diff options
Diffstat (limited to 'code/unix/ChangeLog')
-rwxr-xr-x | code/unix/ChangeLog | 5962 |
1 files changed, 2981 insertions, 2981 deletions
diff --git a/code/unix/ChangeLog b/code/unix/ChangeLog index 2642f2d..5a5592b 100755 --- a/code/unix/ChangeLog +++ b/code/unix/ChangeLog @@ -1,2981 +1,2981 @@ -TODO: the Mac port seems stable, but outputs a bunch of warnings..
-
-2004-05-22
-- updated the xcode project from Apple's version
- now with the latest vm_ppc code
-
-2004-05-21 Timothee Besset <ttimo@idsoftware.com>
-- fixed the Linux build to compile again on sid (glext.h and gcc3 warnings)
-- 2 weeks ago, hacked up the source to compile on panther / xcode 1.1
- several cleanups were needed, and VM support seems broke (hangs or crashes)
-- got altivec optimisations from Apple (Kenneth Dyke)
- merged back in
-- looks like with the new code merge the VM support is back in and working
-
-2003-09-15 Timothee Besset <ttimo@idsoftware.com>
-- import Q3 java master code, cleanups on monster
-
-2003-08-31 Timothee Besset <ttimo@idsoftware.com>
-+ loki_setup hell
- https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=626
- http://zerowing.idsoftware.com/linux/q3a/index.html#glibc
- text mode installer in loki_setup image built on Mandrake 7.2 crashes on some glibc 2.3 systems such as RH9 etc.
- need to move to a different version of the installer, and update old installers to keep them still 'installing'
- moving to build the setup binaries on Debian Woody systems (glibc 2.2, text mode installer will no longer work on 2.1 systems)
- hacked together a new setup, using setup tree from RTCW. would need a complete revamp if a new full setup with new binaries is needed
-
-2003-07-17 Timothee Besset <ttimo@idsoftware.com>
- + new cvsreport, testing per-module config
-
-2003-01-19 Timothee Besset <ttimo@idsoftware.com>
- + building on both gcc 2.x and 3.x
- added conf modules to check gcc version
- ccache support
-
-2003-01-13 Timothee Besset <ttimo@idsoftware.com>
- + tweaking around for gcc 3.x build
- edit Conscript to change the compiler
-
-2002-12-16 Timothee Besset <ttimo@idsoftware.com>
- + added pbEmit class to auth code, emit CD keys to local PB master
-
-2002-11-14 Timothee Besset <ttimo@idsoftware.com>
- + up to latest makeself.sh
- + add both quake3.x86 and quake3-smp.x86 to setup
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=573
- console setup crash / glibc 2.3 (Debian Sid)
- investigated, put together a workaround
-
-2002-11-5 Timothee Besset <ttimo@idsoftware.com>
- + Linux building both smp and non-smp again. Will have to put both in setup
- + added in_subframe to toggle X subframe event handling
- + reworked the timing code to be more reliable
- + cleaned up dgamouse/in_mouse code, removed unnecessary dgamouse var
- + made the mouse grabbing an in_nograb cvar, no longer a compile time option
- in_nograb 1 force in_dgamouse 0 and r_fullscreen 0 (any of those two will b0rk)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=565
- mouse issues on Suze 8.1 - related to subframe event timing
- added code chunk to detect broken X timing and disable subframe
- + tweaked the subframe/X bug workaround to be less paranoid
-
-2002-10-28 Timothee Besset <ttimo@idsoftware.com>
- + no longer blocking demo recording if g_synchronous clients != 0
- only sending out a warning (everyone does g_sync 1 ; record ; g_sync 0)
-
-2002-10-21 Timothee Besset <ttimo@idsoftware.com>
- + building final mod sdk setups (added lcc bins, added link to q3asm-turbo in readme)
-
-2002-10-8 Timothee Besset <ttimo@idsoftware.com>
- + quickfix cl_maxpackets > 125 brings back to 100
-
-1.32 release ---
-
-2002-10-7 Timothee Besset <ttimo@idsoftware.com>
- + made the 'demo' command case-insensitive on extension match (it was confused by demo FOUR.DM_68)
- + mouse wheel scrolling with in_mouse 1 + window mode was not working, fixed (DI didn't catch)
- + removing on-the-fly pk3 build from Linux setup, using the finalized ones now
