Matt Turner wrote: > I know WP makes it a little easier to post news, etc., but I think the > existing web site is much better (and much better suited) for > ioquake3. > > Matt Turner Can you be more specific as to what you like in the current site? -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jayschwa at gmail.com Wed Sep 5 22:18:50 2007 From: jayschwa at gmail.com (Josh Weisskopf) Date: Wed, 5 Sep 2007 21:18:50 -0500 Subject: [quake3] New Web Site Preview In-Reply-To: <46DF59F1.5040107@timedoctor.org> References: <46DE2706.9050700@timedoctor.org> <46DF59F1.5040107@timedoctor.org> Message-ID: The new site is quite "busy", visually. I question the utility of some of the things on the right-hand side. For instance, the tags in the right are somewhat redundant with the top menu and somewhat misleading. I initially clicked "cool features" expecting a list of features and got news posts tagged with features instead. Personally, I think the first page should mainly be focused on explaining what ioq3 is and attempting to "sell" it to the viewer. Having everything so news-centric doesn't seem as useful to me, mainly since news is pretty infrequent and people aren't likely to be checking the site regularly. Other specifcs: The "Q"s on the Help page stand out too much IMO. A smaller heading would be less distracting. The Get it page could use some headings or something to easily distinguish between platforms like the old site (I'm guessing this is just a place holder since there isn't actually anything linked here). As far as aesthetics go, I think a bit of color would be nice. By chance, I had the Quake 3 CD case sitting on my desk and I happened to notice that the white/black/grey balance matches pretty well with it. Adding a dash of red might be nice and would make it resonate with established Quake 3 artwork. Just a suggestion... not sure how artsy fartsy any of you are, or care to be. -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Wed Sep 5 22:21:47 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 05 Sep 2007 19:21:47 -0700 Subject: [quake3] New Web Site Preview In-Reply-To: References: <46DE2706.9050700@timedoctor.org> <46DF59F1.5040107@timedoctor.org> Message-ID: <46DF643B.5070501@timedoctor.org> Josh Weisskopf wrote: > The new site is quite "busy", visually. I question the utility of some > of the things on the right-hand side. For instance, the tags in the > right are somewhat redundant with the top menu and somewhat misleading. > I initially clicked "cool features" expecting a list of features and got > news posts tagged with features instead. Personally, I think the first > page should mainly be focused on explaining what ioq3 is and attempting > to "sell" it to the viewer. Having everything so news-centric doesn't > seem as useful to me, mainly since news is pretty infrequent and people > aren't likely to be checking the site regularly. Great feedback, thanks! > Other specifcs: The "Q"s on the Help page stand out too much IMO. A > smaller heading would be less distracting. The Get it page could use > some headings or something to easily distinguish between platforms like > the old site (I'm guessing this is just a place holder since there > isn't actually anything linked here). Yep. > As far as aesthetics go, I think a bit of color would be nice. By > chance, I had the Quake 3 CD case sitting on my desk and I happened to > notice that the white/black/grey balance matches pretty well with it. > Adding a dash of red might be nice and would make it resonate with > established Quake 3 artwork. Just a suggestion... not sure how artsy > fartsy any of you are, or care to be. Thanks, this is actually very useful. Unfortunately we don't really have any arty people doing work on the site. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From jayschwa at gmail.com Thu Sep 6 03:05:16 2007 From: jayschwa at gmail.com (Josh Weisskopf) Date: Thu, 6 Sep 2007 02:05:16 -0500 Subject: Tango Icon Message-ID: http://tango.freedesktop.org/User:Dobey#Games I just ran across a Quake 3 icon in the Tango Desktop Project. I personally don't think it's as polished as some of the other icons by the same author, but perhaps he'd spruce it up if someone got in touch with him. There certainly isn't anything wrong with the current ioq3 icon, but I figured I'd point this out since it seems like more projects are starting to utilize Tango. -------------- next part -------------- An HTML attachment was scrubbed... URL: From ludwig.nussel at suse.de Thu Sep 6 07:53:05 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Thu, 6 Sep 2007 13:53:05 +0200 Subject: minimum SDL version requirement? Message-ID: <200709061353.06179.ludwig.nussel@suse.de> Hi, What's the minimum SDL version we want to support? I ask because the distro I used to build RPMs with (SLES9) has 1.2.7 and current svn trunk does not build with that. The following patch is needed to make it work. Ok to commit? Running ioq3 built with SDL >= 1.2.7 on a (ppc) system with an even older libSDL will crash ioq3 at runtime due to unresolved symbols. Index: ioquake3-1.35_SVN1167/code/sdl/sdl_glimp.c =================================================================== --- ioquake3-1.35_SVN1167.orig/code/sdl/sdl_glimp.c +++ ioquake3-1.35_SVN1167/code/sdl/sdl_glimp.c @@ -47,6 +47,11 @@ typedef void *QGLContext; #define GLimp_SetCurrentContext(ctx) #endif +#if (SDL_COMPILEDVERSION < SDL_VERSIONNUM(1, 2, 10)) +#define SDL_GL_ACCELERATED_VISUAL 15 +#define SDL_GL_SWAP_CONTROL 16 +#endif + static QGLContext opengl_context; typedef enum Index: ioquake3-1.35_SVN1167/code/sys/sys_main.c =================================================================== --- ioquake3-1.35_SVN1167.orig/code/sys/sys_main.c +++ ioquake3-1.35_SVN1167/code/sys/sys_main.c @@ -35,6 +35,9 @@ Foundation, Inc., 51 Franklin St, Fifth #ifndef DEDICATED #include "SDL.h" +#if (SDL_COMPILEDVERSION < SDL_VERSIONNUM(1, 2, 10)) +#include "SDL_cpuinfo.h" +#endif #endif #include "sys_local.h" @@ -194,6 +197,8 @@ cpuFeatures_t Sys_GetProcessorFeatures( cpuFeatures_t features = 0; #ifndef DEDICATED +#if SDL_VERSION_ATLEAST(1,2,7) +// XXX: with an old SDL lib this will crash at runtime if( SDL_HasRDTSC( ) ) features |= CF_RDTSC; if( SDL_HasMMX( ) ) features |= CF_MMX; if( SDL_HasMMXExt( ) ) features |= CF_MMX_EXT; @@ -202,6 +207,9 @@ cpuFeatures_t Sys_GetProcessorFeatures( if( SDL_HasSSE( ) ) features |= CF_SSE; if( SDL_HasSSE2( ) ) features |= CF_SSE2; if( SDL_HasAltiVec( ) ) features |= CF_ALTIVEC; +#else +#warning Need SDL >= 1.2.7 to detect CPU features +#endif #endif return features; cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From oscar.vives at gmail.com Fri Sep 7 04:59:05 2007 From: oscar.vives at gmail.com (Tei) Date: Fri, 7 Sep 2007 10:59:05 +0200 Subject: [quake3] Tango Icon In-Reply-To: References: Message-ID: On 9/6/07, Josh Weisskopf wrote: > http://tango.freedesktop.org/User:Dobey#Games > > I just ran across a Quake 3 icon in the Tango Desktop Project. I personally > don't think it's as polished as some of the other icons by the same author, > but perhaps he'd spruce it up if someone got in touch with him. There > certainly isn't anything wrong with the current ioq3 icon, but I figured I'd > point this out since it seems like more projects are starting to utilize > Tango. > The Quake3 one is substandard. How this work? You have to contact the author and whine? Or you can get the source and tweak it on Inkspace so it looks better and send the result to the author? Almost all this icons have shadow, so maybe this one miss this. Also is a problem that the details on the Q3 logo are soo vertical, because pixel aliasing. Maybe the Q3 icons is simply not good for low res stuff. But only looks Ok with 120+ pixels wide. If you send me the SVG, I will tweak it and generate good looking versions on 6 resolutions. I used to do pixel art in my Commodore 64 From defsyn at gmail.com Fri Sep 7 18:39:38 2007 From: defsyn at gmail.com (Henry Garcia) Date: Fri, 7 Sep 2007 18:39:38 -0400 Subject: Compiles, but MSVS MingW compile error? SVN_1171 and earlier Message-ID: Q3LCC code/cgame/cg_main.c cpp: Can't open input file Files\MSVS make-3.79.1.exe[2]: *** [build/release-mingw32-x86/baseq3/cgame/cg_main.asm] Error 1 make-3.79.1.exe[2]: Leaving directory `/home/Henry/quake3' make-3.79.1.exe[1]: *** [targets] Error 2 make-3.79.1.exe[1]: Leaving directory `/home/Henry/quake3' make-3.79.1.exe: *** [release] Error 2 Also, have BUILD_GAME_QVM = 1 But the .qvm files fail to build on Windows 2000 with Visual Studio 2003 installed. But they build on Windows 98 with Visual Studio 6 installed (C++, VB6) Any clue? Hank -------------- next part -------------- An HTML attachment was scrubbed... URL: From f0rqu3 at gmail.com Fri Sep 7 20:57:47 2007 From: f0rqu3 at gmail.com (mister fork) Date: Sat, 8 Sep 2007 03:57:47 +0300 Subject: [quake3] Tango Icon In-Reply-To: References: Message-ID: <7cd2d9980709071757i14fc0759v10875582a97dbe9f@mail.gmail.com> http://f0rqu3.deviantart.com/art/quake3-icon-64264660 this is the one I made from the original logo and there is another in ioquake3 svn On 9/7/07, Tei wrote: > > On 9/6/07, Josh Weisskopf wrote: > > http://tango.freedesktop.org/User:Dobey#Games > > > > I just ran across a Quake 3 icon in the Tango Desktop Project. I > personally > > don't think it's as polished as some of the other icons by the same > author, > > but perhaps he'd spruce it up if someone got in touch with him. There > > certainly isn't anything wrong with the current ioq3 icon, but I figured > I'd > > point this out since it seems like more projects are starting to utilize > > Tango. > > > > The Quake3 one is substandard. How this work? You have to contact the > author and whine? Or you can get the source and tweak it on Inkspace > so it looks better and send the result to the author? Almost all this > icons have shadow, so maybe this one miss this. > Also is a problem that the details on the Q3 logo are soo vertical, > because pixel aliasing. Maybe the Q3 icons is simply not good for low > res stuff. But only looks Ok with 120+ pixels wide. > > If you send me the SVG, I will tweak it and generate good looking > versions on 6 resolutions. I used to do pixel art in my Commodore 64 > > --- > 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 Sat Sep 8 01:54:26 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Fri, 07 Sep 2007 22:54:26 -0700 Subject: [quake3] Tango Icon In-Reply-To: <7cd2d9980709071757i14fc0759v10875582a97dbe9f@mail.gmail.com> References: <7cd2d9980709071757i14fc0759v10875582a97dbe9f@mail.gmail.com> Message-ID: <46E23912.1000704@timedoctor.org> mister fork wrote: > http://f0rqu3.deviantart.com/art/quake3-icon-64264660 > this is the one I made from the original logo > and there is another in ioquake3 svn This