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Quake / Re: Updated AprQ2 for Mac and Linux users
« on: February 25, 2011, 12:40:22 AM »
Hey Jay,
I have some updates for your fork of AprQ2 that I'd like to see if you'd be interested in. I've tested (most of) this against SVN revision 931.
See the attached files.
Here's the changelog for my updates:
I have some updates for your fork of AprQ2 that I'd like to see if you'd be interested in. I've tested (most of) this against SVN revision 931.
See the attached files.
Here's the changelog for my updates:
Quote
- Added "pain pics" to be used as either an ehancement or replacement for gl_polyblend 1. Similar effect to modern shooters when getting shot. (Uses attached pain_health.tga and pain_armor.tga. Note: These need to be scaled in code based on the resolution; currently these images are for 1920x1200 resolution.)
- Crosshair grows or stretches upon picking up an item, similar to modern shooters. (Not perfect; notice the item pickup text flashes when using CL_AddPainPic2(), e.g. while spectating as it's coded.)
- Created a nice and simple crosshair to be used with or without the crosshair stretch effect (See ch8.tga).
- Added bobbing items; weapons/armor will bounce or bob, similar to Quake3. (cl_bobbing_items)
- Added gl_timebasedfx; the world light and fog level is controlled based on the time of your computer. (gl_fog must be set to 1 (on) for fog level to be controlled)
- Increased CMD_BACKUP from 64 -> 256 (Makes it less likely that you will freeze in place with only minimal packet loss)
- Added cl_draw_playername, cl_draw_playername_x, cl_draw_playername_y from Q2PRO (view player names by pointing at them in game)
- Added cl_smoothsteps from R1Q2 (only cl_smoothsteps 3 from R1Q2 is active when cl_smoothsteps > 0 is set) (Not a complete port from R1Q2, but seems to work.. albeit a bit glitchy?)
- Allowed use of cl_maxpackets while cl_async is active; IIRC, it helps to save even more bandwidth, which I need.
- Updated functions CL_LoadClientinfo and S_RegisterSexedSound() to better cope with some of the "skin" variable hacks such as "skin female/../male/grunt" or such. (Not perfect, but almost*.)
- Fixed netgraph for widescreen resolutions (atleast up to the 1920x1200 that I use) (Needs to be fixed to scale by resolution; currently a hard-coded value.)
- Increased CON_TEXTSIZE from 65536 -> 1048576 (1 MiB of console text) (I like to read the scrollback after several games
- Modified m_accel code on Linux (for good or bad)