- added 'pk3' option to cons for toggle of pk3 building
-
-2002-10-5 Timothee Besset <ttimo@idsoftware.com>
- + updated win32 mod sdk (in win32/mod-sdk-setup)
- added q3asm and lcc source
- updated the .bat to build VMs
-
-2002-10-3 Timothee Besset <ttimo@idsoftware.com>
- + linux mod sdk, wrote the bulk of the scripts
-
-2002-9-30 Timothee Besset <ttimo@idsoftware.com>
- + ATVI Quake 3 1.32 Patch #9
- rolling back to the way it was before, leaving 1v1 force vote exploit, the fix was worse than the bug
- from comment on bug #9 in tracker:
-
- actually the fix is worse than the original bug
-
- after the fix, voting when you are alone on the server was no longer working
- it was kinda intended in the fix, that you would have to be at least two to pass a vote .. but
- it is an oversight.
-
- calling a vote in a 1v1 game against a bot fails immediately
- (calling a vote in any situation where there's only 1 live player fails)
-
- Say a server's running some lame custom map that you have but a friend doesn't. You can't go
- on the server and change it to the map you want to play, so he ends up having to auto-dl it at
- 8K a second just so you can switch from it.
-
- This particular 2 clients, vote / quit exploit would involve too many changes to fix properly.
- I am reverting back to the old version, and leaving as WNF
-
-2002-9-29 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
- added Wheel support to the DirectInput code IN_DIMouse (in_mouse 1)
- tweaked the Wheel mouse reading for in_mouse -1 (old win32 input code)
- handle correctly when zDelta is > 120
- provide a in_logitechbug cvar to handle buggy Logitech MouseWare driver sending wheel events twice
-
-2002-9-26 Timothee Besset <ttimo@idsoftware.com>
- + ATVI Quake 3 1.32 Patch #38
- adding trap_SetPbClStatus, reliably checks for PB presence before enabling PB in UI
-
-2002-9-25 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
- SVF_CLIENTMASK, fixed a typo
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=555
- pushed cl_maxpackets upper limit to 125 (from 100) per CPMA Arqon's request
-
-2002-9-24 Timothee Besset <ttimo@idsoftware.com>
- + ATVI Quake 3 1.32 Patch #33
- PB reporting sv_paused cvar hacked, fixed SV_CheckPaused to use a Cvar_Set
- + ATVI Quake 3 1.32 Patch #24
- added [skipnotify] from RTCW, use to display in the console only, but not on client screen
- (also fixes pb_msgprefix and pb_sv_msgprefix)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=553
- using correct error message if listen server starting as cl_punkbuster 0 sv_punkbuster 1
- + ATVI Quake 3 1.32 Patch #35
- text auto wrap in UI code was eating the last word if it was wrapping
- fixed in Q3 and TA UI (this bug could have affected the server print message also)
- + some updates to the win32 cons post-build process
-
-2002-9-21 Timothee Besset <ttimo@idsoftware.com>
- + adding bspc cons build script
-
-2002-9-19 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552
- disconnect reason is transmitted in the disconnect command and processed into com_errorMessage
- (similar to RTCW behaviour)
- added UI for com_errorMessage cvar in baseq3/, if client is kicked/dropped/disconnected for whatever reason
- (this is already functional in TA)
- + ATVI Quake 3 1.32 Patch #9
- failing vote if there's only one voting client (fixes exploit on 2-player server where one player votes then disconnects, forcing vote to pass)
- + ATVI Quake 3 1.32 Patch #5
- removed the userInfoChanged message (was a debugging leftover)
- + ATVI Quake 3 1.32 Patch #18
- rcon was not properly fixed yet, this only showed up for PB commands
- changed the rcon parsing again to be more reliable
-
-2002-9-18 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=549
- the demo command has a list of compatible protocols, it will loop through 66 67 68
- you can do '/demo four' and it will try four.dm_66 four.dm_67 four.dm_68
- or you can explicitely give a '/demo demoname.dm_??'