is awesome, can I use it? -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From spamhans at yahoo.de Sat Sep 8 07:03:12 2007 From: spamhans at yahoo.de (Per Hansen) Date: Sat, 08 Sep 2007 13:03:12 +0200 Subject: [Bulk] Re: [quake3] Tango Icon In-Reply-To: <46E23912.1000704@timedoctor.org> References: <7cd2d9980709071757i14fc0759v10875582a97dbe9f@mail.gmail.com> <46E23912.1000704@timedoctor.org> Message-ID: <46E28170.2060707@yahoo.de> Zachary Slater schrieb: > mister fork wrote: >> http://f0rqu3.deviantart.com/art/quake3-icon-64264660 >> this is the one I made from the original logo >> and there is another in ioquake3 svn > > This is awesome, can I use it? I think he ment to use it under the GPL in ioq3 :) For normal use there is no need to ask... http://creativecommons.org/licenses/by-nc-sa/2.5/ From 911freak at gmail.com Sat Sep 8 08:01:35 2007 From: 911freak at gmail.com (Ahmed MANSOUR) Date: Sat, 8 Sep 2007 12:01:35 +0000 Subject: [quake3] Tango Icon In-Reply-To: References: Message-ID: I found this one on wikipedia http://de.wikipedia.org/wiki/Bild:Quake_3_Logo.svg 2007/9/7, Tei : > > On 9/6/07, Josh Weisskopf wrote: > > http://tango.freedesktop.org/User:Dobey#Games > > > > I just ran across a Quake 3 icon in the Tango Desktop Project. I > personally > > don't think it's as polished as some of the other icons by the same > author, > > but perhaps he'd spruce it up if someone got in touch with him. There > > certainly isn't anything wrong with the current ioq3 icon, but I figured > I'd > > point this out since it seems like more projects are starting to utilize > > Tango. > > > > The Quake3 one is substandard. How this work? You have to contact the > author and whine? Or you can get the source and tweak it on Inkspace > so it looks better and send the result to the author? Almost all this > icons have shadow, so maybe this one miss this. > Also is a problem that the details on the Q3 logo are soo vertical, > because pixel aliasing. Maybe the Q3 icons is simply not good for low > res stuff. But only looks Ok with 120+ pixels wide. > > If you send me the SVG, I will tweak it and generate good looking > versions on 6 resolutions. I used to do pixel art in my Commodore 64 > > --- > 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 Sat Sep 8 14:13:22 2007 From: defsyn at gmail.com (Henry Garcia) Date: Sat, 8 Sep 2007 14:13:22 -0400 Subject: SVN_1171 fails to compile Message-ID: Fails in Linux and MinGW WINDRES code/sys/win_resource.rc > CC code/sys/sys_win32.c > CC code/sdl/sdl_glimp.c > LD build/release-mingw32-x86/ioquake3.x86.exe > SHLIB_CC code/cgame/cg_main.c > code/cgame/cg_main.c:89: error: `MAX_ITEMSV' undeclared here (not in a > function) > code/cgame/cg_main.c:89: error: storage size of `cg_items' isn't known > make-3.79.1.exe[2]: *** [build/release-mingw32-x86/baseq3/cgame/cg_main.o] > Error 1 > make-3.79.1.exe[2]: Leaving directory `/home/Henry/quake3' > make-3.79.1.exe[1]: *** [targets] Error 2 > make-3.79.1.exe[1]: Leaving directory `/home/Henry/quake3' > make-3.79.1.exe: *** [release] Error 2 > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From f0rqu3 at gmail.com Sat Sep 8 16:09:47 2007 From: f0rqu3 at gmail.com (mister fork) Date: Sat, 8 Sep 2007 23:09:47 +0300 Subject: [quake3] Tango Icon In-Reply-To: References: Message-ID: <7cd2d9980709081309l3f92157du460f21b1b7b1742e@mail.gmail.com> yes. I cant choose GPL as license in DA so I use CC :/ On 9/8/07, Ahmed MANSOUR <911freak at gmail.com> wrote: > > I found this one on wikipedia > http://de.wikipedia.org/wiki/Bild:Quake_3_Logo.svg > > 2007/9/7, Tei < oscar.vives at gmail.com>: > > > > On 9/6/07, Josh Weisskopf < jayschwa at gmail.com> wrote: > > > http://tango.freedesktop.org/User:Dobey#Games > > > > > > I just ran across a Quake 3 icon in the Tango Desktop Project. I > > personally > > > don't think it's as polished as some of the other icons by the same > > author, > > > but perhaps he'd spruce it up if someone got in touch with him. There > > > certainly isn't anything wrong with the current ioq3 icon, but I > > figured I'd > > > point this out since it seems like more projects are starting to > > utilize > > > Tango. > > > > > > > The Quake3 one is substandard. How this work? You have to contact the > > author and whine? Or you can get the source and tweak it on Inkspace > > so it looks better and send the result to the author? Almost all this > > icons have shadow, so maybe this one miss this. > > Also is a problem that the details on the Q3 logo are soo vertical, > > because pixel aliasing. Maybe the Q3 icons is simply not good for low > > res stuff. But only looks Ok with 120+ pixels wide. > > > > If you send me the SVG, I will tweak it and generate good looking > > versions on 6 resolutions. I used to do pixel art in my Commodore 64 > > > > --- > > 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 f0rqu3 at gmail.com Sat Sep 8 16:14:10 2007 From: f0rqu3 at gmail.com (mister fork) Date: Sat, 8 Sep 2007 23:14:10 +0300 Subject: [quake3] Tango Icon In-Reply-To: <7cd2d9980709081309l3f92157du460f21b1b7b1742e@mail.gmail.com> References: <7cd2d9980709081309l3f92157du460f21b1b7b1742e@mail.gmail.com> Message-ID: <7cd2d9980709081314n16d07b81q60dba344983e1278@mail.gmail.com> http://svn.icculus.org/*checkout*/quake3/trunk/code/unix/quake3.svg?rev=688and this is the one in ioquake3 svn On 9/8/07, mister fork wrote: > > yes. I cant choose GPL as license in DA so I use CC :/ > > On 9/8/07, Ahmed MANSOUR <911freak at gmail.com> wrote: > > > > I found this one on wikipedia > > http://de.wikipedia.org/wiki/Bild:Quake_3_Logo.svg > > > > 2007/9/7, Tei < oscar.vives at gmail.com>: > > > > > > On 9/6/07, Josh Weisskopf < jayschwa at gmail.com> wrote: > > > > http://tango.freedesktop.org/User:Dobey#Games > > > > > > > > I just ran across a Quake 3 icon in the Tango Desktop Project. I > > > personally > > > > don't think it's as polished as some of the other icons by the same > > > author, > > > > but perhaps he'd spruce it up if someone got in touch with him. > > > There > > > > certainly isn't anything wrong with the current ioq3 icon, but I > > > figured I'd > > > > point this out since it seems like more projects are starting to > > > utilize > > > > Tango. > > > > > > > > > > The Quake3 one is substandard. How this work? You have to contact the > > > author and whine? Or you can get the source and tweak it on Inkspace > > > so it looks better and send the result to the author? Almost all this > > > icons have shadow, so maybe this one miss this. > > > Also is a problem that the details on the Q3 logo are soo vertical, > > > because pixel aliasing. Maybe the Q3 icons is simply not good for low > > > res stuff. But only looks Ok with 120+ pixels wide. > > > > > > If you send me the SVG, I will tweak it and generate good looking > > > versions on 6 resolutions. I used to do pixel art in my Commodore 64 > > > > > > --- > > > 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 tjw at webteam.net Mon Sep 10 10:15:26 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 10 Sep 2007 09:15:26 -0500 Subject: [quake3] SVN_1171 fails to compile In-Reply-To: References: Message-ID: <20070910141526.GF486@morbo.webteam.net> On Sat, Sep 08, 2007 at 02:13:22PM -0400, Henry Garcia wrote: > Fails in Linux and MinGW > > SHLIB_CC code/cgame/cg_main.c > code/cgame/cg_main.c:89: error: `MAX_ITEMSV' undeclared here (not in a > function) > code/cgame/cg_main.c:89: error: storage size of `cg_items' isn't known > make-3.79.1.exe[2]: *** Line 89 of cg_main.c in SVN is: itemInfo_t cg_items[MAX_ITEMS]; Maybe a 'svn revert' is in order? -Tony From vincent at cojot.name Mon Sep 10 12:54:41 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 10 Sep 2007 18:54:41 +0200 (CEST) Subject: [quake3] SVN_1173 fails to compile In-Reply-To: References: Message-ID: Fails on Solaris with: CC code/jpeg-6/jerror.c In file included from code/jpeg-6/../renderer/tr_local.h:31, from code/jpeg-6/jerror.c:16: code/jpeg-6/../renderer/qgl.h:31: error: syntax error before "qglMultiTexCoord2fARB" code/jpeg-6/../renderer/qgl.h:31: warning: type defaults to `int' in declaration of `qglMultiTexCoord2fARB' code/jpeg-6/../renderer/qgl.h:31: warning: data definition has no type or storage class code/jpeg-6/../renderer/qgl.h:32: error: syntax error before "qglActiveTextureARB" code/jpeg-6/../renderer/qgl.h:32: warning: type defaults to `int' in declaration of `qglActiveTextureARB' code/jpeg-6/../renderer/qgl.h:32: warning: data definition has no type or storage class code/jpeg-6/../renderer/qgl.h:33: error: syntax error before "qglClientActiveTextureARB" code/jpeg-6/../renderer/qgl.h:33: warning: type defaults to `int' in declaration of `qglClientActiveTextureARB' code/jpeg-6/../renderer/qgl.h:33: warning: data definition has no type or storage class code/jpeg-6/../renderer/qgl.h:35: error: syntax error before "qglLockArraysEXT" code/jpeg-6/../renderer/qgl.h:35: warning: type defaults to `int' in declaration of `qglLockArraysEXT' code/jpeg-6/../renderer/qgl.h:35: warning: data definition has no type or storage class code/jpeg-6/../renderer/qgl.h:36: error: syntax error before "qglUnlockArraysEXT" code/jpeg-6/../renderer/qgl.h:36: warning: type defaults to `int' in declaration of `qglUnlockArraysEXT' code/jpeg-6/../renderer/qgl.h:36: warning: data definition has no type or storage class gmake[2]: *** [build/release-sunos-sparc/client/jerror.o] Error 1 Never got these errors before.. *sigh* -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, 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 rjisaac at gmail.com Mon Sep 10 13:13:13 2007 From: rjisaac at gmail.com (Robert Isaac) Date: Mon, 10 Sep 2007 13:13:13 -0400 Subject: [quake3] SVN_1173 fails to compile In-Reply-To: References: Message-ID: <3b47d0520709101013x3e7f44d0y2ff110d62bd6e0d6@mail.gmail.com> I see the exact same error trying to cross-compile with mingw32 on GNU/Linux. From defsyn at gmail.com Mon Sep 10 13:16:40 2007 From: defsyn at gmail.com (Henry Garcia) Date: Mon, 10 Sep 2007 13:16:40 -0400 Subject: [quake3] SVN_1171 fails to compile In-Reply-To: <20070910141526.GF486@morbo.webteam.net> References: <20070910141526.GF486@morbo.webteam.net> Message-ID: > > > Maybe a 'svn revert' is in order? Yippur, you're right. -------------- next part -------------- An HTML attachment was scrubbed... URL: From tjw at webteam.net Mon Sep 10 14:35:16 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 10 Sep 2007 13:35:16 -0500 Subject: [quake3] SVN_1173 fails to compile In-Reply-To: References: Message-ID: <20070910183516.GG486@morbo.webteam.net> On Mon, Sep 10, 2007 at 06:54:41PM +0200, vincent at cojot.name wrote: > > Fails on Solaris with: > > CC code/jpeg-6/jerror.c > In file included from code/jpeg-6/../renderer/tr_local.h:31, > from code/jpeg-6/jerror.c:16: > code/jpeg-6/../renderer/qgl.h:31: error: syntax error before > "qglMultiTexCoord2fARB" > code/jpeg-6/../renderer/qgl.h:31: warning: type defaults to `int' in > declaration of `qglMultiTexCoord2fARB' This is due to broken/incomplete OpenGL headers on your system. I've heard the Solaris lacks a GL/glext.h header. If this is the case, then SDL is using a built-in glext.h file from http://oss.sgi.com/projects/ogl-sample/registry/ The SDL-provided header has all the necessary symbols, but they are only defined if your GL/gl.h file does NOT do something silly like: #define GL_ARB_multitexture Unfortuantely, there is nothing we can do from ioquake3 to detect this breakage. The only option would be to include full OpenGL headers in the ioquake3 SVN for use with broken systems which may happen. In the mean time, check your gl.h file for that define and try commenting it out. -Tony From tjw at webteam.net Mon Sep 10 14:37:41 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 10 Sep 2007 13:37:41 -0500 Subject: [quake3] SVN_1173 fails to compile In-Reply-To: <3b47d0520709101013x3e7f44d0y2ff110d62bd6e0d6@mail.gmail.com> References: <3b47d0520709101013x3e7f44d0y2ff110d62bd6e0d6@mail.gmail.com> Message-ID: <20070910183741.GH486@morbo.webteam.net> On Mon, Sep 10, 2007 at 01:13:13PM -0400, Robert Isaac wrote: > I see the exact same error trying to cross-compile with mingw32 on GNU/Linux. Use a newer mingw32. The latest build here has the proper OpenGL headers: http://www.libsdl.org/extras/win32/cross/ An older version I had from there (from 2004) did not. -Tony From vincent at cojot.name Mon Sep 10 15:12:22 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 10 Sep 2007 21:12:22 +0200 (CEST) Subject: [quake3] SVN_1173 fails to compile In-Reply-To: <20070910183516.GG486@morbo.webteam.net> References: <20070910183516.GG486@morbo.webteam.net> Message-ID: On Mon, 10 Sep 2007, Tony J. White wrote: Hi Tony, > This is due to broken/incomplete OpenGL headers on your system. I've heard the > Solaris lacks a GL/glext.h header. Yes, I reported that earlier here. Solaris/SPARC misses that file but the NVidia drivers provide one for Solaris/i86pc. > If this is the case, then SDL is using > a built-in glext.h file from http://oss.sgi.com/projects/ogl-sample/registry/ Ok, I didn't know that SDL would use that file. > The SDL-provided header has all the necessary symbols, but they are only > defined if your GL/gl.h file does NOT do something silly like: > > #define GL_ARB_multitexture Yup, it's there: $ grep GL_ARB_multitexture /usr/openwin/include/GL/gl.h #define GL_ARB_multitexture 1 #ifdef GL_ARB_multitexture #ifdef GL_ARB_multitexture $ > Unfortuantely, there is nothing we can do from ioquake3 to detect this breakage. > The only option would be to include full OpenGL headers in the ioquake3 SVN for > use with broken systems which may happen. I know there's nothing ioquake3 can do about it but these headers weren't required in the recent past of ioquake3. :( IMHO, it kinda defeats the idea of a stable and portable code base (as opposed to more feature-rich quake3 projects which are often windows-only or PC-only) which I thought ioquake3 was.. :( I've seen that happen in the past with many great quake2 projects which added many features but lost non-PC platform portability in the process. I cannot influence where ioquake3 is going but if that's what's going to happen I have to rethink my strategy. > In the mean time, check your gl.h file for that define and try commenting it > out. Well, I cannot change the system headers, they're SUN's implementation. Only way to do that would be to open an RFE with Sun Microsystems. Unfortunately, I don't have access to a current software contract. I'll try to do more investigation tomorrow on some work machines... Vincent From rjisaac at gmail.com Mon Sep 10 15:34:48 2007 From: rjisaac at gmail.com (Robert Isaac) Date: Mon, 10 Sep 2007 15:34:48 -0400 Subject: [quake3] SVN_1173 fails to compile In-Reply-To: <20070910183741.GH486@morbo.webteam.net> References: <3b47d0520709101013x3e7f44d0y2ff110d62bd6e0d6@mail.gmail.com> <20070910183741.GH486@morbo.webteam.net> Message-ID: <3b47d0520709101234n1ea8b81dra7a2a14e063e7a37@mail.gmail.com> > Use a newer mingw32. The latest build here has the proper OpenGL headers: > > http://www.libsdl.org/extras/win32/cross/ > > An older version I had from there (from 2004) did not. > I am using a newer version with the OpenGL headers available from here: http://www.libsdl.org/extras/win32/common/ which define GL_ARB_multitexture. Commenting out the #define seems to work, but that isn't a good fix.. From zakk at timedoctor.org Mon Sep 10 15:46:46 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Mon, 10 Sep 2007 12:46:46 -0700 Subject: [quake3] SVN_1173 fails to compile In-Reply-To: References: <20070910183516.GG486@morbo.webteam.net> Message-ID: <46E59F26.9010404@timedoctor.org> I've revoked your SVN access, as a temper-tantrum-dissipation measure. Please submit future patches for solaris via bugzilla, they will be gladly accepted so long as they do not greatly effect non-solaris patches. (This is not up for discussion) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From vincent at cojot.name Mon Sep 10 15:33:56 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 10 Sep 2007 21:33:56 +0200 (CEST) Subject: [quake3] SVN_1173 fails to compile In-Reply-To: <20070910183516.GG486@morbo.webteam.net> References: <20070910183516.GG486@morbo.webteam.net> Message-ID: On Mon, 10 Sep 2007, Tony J. White wrote: > In the mean time, check your gl.h file for that define and try commenting it > out. I did and it went one step further: gmake[2]: `build/release-sunos-sparc/ioq3ded.sparc' is up to date. CC code/jpeg-6/jerror.c In file included from code/jpeg-6/../renderer/tr_local.h:31, from code/jpeg-6/jerror.c:16: code/jpeg-6/../renderer/qgl.h:35: error: syntax error before "qglLockArraysEXT" code/jpeg-6/../renderer/qgl.h:35: warning: type defaults to `int' in declaration of `qglLockArraysEXT' code/jpeg-6/../renderer/qgl.h:35: warning: data definition has no type or storage class code/jpeg-6/../renderer/qgl.h:36: error: syntax error before "qglUnlockArraysEXT" code/jpeg-6/../renderer/qgl.h:36: warning: type defaults to `int' in declaration of `qglUnlockArraysEXT' code/jpeg-6/../renderer/qgl.h:36: warning: data definition has no type or storage class gmake[2]: *** [build/release-sunos-sparc/client/jerror.o] Error 1 gmake[2]: Leaving directory `/export/home/vcojot/SVN/icculus/quake3-Solaris/trunk' gmake[1]: *** [targets] Error 2 gmake[1]: Leaving directory `/export/home/vcojot/SVN/icculus/quake3-Solaris/trunk' gmake: *** [release] Error 2 Another extension, obviously... I took out GL_EXT_compiled_vertex_array as well and it compiled... -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, 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 defsyn at gmail.com Mon Sep 10 19:13:53 2007 From: defsyn at gmail.com (Henry Garcia) Date: Mon, 10 Sep 2007 19:13:53 -0400 Subject: DUAL SMP Compile Settings? Message-ID: Was able to compile ioquake3-smp.x86 before on Linux with SVN 1150. But with latest SVN's haven't been successful. With the new SDL updates, is it still possible? Thanks, Hank -------------- next part -------------- An HTML attachment was scrubbed... URL: From vincent at cojot.name Tue Sep 11 02:15:28 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Tue, 11 Sep 2007 08:15:28 +0200 (CEST) Subject: [quake3] SVN_1173 fails to compile In-Reply-To: <46E59F26.9010404@timedoctor.org> References: <20070910183516.GG486@morbo.webteam.net> <46E59F26.9010404@timedoctor.org> Message-ID: On Mon, 10 Sep 2007, Zachary Slater wrote: > I've revoked your SVN access, as a temper-tantrum-dissipation measure. > > Please submit future patches for solaris via bugzilla, they will be gladly > accepted so long as they do not greatly effect non-solaris patches. > > (This is not up for discussion) Ok, agreed. Vincent From vincent at cojot.name Tue Sep 11 02:26:52 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Tue, 11 Sep 2007 08:26:52 +0200 (CEST) Subject: [quake3-commits] r1176 - in trunk/code: renderer sdl In-Reply-To: <20070910222858.19471.qmail@icculus.org> References: <20070910222858.19471.qmail@icculus.org> Message-ID: Thanks for the multitexture fix in r1176, still fails on Solaris with the other change from previous recent versions: gmake[2]: `build/release-sunos-sparc/ioq3ded.sparc' is up to date. CC code/jpeg-6/jerror.c In file included from code/jpeg-6/../renderer/tr_local.h:31, from code/jpeg-6/jerror.c:16: code/jpeg-6/../renderer/qgl.h:31: error: syntax error before "qglLockArraysEXT" code/jpeg-6/../renderer/qgl.h:31: warning: type defaults to `int' in declaration of `qglLockArraysEXT' code/jpeg-6/../renderer/qgl.h:31: warning: data definition has no type or storage class code/jpeg-6/../renderer/qgl.h:32: error: syntax error before "qglUnlockArraysEXT" code/jpeg-6/../renderer/qgl.h:32: warning: type defaults to `int' in declaration of `qglUnlockArraysEXT' code/jpeg-6/../renderer/qgl.h:32: warning: data definition has no type or storage class gmake[2]: *** [build/release-sunos-sparc/client/jerror.o] Error 1 gmake[2]: Leaving directory `/export/home/vcojot/SVN/icculus/quake3-Solaris/trunk' gmake[1]: *** [targets] Error 2 gmake[1]: Leaving directory `/export/home/vcojot/SVN/icculus/quake3-Solaris/trunk' gmake: *** [release] Error 2 Thanks for reading.. -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, 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 tjw at webteam.net Tue Sep 11 10:16:25 2007 From: tjw at webteam.net (Tony J. White) Date: Tue, 11 Sep 2007 09:16:25 -0500 Subject: [quake3] DUAL SMP Compile Settings? In-Reply-To: References: Message-ID: <20070911141625.GK486@morbo.webteam.net> On Mon, Sep 10, 2007 at 07:13:53PM -0400, Henry Garcia wrote: > Was able to compile ioquake3-smp.x86 before on Linux with SVN 1150. > > But with latest SVN's haven't been successful. With the new SDL updates, > is it still possible? Currently r_smp will only work on Mac OS X because SDL 1.2 doesn't expose the necessary handle for OpenGL context switching. Mac OS X has some functions that allow us to do this without SDL, but X11 does not. SDL 1.3 will expose all of the necessary bits for OpenGL context switching, but it's unclear as to when this will be released and when ioquake3 will move to it. I have been playing with the idea of trying to rewrite r_smp so that rendering is done in the main, and frames are processed in a thread (the opposite of what is currently done). However, at this point I have no idea if this will work. -Tony From tim at ngus.net Tue Sep 11 18:13:10 2007 From: tim at ngus.net (Tim Angus) Date: Tue, 11 Sep 2007 23:13:10 +0100 Subject: r1176 - in trunk/code: renderer sdl In-Reply-To: References: Message-ID: <20070911231310.8bacc79f.tim@ngus.net> On Tue, 11 Sep 2007 08:26:52 +0200 (CEST) vincent at cojot.name wrote: > Thanks for the multitexture fix in r1176, still fails on Solaris with > the other change from previous recent versions: Could you put your GL headers up somewhere so I can have a look at them? gl.h, glu.h and glext.h. From vincent at cojot.name Wed Sep 12 05:40:40 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Wed, 12 Sep 2007 11:40:40 +0200 (CEST) Subject: [quake3] Re: r1176 - in trunk/code: renderer sdl In-Reply-To: <20070911231310.8bacc79f.tim@ngus.net> References: <20070911231310.8bacc79f.tim@ngus.net> Message-ID: On Tue, 11 Sep 2007, Tim Angus wrote: > Could you put your GL headers up somewhere so I can have a look at > them? gl.h, glu.h and glext.h. Hi Tim, Here they are: http://step.polymtl.ca/~coyote/GL_sol10_headers.tar.gz http://step.polymtl.ca/~coyote/GL_sol10_headers.tar.gz.md5 Here's the md5: 4d8c5b347cd03f1c34609ecd08484661 GL_sol10_headers.tar.gz tarred from /usr/openwin/include/GL on a recently patched Solaris 10/SPARC system. Thanks, Vincent From mattst88 at gmail.com Wed Sep 12 21:12:14 2007 From: mattst88 at gmail.com (Matt Turner) Date: Wed, 12 Sep 2007 21:12:14 -0400 Subject: OpenGL headers Message-ID: SVN 1176 had to be reverted because the mingw GL headers are too old/broken. They are from Mesa 4.0 after all. (From *2001*). As ridiculous as the situation is, I see a few fixes. 