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
- added SVF_CLIENTMASK (0x00000002), works only with <= 32 players
- set bitmask of players to which send entity
-
-2002-9-17 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=550
- rcon bug fix
- + some scons updates for win32 (post build)
- + 1.32rc2
-
-2002-9-06 Timothee Besset <ttimo@idsoftware.com>
- + updated completely the setup system:
- fixed cons stuff to build setup with cons -- release setup
- working from new setup codebase with some custom patches:
- https://bugzilla.icculus.org/show_bug.cgi?id=52
- https://bugzilla.icculus.org/show_bug.cgi?id=53
- checked that BSD support was still in (brandelfing and symlinks) .. will have to get tester feedback
- bumped version to 1.32rc1
- TODO: update the windows .VCT (standalone setup and auto-update)
-
-2002-9-04 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
- backport from RTCW 1.4 code
- rcon commands where sent after being tokenized and rebuilt
- that was breaking any quoting, for instance 'rcon g_motd "hooka pooka"'
- added Cmd_Cmd() to retrieve the un-tokenized command and transmit as is on both ends
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=542
- b0rked text wrapping in connect screen
- was a missing sizeScale in q3_ui/, and a bad param in ui/
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
- backport fix to pk3 reordering, happens when clearing the references, bad order from connection may break stuff
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=527
- TA ui/, quickfix to netSource (mod stuff, doesn't affect TA)
- + cleaned up broken old DO_WIN32 stuff in cons scripts
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=526
- typo in models2.shader
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=443
- Linux client: sub-frame timing of key/mouse events
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=453
- added mousewheel support: wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=545
- bumped server count to 4096
- + keep around: __asm__ __volatile__ ("int $0x03");
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
- moved screenshots to backend with a new RC_SCREENSHOT render command
- fixes the r_smp 1 garbled screenshots
-
-2002-8-29 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=539
- new VM code from Raven's Sof2
- + cons / qvmtools build system fixes
- + had to get a new qe3.ico again (resource compiler error)
- http://vasin.hypermart.net/eei.htm
- + updated, basic testing on win32, merging back in trunk
- + merged bug-539 branch back into trunk, officialize the new VM code
-
-2002-8-26 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=472
- linux client: handle ctrl+space situations (could leave space locked on + space not working with ctrl on)
- + update the build system, build q3lcc and q3asm etc. on demand
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
- fixed invisible players/entities
-
-2002-8-23 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536
- fixing donedl being ignored after autodl if map_restart'ed (propagate from RTCW)
- ignoring multiple map_restart (propagated from RTCW)
- + reworked the server 'client text ignored' message to only trigger when there's actually a message that doesn't get to the game VM
-
-2002-8-18 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=528
- ydnar: reorg bits in the drawsurf sort index, push MAX_SHADERS to 2^12
- + commented out some debug stuff in java auth server
- + added FAQ item with Linux & BSD patch to handle broadcast on multiple interfaces
-
-2002-8-15 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
- fixing rcon being broken on NT/XP with > 23 days uptime (or so)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=525
- changed the rcon buffer size to avoid overflows and dropping part of the message
-
-2002-8-14 Timothee Besset <ttimo@idsoftware.com>
- + hacked in some experimental win32 stuff to the cons files
- (win32 recognition and pk3 installs .. very very experimental but I needed it for win32 dev)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=521
- ui/ and q3_ui/ : added text auto wrapping in the connection screen drawing (server message)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=531
- removed the MPlayer stuff from the server browsers
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=505