1) Include non broken GL headers in ioquake3 SVN. The precedent is there, ie SDL, AL 2) Direct MingW32 users to a place to get non broken headers in the README. (http://libsdl.org/extras/win32/cygwin/opengl-devel.tar.gz). If you want to compile SDL with DirectX support in Mingw you already have to download the directx devel package from the same directory as OpenGL devel. If I get support for this, the question becomes, what GL headers do we use? The ones in libsdl.org/extra or from Mesa 3D, or other? Matt Turner From vincent at cojot.name Thu Sep 13 02:23:35 2007 From: vincent at cojot.name (vincent at cojot.name) Date: Thu, 13 Sep 2007 08:23:35 +0200 (CEST) Subject: [quake3] OpenGL headers In-Reply-To: References: Message-ID: On Wed, 12 Sep 2007, Matt Turner wrote: > SVN 1176 had to be reverted because the mingw GL headers are too > old/broken. They are from Mesa 4.0 after all. (From *2001*). > > As ridiculous as the situation is, I see a few fixes. > > 1) Include non broken GL headers in ioquake3 SVN. The precedent is > there, ie SDL, AL The thing is that the system GL headers might be very system-dependent. The Solaris 10 headers I use were considered 'broken' here but they are from 2006-2007 and considered 'current'. You cannot change them in a persistent manner (the next SUN OpenGL patch will revert your changes) and including different headers in ioquake3 might lead to different incompatbilities. In short: I had the same problem as you had but for different reasons and with different headers (of course). > 2) Direct MingW32 users to a place to get non broken headers in the > README. (http://libsdl.org/extras/win32/cygwin/opengl-devel.tar.gz). > If you want to compile SDL with DirectX support in Mingw you already > have to download the directx devel package from the same directory as > OpenGL devel. > > If I get support for this, the question becomes, what GL headers do we > use? The ones in libsdl.org/extra or from Mesa 3D, or other? That's the question.. maybe the GL headers shouldn't be include in ioquake3.. -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, 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 defsyn at gmail.com Sat Sep 15 14:51:40 2007 From: defsyn at gmail.com (Henry Garcia) Date: Sat, 15 Sep 2007 14:51:40 -0400 Subject: SVN_1183: MSVC updates working Message-ID: Quake III now builds with no errors when compiling the .qvm Thanks. -------------- next part -------------- An HTML attachment was scrubbed... URL: From f0rqu3 at gmail.com Sat Sep 15 15:16:04 2007 From: f0rqu3 at gmail.com (mister fork) Date: Sat, 15 Sep 2007 22:16:04 +0300 Subject: [quake3] SVN_1183: MSVC updates working In-Reply-To: References: Message-ID: <7cd2d9980709151216u54b68c87l98e4bedb0c416e8@mail.gmail.com> does it run any faster? On 9/15/07, Henry Garcia wrote: > > Quake III now builds with no errors when compiling the .qvm > > Thanks. > -------------- next part -------------- An HTML attachment was scrubbed... URL: From defsyn at gmail.com Sat Sep 15 15:20:04 2007 From: defsyn at gmail.com (Henry Garcia) Date: Sat, 15 Sep 2007 15:20:04 -0400 Subject: [quake3] SVN_1183: MSVC updates working In-Reply-To: <7cd2d9980709151216u54b68c87l98e4bedb0c416e8@mail.gmail.com> References: <7cd2d9980709151216u54b68c87l98e4bedb0c416e8@mail.gmail.com> Message-ID: Appears, to. But then I always think the updates run faster. How do you run that test with the demo? On 9/15/07, mister fork wrote: > > does it run any faster? > > On 9/15/07, Henry Garcia wrote: > > > > Quake III now builds with no errors when compiling the .qvm > > > > Thanks. > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From rstotts at cox.net Sat Sep 15 20:28:43 2007 From: rstotts at cox.net (Ryan) Date: Sat, 15 Sep 2007 19:28:43 -0500 Subject: [quake3] SVN_1183: MSVC updates working In-Reply-To: References: <7cd2d9980709151216u54b68c87l98e4bedb0c416e8@mail.gmail.com> Message-ID: <165BB37A896C461FBAC959F42C2FC6B7@amd> >How do you run that test with the demo? \timedemo 1 \demo five If five is not the name of the demo, type \fdir *.dm3 (if that is the proper extension for the demos) to see a list of demo files. From tim at ngus.net Sat Sep 15 20:33:40 2007 From: tim at ngus.net (Tim Angus) Date: Sun, 16 Sep 2007 01:33:40 +0100 Subject: SVN_1183: MSVC updates working In-Reply-To: <165BB37A896C461FBAC959F42C2FC6B7@amd> References: <7cd2d9980709151216u54b68c87l98e4bedb0c416e8@mail.gmail.com> <165BB37A896C461FBAC959F42C2FC6B7@amd> Message-ID: <20070916013340.a2bc16b5.tim@ngus.net> On Sat, 15 Sep 2007 19:28:43 -0500 Ryan wrote: > > >How do you run that test with the demo? > > \timedemo 1 > > \demo five > > > If five is not the name of the demo, type > > \fdir *.dm3 (if that is the proper extension for the demos) to see a > list of demo files. Or type "\demo" then hit to autocomplete. From tigger at lvlworld.com Sat Sep 15 21:41:51 2007 From: tigger at lvlworld.com (Tig) Date: Sun, 16 Sep 2007 11:41:51 +1000 Subject: Videos not found :[ Message-ID: <20070916014151.GA90513@lvlworld.com> Hi, just did a few video test but was unable to find the recorded avi files. Here is the set-up and what I tried: * installed to e:\ioquake3 (WinXP) - incase the problem is full path related * started the 'four' demo * typed \video in the console * typed \videostop in the console * Got the message that 'videos/video0001.avi' was created * looked for it - could not find it :] My first thought was that the 'videos' folder was missing so the file was not saved. I made a 'video' and 'videos' folder in the baseq3 one, and repeated. Still no luck. Any tips to getting this feature to work? -Tig From f0rqu3 at gmail.com Sat Sep 15 22:00:54 2007 From: f0rqu3 at gmail.com (mister fork) Date: Sun, 16 Sep 2007 05:00:54 +0300 Subject: [quake3] Re: SVN_1183: MSVC updates working In-Reply-To: <20070916013340.a2bc16b5.tim@ngus.net> References: <7cd2d9980709151216u54b68c87l98e4bedb0c416e8@mail.gmail.com> <165BB37A896C461FBAC959F42C2FC6B7@amd> <20070916013340.a2bc16b5.tim@ngus.net> Message-ID: <7cd2d9980709151900v7289e599hf581005a79757c75@mail.gmail.com> nvm my question I just thought that vcproj used ms c compiler instead of gcc On 9/16/07, Tim Angus wrote: > > On Sat, 15 Sep 2007 19:28:43 -0500 Ryan wrote: > > > > >How do you run that test with the demo? > > > > \timedemo 1 > > > > \demo five > > > > > > If five is not the name of the demo, type > > > > \fdir *.dm3 (if that is the proper extension for the demos) to see a > > list of demo files. > > Or type "\demo" then hit to autocomplete. > > > --- > 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 Sat Sep 15 22:22:06 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Sat, 15 Sep 2007 19:22:06 -0700 Subject: [quake3] Videos not found :[ In-Reply-To: <20070916014151.GA90513@lvlworld.com> References: <20070916014151.GA90513@lvlworld.com> Message-ID: <46EC934E.70001@timedoctor.org> http://ioquake3.org/?page=help -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From kloppenburg at snt.utwente.nl Sun Sep 16 01:19:37 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Sun, 16 Sep 2007 07:19:37 +0200 Subject: [quake3] Videos not found :[ In-Reply-To: <20070916014151.GA90513@lvlworld.com> References: <20070916014151.GA90513@lvlworld.com> Message-ID: <46ECBCE9.4000200@snt.utwente.nl> Tig wrote: > can't find video's. ioq3 has changed the default homepath (where ioq3 writes stuff) from the basepath (where ioq3 is installed) to the dir (usually C:\Documents and Settings\\Application Data\Quake3), which is hidden by default in windows. It allows multiple user system setups to have their own configs/maps/videos etc. If you want to change it, make a shortcut to ioq3.exe and add ' +set fs_homepath e:\ioquake' to the target field. From tigger at lvlworld.com Sun Sep 16 05:38:56 2007 From: tigger at lvlworld.com (Tig) Date: Sun, 16 Sep 2007 19:38:56 +1000 Subject: [quake3] Videos not found :[ In-Reply-To: <46ECBCE9.4000200@snt.utwente.nl> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> Message-ID: <20070916093856.GA39854@lvlworld.com> On Sun, Sep 16, 2007 at 07:19:37AM +0200, Erik Kloppenburg wrote: > Tig wrote: > >can't find video's. > > ioq3 has changed the default homepath (where ioq3 writes stuff) from the > basepath (where ioq3 is installed) to the dir (usually > C:\Documents and Settings\\Application Data\Quake3), which > is hidden by default in windows. It allows multiple user system setups > to have their own configs/maps/videos etc. If you want to change it, > make a shortcut to ioq3.exe and add ' +set fs_homepath e:\ioquake' to > the target field. > Oh my goodness! That video feature is very nice (now that I've found the outputs). Sure makes things a lot easier. Just a quick note on the user path. I think 'ioquake3' instead of 'Quake3' as the final location makes more sense. Also, to be more consistant with other games (under windows) as you have decided to change the layout, to use "%USERPROFILE%\My Documents\My Games\" instead of %APPDATA% Thanks for the +set fs_homepath tip, added to my batch files. -Tig From jorgepblank at gmail.com Sun Sep 16 13:51:56 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Sun, 16 Sep 2007 10:51:56 -0700 Subject: [quake3] Videos not found :[ In-Reply-To: <20070916093856.GA39854@lvlworld.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> Message-ID: <28406b400709161051v3cc5c73gc3063b033ae51ad2@mail.gmail.com> They make it Quake3 to preserve compatibility I think, but I think they've been contemplating the idea of changing that. Their usual moto is that ioquake3 is Quake3, i.e. some engine improvements but nothing drastic, just check out their bugzilla and look at the rejected suggestions and you'll see what I mean. I don't have a problem with this by the way, I'm just informing you. On 9/16/07, Tig wrote: > > On Sun, Sep 16, 2007 at 07:19:37AM +0200, Erik Kloppenburg wrote: > > Tig wrote: > > >can't find video's. > > > > ioq3 has changed the default homepath (where ioq3 writes stuff) from the > > basepath (where ioq3 is installed) to the dir (usually > > C:\Documents and Settings\\Application Data\Quake3), which > > is hidden by default in windows. It allows multiple user system setups > > to have their own configs/maps/videos etc. If you want to change it, > > make a shortcut to ioq3.exe and add ' +set fs_homepath e:\ioquake' to > > the target field. > > > > Oh my goodness! That video feature is very nice (now that I've found > the outputs). Sure makes things a lot easier. > > Just a quick note on the user path. I think 'ioquake3' instead of > 'Quake3' as the final location makes more sense. > > Also, to be more consistant with other games (under windows) as you have > decided to change the layout, to use "%USERPROFILE%\My Documents\My > Games\" instead of %APPDATA% > > Thanks for the +set fs_homepath tip, added to my batch files. > > -Tig > > > --- > 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 destrada at dc.uba.ar Sun Sep 16 19:21:02 2007 From: destrada at dc.uba.ar (Diego de Estrada) Date: Sun, 16 Sep 2007 20:21:02 -0300 Subject: [quake3] Videos not found :[ In-Reply-To: <20070916093856.GA39854@lvlworld.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> Message-ID: <5dc44ec70709161621v1045aefdld2b6182c8c219005@mail.gmail.com> On 9/16/07, Tig wrote: > Also, to be more consistant with other games (under windows) as you have > decided to change the layout, to use "%USERPROFILE%\My Documents\My > Games\" instead of %APPDATA% That path depends on the language. From kloppenburg at snt.utwente.nl Sun Sep 16 19:27:56 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Mon, 17 Sep 2007 01:27:56 +0200 Subject: [quake3] Videos not found :[ In-Reply-To: <5dc44ec70709161621v1045aefdld2b6182c8c219005@mail.gmail.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <5dc44ec70709161621v1045aefdld2b6182c8c219005@mail.gmail.com> Message-ID: <46EDBBFC.40809@snt.utwente.nl> Diego de Estrada wrote: > On 9/16/07, Tig wrote: >> Also, to be more consistant with other games (under windows) as you have >> decided to change the layout, to use "%USERPROFILE%\My Documents\My >> Games\" instead of %APPDATA% > > That path depends on the language. I'm pretty sure there would be a %GAMEDATA% or something. From tim at ngus.net Sun Sep 16 19:29:11 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 17 Sep 2007 00:29:11 +0100 Subject: Videos not found :[ In-Reply-To: <20070916093856.GA39854@lvlworld.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> Message-ID: <20070917002911.98608cc3.tim@ngus.net> On Sun, 16 Sep 2007 19:38:56 +1000 Tig wrote: > Also, to be more consistant with other games (under windows) as you > have decided to change the layout, to use "%USERPROFILE%\My Documents > \My Games\" instead of %APPDATA% %APPDATA% is what MSDN claims is correct. The other way is just defacto. Ideally the installer should place a shortcut to it; then it doesn't really matter where it goes. From defsyn at gmail.com Sun Sep 16 19:44:16 2007 From: defsyn at gmail.com (Henry Garcia) Date: Sun, 16 Sep 2007 19:44:16 -0400 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <20070917002911.98608cc3.tim@ngus.net> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> Message-ID: > %APPDATA% is what MSDN claims is correct. The other way is just > defacto. Ideally the installer should place a shortcut to it; then it > doesn't really matter where it goes. Another recommendation from Microsoft is to let the end user decide: give him the option to store the data where he wants to store the data. There's nothing more annoying to the end user of having the feeling that he's not in control of the program: the program is in control of him. I've heard it more than a few gripes about about things not being the way they used to be in Quake III. I think it would be in the best interest of the program if the program would accept the Windows recommended practice (%APPDATA%) but give the user the option to change the location where he would like to store the data. I know he has that choice already. But it's frustrating for someone who's not familiar with how to set up the parameters. Windows is finally catching up to some of the more secure practices of Linux, but Windows users--from the sounds of the gripes I've heard--are taking their time to adjust. --- > 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 Sun Sep 16 21:11:37 2007 From: defsyn at gmail.com (Henry Garcia) Date: Sun, 16 Sep 2007 21:11:37 -0400 Subject: [quake3] Re: SVN_1183: MSVC updates working In-Reply-To: <7cd2d9980709151900v7289e599hf581005a79757c75@mail.gmail.com> References: <7cd2d9980709151216u54b68c87l98e4bedb0c416e8@mail.gmail.com> <165BB37A896C461FBAC959F42C2FC6B7@amd> <20070916013340.a2bc16b5.tim@ngus.net> <7cd2d9980709151900v7289e599hf581005a79757c75@mail.gmail.com> Message-ID: > > > On 9/16/07, Tim Angus wrote: > > > > On Sat, 15 Sep 2007 19:28:43 -0500 Ryan wrote: > > > > > > >How do you run that test with the demo? > > > > > > \timedemo 1 > > > > > > \demo five > > > > > That works. Using the qvm settings it's about 25% slower than using the dlls in windows. At least on my Radeon 8500LE. About 75 fps using qvm, 102 fpm using the dll's. But the parallel build (make -j2) doesn't hang up MinGW anymore at the end. The source builds faster. -------------- next part -------------- An HTML attachment was scrubbed... URL: From tigger at lvlworld.com Mon Sep 17 06:58:12 2007 From: tigger at lvlworld.com (Tig) Date: Mon, 17 Sep 2007 20:58:12 +1000 Subject: [quake3] Re: Videos not found :[ In-Reply-To: References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> Message-ID: <20070917105812.GA60780@lvlworld.com> On Sun, Sep 16, 2007 at 07:44:16PM -0400, Henry Garcia wrote: > > %APPDATA% is what MSDN claims is correct. The other way is just > > defacto. Ideally the installer should place a shortcut to it; then it > > doesn't really matter where it goes. > > > Another recommendation from Microsoft is to let the end user decide: give > him the option to store the data where he wants to store the data. There's > nothing more annoying to the end user of having the feeling that he's not > in control of the program: the program is in control of him. > > I've heard it more than a few gripes about about things not being the way > they > used to be in Quake III. I think it would be in the best interest of the > program if > the program would accept the Windows recommended practice (%APPDATA%) > but give the user the option to change the location where he would like to > store > the data. > > I know he has that choice already. But it's frustrating for someone who's > not > familiar with how to set up the parameters. Windows is finally catching up > to > some of the more secure practices of Linux, but Windows users--from the > sounds > of the gripes I've heard--are taking their time to adjust. > I'm pretty sure %APPDATA% is intended for applications to store data that this *not* intended to be touch or used by the end user. This would be part of the reason behind the %APPDATA% folder being marked hidden. Its kind of pointless to store things like videos and screenshots in a hidden location. %USERPROFILE%\My Documents\* is intended for files that are accessible to the end user. As to making it a user choice during install, I could not agree more, with the default to %USERPROFILE%\My Documents\ *not* %APPDATA%. Many Windows users go with defaults and would expect to find screenshot in a folder that is not hidden. -Tig From jorgepblank at gmail.com Mon Sep 17 10:15:03 2007 From: jorgepblank at gmail.com (=?ISO-8859-1?Q?Jorge_Pe=F1a?=) Date: Mon, 17 Sep 2007 07:15:03 -0700 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <20070917105812.GA60780@lvlworld.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> Message-ID: <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> > I'm pretty sure %APPDATA% is intended for applications to store data > that this *not* intended to be touch or used by the end user. This would > be part of the reason behind the %APPDATA% folder being marked hidden. I agree, that seems logical. On 9/17/07, Tig wrote: > > On Sun, Sep 16, 2007 at 07:44:16PM -0400, Henry Garcia wrote: > > > %APPDATA% is what MSDN claims is correct. The other way is just > > > defacto. Ideally the installer should place a shortcut to it; then it > > > doesn't really matter where it goes. > > > > > > Another recommendation from Microsoft is to let the end user decide: > give > > him the option to store the data where he wants to store the data. > There's > > nothing more annoying to the end user of having the feeling that he's > not > > in control of the program: the program is in control of him. > > > > I've heard it more than a few gripes about about things not being the > way > > they > > used to be in Quake III. I think it would be in the best interest of the > > program if > > the program would accept the Windows recommended practice (%APPDATA%) > > but give the user the option to change the location where he would like > to > > store > > the data. > > > > I know he has that choice already. But it's frustrating for someone > who's > > not > > familiar with how to set up the parameters. Windows is finally catching > up > > to > > some of the more secure practices of Linux, but Windows users--from the > > sounds > > of the gripes I've heard--are taking their time to adjust. > > > > I'm pretty sure %APPDATA% is intended for applications to store data > that this *not* intended to be touch or used by the end user. This would > be part of the reason behind the %APPDATA% folder being marked hidden. > > Its kind of pointless to store things like videos and screenshots in a > hidden location. %USERPROFILE%\My Documents\* is intended for files that > are accessible to the end user. > > As to making it a user choice during install, I could not agree more, > with the default to %USERPROFILE%\My Documents\ *not* %APPDATA%. Many > Windows users go with defaults and would expect to find screenshot in a > folder that is not hidden. > > -Tig > > > --- > 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 tim at ngus.net Mon Sep 17 10:34:20 