- enabled back the ignore if protocol is != (fixes Wolf servers showing in browser)
-
-2002-8-10 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
- propagated IP banning fix from RTCW
-
-2002-8-08 Timothee Besset <ttimo@idsoftware.com>
- + propagate additional sv_lanForceRate fix from RTCW
-
-2002-8-07 Timothee Besset <ttimo@idsoftware.com>
- + added trap_FS_Seek
-
-2002-8-05 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
- fixed the DI mouse init procedure
-
-2002-8-05 Timothee Besset <ttimo@idsoftware.com>
- + removed sv_allowanonymous, was dummy and polluting the serverinfo
- (sv_allowanonymous was designed to flag wether server was public or not, but that's replaced by g_needpass)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=514
- sv_strictAuth (default 1): server variable to control wether strict CDKEY auth should be performed
- this is required if you want reliable cl_guid on the server
- extended the getIpAuthorize (server->auth message) syntax
- sending the fs_game at all times (default 'baseq3'), dummy sv_allowAnonymous 0, strict auth flag
- NOTE: 1.31 server on baseq3 sends a getIpAuthorize packet like:
- processing packet: getIpAuthorize -1230824753 217.128.77.195 0
- the auth server will mistakenly read fs_game as '0'
- + TAGGED the master / auth source as pre-1_32
- will need to go back to this to comment out all my debugging crap
-
-2002-8-04 Timothee Besset <ttimo@idsoftware.com>
- + cleaned master server stuff, client was prompting master.quake3arena.com,
- server was sending heartbeats to master3.idsoftware.com
- both point to 192.246.40.56, unified to master.quake3arena.com
- the MPlayer master, master.quake3world.com doesn't exist anymore, switched it to master.quake3arena.com
-
-2002-8-02 Timothee Besset <ttimo@idsoftware.com>
- + added auth server source, reorganized
- + auth server name / master key optionally set on command line for master and auth servers
- + auth and master config in build system
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524
- changed default GL driver from libGL.so to libGL.so.1
- see LSB 1.2 spec: http://www.linuxbase.org/spec/refspecs/LSB_1.2.0/gLSB/libgl.html
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=480
- applying the 'no cp command' experimental fix for beta phase
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
- backported from RTCW, fix to packet fragmenting emission
- FIXME: there is some verbose code that we have to take out in the final version (grep for #462)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
- backported from RTCW, don't get dropped if the server changes map while connecting (ignore outdated cp)
- + PROTOCOL BUMPED TO 68
-
-2002-8-01 Timothee Besset <ttimo@idsoftware.com>
- + Linux: dedicated build was not setting up signal handler like the full client does
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522
- SplashDamage bugfix, now clearing client gentity before GAME_INIT call (instead of after)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=498
- fixed NET_AdrToString to print the port as unsigned int (for ports > 1^^15, was showing negative)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=501
- maintain IP in userinfo sent to game
- + checking in master server source
-
-2002-7-31 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=513
- https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
- porting fix from RTCW codebase. client re-orders it's pk3s to scan in the same order than the server
- this eliminates several 'Invalid .PK3 file referenced' situations (caused by client not referencing the same thing as server)
- + fixed border remnants in ta ui
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=517
- ERR_DROP if PB client off / server on conflict when starting local server
- + quickfix to q3 ui / punkbuster detect in server browser
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=458
- code fix, no more taunt spam
- + cons install of PB .so files
- + correct MOD_KAMIKAZE and MOD_JUICED in TA games.log
-
-2002-7-29 Timothee Besset <ttimo@idsoftware.com>
- + q3 ui: completed confirmation prompts and messages (added UI_ConfirmMenu_Style & UI_Message)
- + ta ui: backported 'conditionalopen' from RTCW (conditionalopen <cvar> <menu1> <menu2>)
- + ta ui: confirmation prompt for punkbuster enable/disable etc.
- + added the win32 DLLs to pb/win32/
-
-2002-7-28 Timothee Besset <ttimo@idsoftware.com>
- + ta ui: sv_punkbuster in StartServer menu
- + ta ui: added cl_punkbuster in server browser
- + view filters are in a modal dialog
- + new files: filter.menu menus.txt (pak3.pk3 updated)
- + fix broken link in Linux FAQ
-
-2002-7-27 Timothee Besset <ttimo@idsoftware.com>
- + ta ui: PB display in the browser, in it's additional tab, with sorting
-
-2002-7-26 Timothee Besset <ttimo@idsoftware.com>
- + PB UI: for baseq3/ AND missionpack/
- q3_ui: Punkbuster: Enable/Disable in server broswer (cl_punkbuster)
- q3_ui: PB logo, PB Yes/No in browser (TODO: validate this to be working)
- q3_ui: added sv_punkbuster toggle in start server menu
- + automated building of the new PK3s, unix/Conscript-pk3
-
-2002-7-25 Timothee Besset <ttimo@idsoftware.com>
- + added PB build scripts on Linux, fixed the Linux build
-
-2002-7-12 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=511
- fixing re.SetColor crash for widescreen displays (q3dm11)
- was calling to the renderer while not registered
-
-2002-6-19 Timothee Besset <ttimo@idsoftware.com>
- + r_roundImagesDown 0 + map q3dm16 -> tr_image.c ResampleTexture crash
- buffer overflow because of resample to 2048x..
- xian_q3dm12_leftwall4fin.jpg 1152x384
- bumped one buffer byte p1[1024] -> byte p1[2048], added a safe check
-
-2002-6-14 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
- propagate a renderer fix from RTCW. fixes a one-frame visual glitch when mod code
- registers a shader after drawsurfaces are generated but before the frame is rendered
-
-2002-6-12 Timothee Besset <ttimo@idsoftware.com>
- + added cons and pcons to unix/, updated the build script
-
-2002-5-24 Timothee Besset <ttimo@idsoftware.com>
- towards a new Q3 release?
- some bug fixes require protocol change, or mod code/mod interface change to be fixed properly
- this is a biz decision, dunno yet if we are going to want a new protocol (probably not)
- -> have to create a branch for the 1.31b, i.e. backwards compatible with 1.31 'Stable-1_31'
- and put the 1.32 specific / protocol changes on trunk
- no telling what will go in SOS in the end .. probably 1.32
-
-2002-5-5 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
- adding a sv_lanForceRate (defaults to 1) to turn on/off server forcing rate of LAN clients
- (only affects LAN dedicated clients - dedicated 1, default behaviour forces LAN clients to 99999 rate)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470
- fixing potential overflows with cl_cdkey (propagated from RTCW)
- + cons-based build system (imported from Wolf, was partly written for mod tools release already)
- building with SMP on by default
- + better #ifdef SMP handling ('disabled at compile time' message)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=494
- Q_vsnprintf for vsprintf calls in the core
- not putting this in game code as we'd need a vsnprintf implementation in bg_lib.c
-
-2002-4-5 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
- taking out the fix which was found broken and incomplete
-
-2002-8-4 Timothee Besset <ttimo@idsoftware.com>
- + adding NO_MOUSEGRAB define (select in the Makefile)
-
-2002-2-4 Timothee Besset <ttimo@idsoftware.com>
- + applying Gareth's SMP patch
- + count number of CPUs (Sys_ProcessorCount in unix_shared.c), default r_smp appropriately
- + bumping version to 1.32
- + if XInitThreads fails, set r_smp to zero
-
-2002-28-2 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
- send potential remaining fragmented packets before sending a gamestate
-
-2002-26-2 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=455
- removed old libMesaVoodooGL.so loading code