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 17 Sep 2007 15:34:20 +0100 Subject: Videos not found :[ In-Reply-To: <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> Message-ID: <46EE906C.5030804@ngus.net> Jorge Pe?a wrote: > > I'm pretty sure %APPDATA% is intended for applications to store data > > that this *not* intended to be touch or used by the end user. This would > > be part of the reason behind the %APPDATA% folder being marked hidden. > > I agree, that seems logical. Thing is, the per-game-user-directory /is/ primarily meant for settings and extra data (i.e. q3config.cfg and 3rd party pk3s). It's /also/ used for screenshots, demos and videos which might live more appropriately under "My Documents". Basically it comes down to CSIDL_APPDATA or CSIDL_PERSONAL. One consideration is CSIDL_PERSONAL is less well supported by older versions of Windows. If it becoming the defacto standard we should maybe be using it... I'm not really sure either way. http://msdn2.microsoft.com/en-us/library/ms649274.aspx From tjw at webteam.net Mon Sep 17 10:52:34 2007 From: tjw at webteam.net (Tony J. White) Date: Mon, 17 Sep 2007 09:52:34 -0500 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> Message-ID: <20070917145234.GB28505@morbo.webteam.net> On Mon, Sep 17, 2007 at 07:15:03AM -0700, Jorge Pe?a wrote: > > I'm pretty sure %APPDATA% is intended for applications to store data > > that this *not* intended to be touch or used by the end user. This would > > be part of the reason behind the %APPDATA% folder being marked hidden. > > I agree, that seems logical. The fact that %APPDATA% is marked as hidden doesn't really matter. ioq3 installers can set up .lnk's to the path "%APPDATA%\Quake3" in both the install directory and in the Start Menu Programs directory. If "My Documents\My Games" is really becoming the normal place for games to store things, then I wouldn't be opposed to having the installer put a .lnk in there too. It would make more sense too since the installer is already going to know which language to use. -Tony > On 9/17/07, Tig wrote: > > On Sun, Sep 16, 2007 at 07:44:16PM -0400, Henry Garcia wrote: > > > %APPDATA% is what MSDN claims is correct. The other way is just > > > defacto. Ideally the installer should place a shortcut to it; then > it > > > doesn't really matter where it goes. > > > > > > Another recommendation from Microsoft is to let the end user decide: > give > > him the option to store the data where he wants to store the data. > There's > > nothing more annoying to the end user of having the feeling that he's > not > > in control of the program: the program is in control of him. > > > > I've heard it more than a few gripes about about things not being the > way > > they > > used to be in Quake III. I think it would be in the best interest of > the > > program if > > the program would accept the Windows recommended practice (%APPDATA%) > > but give the user the option to change the location where he would > like to > > store > > the data. > > > > I know he has that choice already. But it's frustrating for someone > who's > > not > > familiar with how to set up the parameters. Windows is finally > catching up > > to > > some of the more secure practices of Linux, but Windows users--from > the > > sounds > > of the gripes I've heard--are taking their time to adjust. > > > > I'm pretty sure %APPDATA% is intended for applications to store data > that this *not* intended to be touch or used by the end user. This would > be part of the reason behind the %APPDATA% folder being marked hidden. > > Its kind of pointless to store things like videos and screenshots in a > hidden location. %USERPROFILE%\My Documents\* is intended for files that > are accessible to the end user. > > As to making it a user choice during install, I could not agree more, > with the default to %USERPROFILE%\My Documents\ *not* %APPDATA%. Many > Windows users go with defaults and would expect to find screenshot in a > folder that is not hidden. > > -Tig > > --- > 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 tim at ngus.net Mon Sep 17 10:53:30 2007 From: tim at ngus.net (Tim Angus) Date: Mon, 17 Sep 2007 15:53:30 +0100 Subject: CSIDL_APPDATA/CSIDL_PERSONAL again (was Re: Videos not found :[) In-Reply-To: <46EE906C.5030804@ngus.net> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> Message-ID: <46EE94EA.5050009@ngus.net> Tim Angus wrote: > Basically it comes down to CSIDL_APPDATA or CSIDL_PERSONAL. One > consideration is CSIDL_PERSONAL is less well supported by older versions > of Windows. If it becoming the defacto standard we should maybe be using > it... I'm not really sure either way. After consulting with colleagues, it seems ETQW actually uses both; APPDATA for settings/data and PERSONAL for screenshots/demos. Quake 3 makes no distinction between the two purposes (and I think making it make a distinction would be a mistake), so I would say the most important purpose should take precedence. This is settings/data, so I think we should stick with APPDATA. From kloppenburg at snt.utwente.nl Mon Sep 17 11:00:40 2007 From: kloppenburg at snt.utwente.nl (Erik Kloppenburg) Date: Mon, 17 Sep 2007 17:00:40 +0200 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <46EE906C.5030804@ngus.net> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> Message-ID: <46EE9698.1010506@snt.utwente.nl> Tim Angus wrote: > Thing is, the per-game-user-directory /is/ primarily meant for settings > and extra data (i.e. q3config.cfg and 3rd party pk3s). It's /also/ used > for screenshots, demos and videos which might live more appropriately > under "My Documents". Even configs and pk3-data are considered very 'normal' for gamers to access oftenly in q3. It's not like config files for usual applications that should be hidden and not often accessed directly. So everything should be easily accessible in my opinion. > Basically it comes down to CSIDL_APPDATA or CSIDL_PERSONAL. One > consideration is CSIDL_PERSONAL is less well supported by older versions > of Windows. If it becoming the defacto standard we should maybe be using > it... I'm not really sure either way. > > http://msdn2.microsoft.com/en-us/library/ms649274.aspx These older versions of windows probably have less support for multiple users anyway, so if CSIDL_PERSONAL fails, it could just use basepath. Anyway, a selection at installation (choosing basepath or CSIDL_PERSONAL) would be great I think. From jayschwa at gmail.com Mon Sep 17 11:17:18 2007 From: jayschwa at gmail.com (Josh Weisskopf) Date: Mon, 17 Sep 2007 10:17:18 -0500 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <46EE906C.5030804@ngus.net> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> Message-ID: On 9/17/07, Tim Angus wrote: > Thing is, the per-game-user-directory /is/ primarily meant for settings > and extra data (i.e. q3config.cfg and 3rd party pk3s). It's /also/ used > for screenshots, demos and videos which might live more appropriately > under "My Documents". > Games that use My Games typically have extra data or configs in that area and make no attempt to hide them. Off the top of my head, I know Age of Empires 3, Command and Conquer 3, and Dungeon Siege 2 all do this, as I've done some config mucking for all of them. These are all newer, though Age of Mythology (2002) is one of the oldest games I have that started using My Games, if I recall. I personally like the idea of hopping on the My Games bandwagon, solely because it will be consistent with what many other games are doing, even if it isn't written in stone somewhere. I suppose one other thing to consider is what newer id games do. What do Doom 3 and Quake 4 do? -------------- next part -------------- An HTML attachment was scrubbed... URL: From monk at rq3.com Mon Sep 17 19:22:57 2007 From: monk at rq3.com (monk at rq3.com) Date: Mon, 17 Sep 2007 17:22:57 -0600 (MDT) Subject: [quake3] Re: Videos not found :[ In-Reply-To: References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> Message-ID: <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> Bah, again apologies for the long mail. I don't use multi-user stuff too often. I always thought that looking for my junk in a *nix system was an exercise in pain and futility and could never find the logic of some applications being in /etc/home/sys as opposed to /home/etc/sys or whatever. I guess there is some type of esoteric logic (all the web stuff will be in /etc/home/www/html of course!) but I never really figured out what it was nor did I want to learn the differences between Irix, SunOS, and whatever flavor of Linux did its own, slightly different, thing. That being said, I was always used to Quake 2 and Quake 3 putting their stuff in the c:\quake3 folder. Or c:\program files\quake3, etc. I knew that no matter what, I could always look there to see what PK3s, screenshots, demos, and mods I had. That sucker was self-contained. If I needed to copy this stuff to a new computer, I could just copy the folder and BOOM, no jerking around with stuff except redoing the video settings and mouse sensitivity. So... what changed? Quake 3 on windows didn't seem to use this per-user stuff. Do gamers tend to have multiuser machines? Most of the ones I know tend to have one gamer per machine or even one gamer for a few machines. Heck, dorking around with the ol' MacOS Classic version of Q3, it seemed to put stuff in one place? Then when it moved over to OS X it decided it was time to jam crap in other places. And it still, for some reason, didn't consistently save or read my mods' configs, though I don't know if that's an ioq3 or a baseq3 issue. Is this a big issue for windows gamers? Are people really unhappy that the old Q3 doesn't support per-user splitting of data and mods and whatever? Or is this some *nix way of thinking that is being shoehorned into the windows world to solve a problem that doesn't exist for that platform? The discussion for windows stuff seems to be, "put it here, no put it there, wait, where do these things go now?" Why not leave the stuff where it is? As a windows user, I've been trained that my programs go in c:\program files\APPLICATION\ or into wherever I installed it, like e:\quake3\ instead. And all of those supporting files go into THAT FOLDER. Screenshots, demos, mods. Now I admit I'm not up on the latest games, but I remember when people were unhappy with applications that littered all their supporting files all over the place. That's one of the current complaints with Google Desktop for Mac, isn't it? Has there been a big shift from the ideal of "all in one place, easy to find" paradigm to "hide data like the easter bunny!"