- Voodoo cards should use XF4/DRI, that load code was outdated and confusing people with broken OpenGL
-
-2002-16-1 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=441
- adding brandelf calls to the setup building process so that our binaries run on BSD
-
-2002-1-1 Timothee Besset <ttimo@idsoftware.com>
- + updated FAQ with BSD info (bug #441)
- + FAQ update on CLIENT_UNKNOWN_TO_AUTH
- + FAQ update for proper strace usage
-
-2001-12-12 Timothee Besset <ttimo@idsoftware.com>
- + Q3 1.31 point release
- updating build_setup.sh to new pk3 files
- (baseq3/pak7.pk3 missionpack/pak2.pk3)
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=395
- adding quake3.xpm icon, and modified the setup accordingly to put symlinks
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=390
- ignoring SIGTTIN SIGTTOU
-
-2001-06-12 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
- bug with full scene
-
-2001-04-12 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=398
- cg_bobup cheat protect
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=399
- fixed Setup > System > Driver info crash
- + checked in code/spank.sh script, perform checksuming
-
-2001-18-09 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
- propagating sound code fixes from Wolf to Q3
-
-2001-11-08 Timothee Besset <ttimo@idsoftware.com>
- + setup script was still broken, damn shell expansion
- the exit code for Q3 was always zero instead of $?
- propagating the fix to Wolf
-
-2001-11-04 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=382
- modified challenge code for motd to be truly random
-
-2001-10-31 Timothee Besset <ttimo@idsoftware.com>
- Moved updated q3asm and lcc source at the toplevel, MissionPack/q3asm
- and MissionPack/lcc
-
-2001-10-29 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=381
- build system is now functional
-
-2001-10-21 Timothee Besset <ttimo@idsoftware.com>
- + updated Sys_LoadDll code on linux to search in the following order:
- #1 current directory
- #2 fs_homepath
- #3 fs_basepath
- this was needed to make mod developement easier
-
-2001-10-09 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51
- the code to buffer the redirection was in there but disabled? (Com_Printf)
- enabled it back
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=52
- connection issues / userinfo
- client side fix, instead of sending 'connect <userinfo>' packet
- we now send 'connect "<userinfo>"'
-
-2001-10-08 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
- added a PROT_READ to the mmap call
- this was needed to go around a bug in glibc i586 i686, memset doing read access
- since the audio_fd is opened O_RDWD this is harmless to Q3
-
-2001-10-07 Timothee Besset <ttimo@idsoftware.com>
- + updating from SOS
- S_WriteLinearBlastStereo16 C/asm is back in snd_mix.c (Graeme)
- r_showtris r_shownormal cheat protections
- + Sys_LoadDll changes:
- removing -debug search when loading native dlls
- changing the fatal aborts when not finding native from release only to debug only (was a misfeature)
- used to search in cd_path which is bogus, now searching in pwd if basepath fails
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=275
- fixed r_fullbright not being cheat protected / was a CVAR_LATCHED|CVAR_CHEAT issue
-
-2001-09-06 Timothee Besset <ttimo@idsoftware.com>
- + updated from SOS, some changes to qcommon/unzip.c (statics)
-
-2001-08-27 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=3
- Added some code in CL_InitDownloads to use FS_ComparePaks and print out information about server-referenced paks that are missing on the client. It is a first step, allows to get precise information about what can cause a connection to fail (typically when the user is sent back to the main screen).
-
-2001-08-22 Timothee Besset <ttimo@idsoftware.com>
- + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=86
- fixed sound bug (with Graeme hints)
-
-2001-08-20 Timothee Besset <ttimo@idsoftware.com>
- + made sure Sys_Printf doesn't get into an endless loop if logfile is on
- fixed qconsole.log issues, +set logfile 1 +set fs_debug 1 was crashing (any OS)
- fixed logfile 1 / ttycon 1 issue, didn't exit properly (same endless looping)
- also fixes an issue reported by q3f team
- + changed rcon commands from Com_DPrintf to Com_Printf so that they show up in the console
- (with IP information)
-
-2001-08-19 Timothee Besset <ttimo@idsoftware.com>
- + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=91
- (autodownload toggle in q3 ui)
- + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=76
- g_password issue
- + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=93
- cheat protecting r_lodCurveError
- + wontfix https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=92
-
-2001-08-18 Timothee Besset <ttimo@idsoftware.com>
- + more fixes to the 7-button mouse code (linux only)
- + updated faq about gamma slider
- + added "servers don't show up in ingame browser" to faq
- + added Alt+Enter toggle for fullscreen/windowed (linux)
-
-2001-08-16 Timothee Besset <ttimo@idsoftware.com>
- reconfiguring CVS repository to give access to Gareth
- + testin gareth's access
-
-2001-08-03 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=85
- fixes in the setup code for older bash versions
-
-2001-08-02 Timothee Besset <ttimo@idsoftware.com>
- * commented out assembly implementation of S_WriteLinearBlastStereo16, using modified C implementation from Zaphod
- need to check performance: https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=88
- * finished const declarations in CG_Trace calls, was needed in pmove_t declaration and some other functions
- cgame/cg_local.h : CG_trace trap_CM_BoxTrace
- game/bg_public.h : using const in pmove_t trace functions prototypes
- (fixes gcc warnings: assignment from incompatible pointer type)
-
-2001-07-26 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=78
- mapped K_MOUSE4 K_MOUSE5
-
-2001-07-23 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
- more fixes, handling meta characters and various kinds of backspace
-
-2001-07-22 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
- after testing feedback, fixed more stuff:
- better backspace, works with putty and potentially more terminals
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51
- band aid fix to rcon status, incresed MAX_PUSHED_EVENTS from 256 to 1024
- (adds 28kb of mem requirements)
-
-2001-07-21 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=2
- using XF86 Gamma extension to set the gamma in game from the menus
- (previous behaviour was to set /r_gamma and restart, renderer relying on s_gammatable)
- restoring initial gamma on GLimp_ShutDown
-
-2001-07-19 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
- first usable version of dedicated console
- added history and completion functionality
- ready for some testing
- still some TODOs and FIXMEs:
- keep the currently edited line when going back from history exploration
- edit the current line with cursor, insert mode etc.
-
-2001-07-18 Timothee Besset <ttimo@idsoftware.com>
- * starting TAB completion and history for the dedicated server (tty console)
- removed Sys_ConsoleOutput (unused)
- removing bogus nostdout variable
- cleanup of a big chunk of code that Bernd commented out and scheduled for deletion
- moved completion code from client/cl_keys.c stuff into qcommon/common.c, Field_CompleteCommand(field_t*)
-
-2001-07-13 Timothee Besset <ttimo@idsoftware.com>
- * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=8
- screenshots overwrites
- * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=31
- DOUBLE SIGNAL FAULT
-
-2001-07-11 Timothee Besset <ttimo@idsoftware.com>
- * fix for french keybards / console toggle / bound to XK_twosuperior
-
-2001-07-10 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19
- cleanup of the keyboard code, adding com_developer message in case XLookupString would fail
-
-2001-07-10 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=33
- using our custom handlers for X errors, should make things more robust
- (X docs say some X errors are not fatal, but the default X handler exits the app anyway)
-
-2001-07-08 Timothee Besset <ttimo@idsoftware.com>
- * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19
- keyboard state issues, fixed the sticking with ctrl key (thks relnev)
-
-2001-07-07 Timothee Besset <ttimo@idsoftware.com>
- * closing https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=13
- the fixes to bug #9 solved this one too
- * checking in to SOS
-
-2001-07-05 Timothee Besset <ttimo@idsoftware.com>
- * work on https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=9
- filesystem code changes:
- updated the documentation in files.c to the current system
- added correct fs_homepath fs_basepath fs_cdpath scanning to FS_SV_FOpenFileRead
- (fixes description.txt not found, and probably a few other linux issues)
-
-2001-06-29 Timothee Besset <ttimo@idsoftware.com>
- * fixed setup issues (graphical/console)
- https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=6
-
-2001-06-26 Timothee Besset <ttimo@idsoftware.com>
- * bug tracker is online at https://zerowing.idsoftware.com/bugzilla
- authentication, use login: bugs password: b00gies
- for now, using it as the linux bug tracker, possible use for more OSes and programs if anyone is interested.