? Now bear in mind, my whining is windows-centric. The "put stuff all over per-user" thing is long established in *nix since, hell, it's designed that way. But I always run my windows boxes as a single user. The OS seems very single-user centric and the multiple user aspect of it feels tacked on and inelegant. Just my personal feelings. But the gist of this mail is that I don't see multi-user support as a big need on windows and changing the current q3 behavior to make it multi-user seems like it'd jack up a ton of users. Trying to discern the current de facto place for putting things seems like more of a justification for changing things rather than a solid reason for changing the behavior of q3 on windows. I don't know if it would be possible to detect the OS and default to the old behavior on windows, toggleable with a cvar for those who really do want the change, and default to the new?(current?) behavior on *nix and OS X. It's just that the change in general seems arbitrary to me. If some people want this behavior on windows, ok, cool, it'd be neat as an OPTION. But making it the default behavior seems like it'd only set you up for frustrated end-users spamming you with emails telling you that the screenshot and video functions of ioq3 are broken since they can't find 'em. And we all know how well RTFM works with people, so I can't see that really working too well as a way to mitigate the pain. Just my two cents. *My* typical use of ioq3 would be for a base engine to build something else off of, so I could get that behavior tweaked, but I know many people view ioq3 as a straight q3 replacement and, while they will expect improvements, I don't think they will expect a behavior change that large. And moving that kinda stuff around (to a hidden folder, no less!) is a pretty big change. Yes, you can put a shortcut to the appropriate folder during install, but if gamers are like me, they'll just drag the ioq3 icon to the desktop one time and then subsequently completely forget there's any programs entry for ioq3. I don't know if ioq3's been this way for many months on windows since I don't use it except as part of something else, not a standalone replacement, but I know that shift from the "Quake 3" folder to "USERNAME\quake3\whatever" on OS X pissed the 'ell outta me because I couldn't find things and didn't know where Q3 was pulling .cfg info from and I think that wasn't even ioq3, that was going from the classic OS app to the id OS X app. Monk. From defsyn at gmail.com Mon Sep 17 19:59:20 2007 From: defsyn at gmail.com (Henry Garcia) Date: Mon, 17 Sep 2007 19:59:20 -0400 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> Message-ID: The main issue is security. In the *nix world, as you put it, your user data is stored in the home folder of the current user: ~/.q3a/q3config.cfg, etc. In the old windows world, games put things in folders which really should only have administrative privileges. Same with Mac Classic. Windows and Mac didn't change to be a pain in the neck. They changed because of the jerks who like to hack everybody's system. Windows and Mac have grown up having learned that the world is not necessarily a friendly place: not every folder is a safe place to allow programs to store data. Protect your system. On 9/17/07, monk at rq3.com wrote: > > Bah, again apologies for the long mail. > > I don't use multi-user stuff too often. I always thought that looking for > my junk in a *nix system was an exercise in pain and futility and could > never find the logic of some applications being in /etc/home/sys as > opposed to /home/etc/sys or whatever. I guess there is some type of > esoteric logic (all the web stuff will be in /etc/home/www/html of > course!) but I never really figured out what it was nor did I want to > learn the differences between Irix, SunOS, and whatever flavor of Linux > did its own, slightly different, thing. > > That being said, I was always used to Quake 2 and Quake 3 putting their > stuff in the c:\quake3 folder. Or c:\program files\quake3, etc. I knew > that no matter what, I could always look there to see what PK3s, > screenshots, demos, and mods I had. That sucker was self-contained. If I > needed to copy this stuff to a new computer, I could just copy the folder > and BOOM, no jerking around with stuff except redoing the video settings > and mouse sensitivity. > > So... what changed? Quake 3 on windows didn't seem to use this per-user > stuff. Do gamers tend to have multiuser machines? Most of the ones I > know tend to have one gamer per machine or even one gamer for a few > machines. > > Heck, dorking around with the ol' MacOS Classic version of Q3, it seemed > to put stuff in one place? Then when it moved over to OS X it decided it > was time to jam crap in other places. And it still, for some reason, > didn't consistently save or read my mods' configs, though I don't know if > that's an ioq3 or a baseq3 issue. > > Is this a big issue for windows gamers? Are people really unhappy that > the old Q3 doesn't support per-user splitting of data and mods and > whatever? Or is this some *nix way of thinking that is being shoehorned > into the windows world to solve a problem that doesn't exist for that > platform? > > The discussion for windows stuff seems to be, "put it here, no put it > there, wait, where do these things go now?" Why not leave the stuff where > it is? > > As a windows user, I've been trained that my programs go in c:\program > files\APPLICATION\ or into wherever I installed it, like e:\quake3\ > instead. And all of those supporting files go into THAT FOLDER. > Screenshots, demos, mods. Now I admit I'm not up on the latest games, but > I remember when people were unhappy with applications that littered all > their supporting files all over the place. That's one of the current > complaints with Google Desktop for Mac, isn't it? > > Has there been a big shift from the ideal of "all in one place, easy to > find" paradigm to "hide data like the easter bunny!"? Now bear in mind, > my whining is windows-centric. The "put stuff all over per-user" thing is > long established in *nix since, hell, it's designed that way. But I > always run my windows boxes as a single user. The OS seems very > single-user centric and the multiple user aspect of it feels tacked on and > inelegant. Just my personal feelings. > > But the gist of this mail is that I don't see multi-user support as a big > need on windows and changing the current q3 behavior to make it multi-user > seems like it'd jack up a ton of users. Trying to discern the current de > facto place for putting things seems like more of a justification for > changing things rather than a solid reason for changing the behavior of q3 > on windows. I don't know if it would be possible to detect the OS and > default to the old behavior on windows, toggleable with a cvar for those > who really do want the change, and default to the new?(current?) behavior > on *nix and OS X. > > It's just that the change in general seems arbitrary to me. If some > people want this behavior on windows, ok, cool, it'd be neat as an OPTION. > But making it the default behavior seems like it'd only set you up for > frustrated end-users spamming you with emails telling you that the > screenshot and video functions of ioq3 are broken since they can't find > 'em. And we all know how well RTFM works with people, so I can't see that > really working too well as a way to mitigate the pain. > > Just my two cents. *My* typical use of ioq3 would be for a base engine to > build something else off of, so I could get that behavior tweaked, but I > know many people view ioq3 as a straight q3 replacement and, while they > will expect improvements, I don't think they will expect a behavior change > that large. And moving that kinda stuff around (to a hidden folder, no > less!) is a pretty big change. Yes, you can put a shortcut to the > appropriate folder during install, but if gamers are like me, they'll just > drag the ioq3 icon to the desktop one time and then subsequently > completely forget there's any programs entry for ioq3. > > I don't know if ioq3's been this way for many months on windows since I > don't use it except as part of something else, not a standalone > replacement, but I know that shift from the "Quake 3" folder to > "USERNAME\quake3\whatever" on OS X pissed the 'ell outta me because I > couldn't find things and didn't know where Q3 was pulling .cfg info from > and I think that wasn't even ioq3, that was going from the classic OS app > to the id OS X app. > > Monk. > > --- > To unsubscribe, send a blank email to quake3-unsubscribe at icculus.org > Mailing list archives: http://icculus.org/cgi-bin/ezmlm/ezmlm-cgi?50 > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Mon Sep 17 20:25:24 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Mon, 17 Sep 2007 17:25:24 -0700 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> Message-ID: <46EF1AF4.4090405@timedoctor.org> The best part is that you can configure it when you make a new game with ioquake3. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ludwig.nussel at suse.de Tue Sep 18 03:55:42 2007 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Tue, 18 Sep 2007 09:55:42 +0200 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> References: <20070916014151.GA90513@lvlworld.com> <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> Message-ID: <200709180955.43147.ludwig.nussel@suse.de> monk at rq3.com wrote: > That being said, I was always used to Quake 2 and Quake 3 putting their > stuff in the c:\quake3 folder. Or c:\program files\quake3, etc. I knew > that no matter what, I could always look there to see what PK3s, > screenshots, demos, and mods I had. That sucker was self-contained. If I > needed to copy this stuff to a new computer, I could just copy the folder > and BOOM, no jerking around with stuff except redoing the video settings > and mouse sensitivity. That's still the case. Provided that you have write access you put everything you install (demos, mods, maps) into your global q3 installation directory. Only files ioq3 needs to write itself will end up in the user's home directory (~/.q3a on linux). So you can safely copy /usr/local/games/quake3 to another machine or export it over the network without leaking private information (cdkey) or bothering the target with your personal key bindings. IMHO the additional separation of "app data" and "personal data" is a good idea of Microsoft. That way you can easily exclude reconstructable data (such as automatically downloaded maps) from backups. cu Ludwig -- (o_ Ludwig Nussel //\ V_/_ http://www.suse.de/ SUSE LINUX Products GmbH, GF: Markus Rex, HRB 16746 (AG Nuernberg) From tim at ngus.net Tue Sep 18 05:07:00 2007 From: tim at ngus.net (Tim Angus) Date: Tue, 18 Sep 2007 10:07:00 +0100 Subject: Videos not found :[ In-Reply-To: <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> Message-ID: <46EF9534.3080300@ngus.net> monk at rq3.com wrote: > It's just that the change in general seems arbitrary to me. If some > people want this behavior on windows, ok, cool, it'd be neat as an OPTION. Dude, you really need to use fewer words and repeat yourself less. Anyway, set fs_homepath to fs_basepath to get the old behaviour. From monk at rq3.com Tue Sep 18 13:56:26 2007 From: monk at rq3.com (monk at rq3.com) Date: Tue, 18 Sep 2007 11:56:26 -0600 (MDT) Subject: [quake3] Re: Videos not found :[ In-Reply-To: <46EF9534.3080300@ngus.net> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> <46EF9534.3080300@ngus.net> Message-ID: <9059.63.150.173.150.1190138186.squirrel@mail.rq3.com> > monk at rq3.com wrote: >> It's just that the change in general seems arbitrary to me. If some >> people want this behavior on windows, ok, cool, it'd be neat as an >> OPTION. > > Dude, you really need to use fewer words and repeat yourself less. > Anyway, set fs_homepath to fs_basepath to get the old behaviour. Yeah, I've been told it's a flaw of mine. Zak might want to update http://ioquake3.org/?page=help to have that info. The "make a shortcut to ioq3.exe and add ' +set fs_homepath e:\ioquake' to the target field." bit. I try to approach this stuff from the perspective of the end user who 1) uses ioq3 as a "quake 3 client upgrade", 2) expects it to work like Q3, and 3) doesn't read any help or documentation. I disagree with the philosophy of putting settings in per-user folders as a "security" aspect (mentioned previously) since anyone with physical access to a machine can easily defeat any OS limitations on files, but I realize that approach is not going to change nor is it the end of the world. I also disagree with changing the default behavior of stuff that a wide variety of people know. Yes, the end user could tweak the shortcut and evoke a parameter they may or may not know. But for people who don't read instructions and want instant gratification, you might as well be asking them to modify the source code themselves and recompile it on their machine. All it will do is confuse and frustrate them. Maybe the windows installer can have an option there, if they want the old behavior, it could make the shortcut default to that, if not it defaults to the per-user stuff being discussed. It's an idea, at least, and doesn't require any changes to ioq3 code or behavior but still gets a desired (by me, at least) effect in consistency with baseq3's behavior on windows. Monk. From zakk at timedoctor.org Tue Sep 18 14:22:35 2007 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 18 Sep 2007 11:22:35 -0700 Subject: [quake3] Re: Videos not found :[ In-Reply-To: <9059.63.150.173.150.1190138186.squirrel@mail.rq3.com> References: <20070916014151.GA90513@lvlworld.com> <46ECBCE9.4000200@snt.utwente.nl> <20070916093856.GA39854@lvlworld.com> <20070917002911.98608cc3.tim@ngus.net> <20070917105812.GA60780@lvlworld.com> <28406b400709170715q5038ae6dkcbe31cddd85812bd@mail.gmail.com> <46EE906C.5030804@ngus.net> <34970.63.150.173.150.1190071377.squirrel@mail.rq3.com> <46EF9534.3080300@ngus.net> <9059.63.150.173.150.1190138186.squirrel@mail.rq3.com> Message-ID: <46F0176B.2030400@timedoctor.org> monk at rq3.com wrote: >> Dude, you really need to use fewer words and repeat yourself less. >> Anyway, set fs_homepath to fs_basepath to get the old behaviour. > > Yeah, I've been told it's a flaw of mine. Please continue to be vocal. > Zak might want to update http://ioquake3.org/?page=help to have that info. Website is being replaced, > Maybe the windows installer can have an option there, if they want the old > behavior, it could make the shortcut default to that, if not it defaults > to the per-user stuff being discussed. It's an idea, at least, and > doesn't require any changes to ioq3 code or behavior but still gets a > desired (by me, at least) effect in consistency with baseq3's behavior on > windows. That would be fine. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From mudda at quakeit.de Fri Sep 21 05:09:58 2007 From: mudda at quakeit.de (Andreas Otten) Date: Fri, 21 Sep 2007 11:09:58 +0200 (CEST) Subject: IOQuake3 Version [ioq3] Message-ID: <8494.212.184.1.71.1190365798.squirrel@www.mail.quakeit.de> Hi, my Name is Andreas form the q3geoball game www.q3geoball.quakeit.de we want to use your ioquake3 engine for our game as a base. I have the question: Is there a SVN-Build for VC++ 7.1? I have problems to run minGW and MSVC++ Express. Thx for help cu Landix Andreas -- kannix, weissnix, machtnix www.quakeit.de From f0rqu3 at gmail.com Fri Sep 21 05:44:48 2007 From: f0rqu3 at gmail.com (mister fork) Date: Fri, 21 Sep 2007 12:44:48 +0300 Subject: [quake3] IOQuake3 Version [ioq3] In-Reply-To: <8494.212.184.1.71.1190365798.squirrel@www.mail.quakeit.de> References: <8494.212.184.1.71.1190365798.squirrel@www.mail.quakeit.de> Message-ID: <7cd2d9980709210244q27e0ef54s8f0223d95745891d@mail.gmail.com> better try to fix your problems with mingw or create a project file for msvc 7.1 yourself On 9/21/07, Andreas Otten wrote: > > Hi, > my Name is Andreas form the q3geoball game > www.q3geoball.quakeit.de > > we want to use your ioquake3 engine for our game as a base. > > I have the question: > Is there a SVN-Build for VC++ 7.1? > > I have problems to run minGW and MSVC++ Express. > > Thx for help > > cu > Landix > Andreas > > -- > kannix, weissnix, machtnix > www.quakeit.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 defsyn at gmail.com Fri Sep 21 13:01:25 2007 From: defsyn at gmail.com (Henry Garcia) Date: Fri, 21 Sep 2007 13:01:25 -0400 Subject: [quake3] IOQuake3 Version [ioq3] In-Reply-To: <8494.212.184.1.71.1190365798.squirrel@www.mail.quakeit.de> References: <8494.212.184.1.71.1190365798.squirrel@www.mail.quakeit.de> Message-ID: On 9/21/07, Andreas Otten wrote: > > Hi, > my Name is Andreas form the q3geoball game > www.q3geoball.quakeit.de > > we want to use your ioquake3 engine for our game as a base. > > I have the question: > Is there a SVN-Build for VC++ 7.1? > > I have problems to run minGW and MSVC++ Express. I doubt the msvc project even works. You'll probably have to use minGW. Follow the directions in the readme files. Really, read the README files, first. And then one thing you'll probably have to do is use make-3.79.1.exeor version 3.79.1 of make. The newer makes 3.80 and 3.81 crash during the build process. > Thx for help > > cu > Landix > Andreas > > -- > kannix, weissnix, machtnix > www.quakeit.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 ornelio at faculdadeatual.edu.br Fri Sep 21 13:38:14 2007 From: ornelio at faculdadeatual.edu.br (=?iso-8859-1?Q?Orn=E9lio_FAA?=) Date: Fri, 21 Sep 2007 13:38:14 -0400 Subject: Tutorial for beginners Message-ID: Hi all, I'm a newbie in "modding", could you help me with some free tutorials or ebooks? I'm really lost, I'm seeking some light... Please, help me!!! Thanks All! Orn?lio Hinterholz Junior, Brazil -------------- next part -------------- An HTML attachment was scrubbed... URL: From linuxmanmikec at gmail.com Fri Sep 21 13:48:37 2007 From: linuxmanmikec at gmail.com (LinuxManMikeC) Date: Fri, 21 Sep 2007 13:48:37 -0400 Subject: [quake3] Tutorial for beginners In-Reply-To: <46f401a8.0b86460a.0159.3e4cSMTPIN_ADDED@mx.google.com> References: <46f401a8.0b86460a.0159.3e4cSMTPIN_ADDED@mx.google.com> Message-ID: <4561ec380709211048w693df7d4gc1f2e7eab04d35cb@mail.gmail.com> I've been using http://code3arena.planetquake.gamespy.com/ to help me get acquainted with the code. I think there are some other sites I've found, but I don't have them handy at the moment. Other than that, just jump in and start reading, changing, and testing the code. Mike On 9/21/07, Orn?lio FAA wrote: > > > > > Hi all, > > > > I'm a newbie in "modding", could you help me with some free tutorials or > ebooks? > > > > I'm really lost, I'm seeking some light... > > > > Please, help me!!! > > > > Thanks All! > > > > Orn?lio Hinterholz Junior, Brazil > > > > From stowellt at gmail.com Fri Sep 21 13:53:42 2007 From: stowellt at gmail.com (Tim Stowell) Date: Fri, 21 Sep 2007 11:53:42 -0600 Subject: [quake3] Tutorial for beginners In-Reply-To: <4561ec380709211048w693df7d4gc1f2e7eab04d35cb@mail.gmail.com> References: <46f401a8.0b86460a.0159.3e4cSMTPIN_ADDED@mx.google.com> <4561ec380709211048w693df7d4gc1f2e7eab04d35cb@mail.gmail.com> Message-ID: <994f7fe90709211053r3d8f7a8ctf4e912bf6f22c365@mail.gmail.com> www.quakesrc.org/forums was a life saver for me, the members are very helpful with code related questions. -Tim On 9/21/07, LinuxManMikeC wrote: > > I've been using http://code3arena.planetquake.gamespy.com/ to help me > get acquainted with the code. I think there are some other sites I've > found, but I don't have them handy at the moment. Other than that, > just jump in and start reading, changing, and testing the code. > > Mike > > On 9/21/07, Orn?lio FAA wrote: > > > > > > > > > > Hi all, > > > > > > > > I'm a newbie in "modding", could you help me with some free tutorials or > > ebooks? > > > > > > > > I'm really lost, I'm seeking some light... > > > > > > > > Please, help me!!! > > > > > > > > Thanks All! > > > > > > > > Orn?lio Hinterholz Junior, Brazil > > > > > > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From mudda at quakeit.de Fri Sep 21 13:58:02 2007 From: mudda at quakeit.de (Andreas Otten) Date: Fri, 21 Sep 2007 19:58:02 +0200 Subject: [quake3] Tutorial for beginners Message-ID: <46F4062A.10406@quakeit.de> I have a collection of tutorials here: http://www.airfix.quakeit.de/forum/files/tutos_english/tutos/ good luck Orn?lio FAA schrieb: > Hi all, > > > > I'm a newbie in "modding", could you help me with some free tutorials or > ebooks? > > > > I'm really lost, I'm seeking some light... > > > > Please, help me!!! > > > > Thanks All! > > > > Orn?lio Hinterholz Junior, Brazil > > > > > From f0rqu3 at gmail.com Fri Sep 21 16:39:40 2007 From: f0rqu3 at gmail.com (mister fork) Date: Fri, 21 Sep 2007 23:39:40 +0300 Subject: [quake3] Tutorial for beginners In-Reply-To: <46F4062A.10406@quakeit.de> References: <46F4062A.10406@quakeit.de> Message-ID: <7cd2d9980709211339y73e8a523u7caee43e397b3bfd@mail.gmail.com> http://synapse.vgfort.com/quake3.php On 9/21/07, Andreas Otten wrote: > > I have a collection of tutorials here: > > http://www.airfix.quakeit.de/forum/files/tutos_english/tutos/ > > good luck > > Orn?lio FAA schrieb: > > Hi all, > > > > > > > > I'm a newbie in "modding", could you help me with some free tutorials or > > ebooks? > > > > > > > > I'm really lost, I'm seeking some light... > > > > > > > > Please, help me!!! > > > > > > > > Thanks All! > > > > > > > > Orn?lio Hinterholz Junior, Brazil > > > > > > > > > > > > > --- > 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... 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