- * tweaked the graphical setup to send to bugs@idsoftware.com on errors instead of support@lokigames.com
-
-2001-06-19 Timothee Besset <ttimo@idsoftware.com>
- * fixed generated launch script /usr/local/bin/quake3, exit $* should be exit
-
-2001-06-18 Timothee Besset <ttimo@idsoftware.com>
- * rebuilt 1.29f setups, released as 1.29f-beta1 'Q3 1.29f linux-i386 Jun 19 2001'
-
-2001-06-10 Timothee Besset <ttimo@idsoftware.com>
- * rebuilt against PR source, packaged 1.29b setups
-
-2001-05-25 Timothee Besset <ttimo@idsoftware.com>
- * graphical setup, based on Loki's setup tool (GPL)
-
-2001-05-22 Timothee Besset <ttimo@idsoftware.com>
- * changed fs_basepath to fs_homepath, according to Graeme's changes (probably missed this change?)
- this fixes the q3key prompting at each game startup
-
-2001-05-20 Timothee Besset <ttimo@idsoftware.com>
- * rebuilding 1.28b, various fixes on linux build:
- - SetProgramPath was renamed to Sys_SetDefaultCDPath in unix_shared.c
- updated unix_main.c accordingly
- - some prototypes in qgl.h are guarded by #ifndef GL_VERSION_1_2 (ARB extentions)
- those prototypes are needed by linux_glimp for importing functions and casting, added a #ifdef __linux__
- (not a clean solution)
- - game/q_shared.h
- little endian / big endian functions have been added
- gcc generates warnings about functions being unused .. inlined them
- - cgame/cg_marks.c
- // TTimo
- // gcc warning: might be used uninitialized
- float sInc = 0.0;
- float s = 0.0;
-
-2001-05-15 Timothee Besset <ttimo@idsoftware.com>
- * fixes to linux Makefile for bspc 2.1h
- * various updates to 1.28b on linux
-
-2001-05-09 Timothee Besset <ttimo@idsoftware.com>
-
- * R. Duffy reverted game/bg_pmove.c PM_CheckDuck, was a merging screup on my side
- * updated setup to 1.27z, removed the .so from the setup distribution (they were in 1.27g because of issues)
- FIXME: gotta get pk3's first
-
-2001-05-04 Timothee Besset <ttimo@idsoftware.com>
-
- * fixes to gcc, building RC for 1.27s
-
-2001-05-01 Timothee Besset <ttimo@idsoftware.com>
-
- * added qcommon/huffman.c to the Makefile
- * gcc -Wall:
- commenting out
- CL_Netchan_Encode CL_Netchan_Decode (cl_net_chan.c)
- Netchan_ScramblePacket Netchan_UnScramblePacket (net_chan.c)
- SV_Netchan_Encode SV_Netchan_Decode (sv_net_chan.c)
-
-2001-04-26 Timothee Besset <ttimo@idsoftware.com>
-
- * fixed dedicated server crash when entering the VM_COMPILED qagame on a mod (some statics lacked initialization)
-
-2001-04-25 Timothee Besset <ttimo@idsoftware.com>
-
- * added $(Q3POBJ) to clean target (cleanup of platform-dependent objects)
- * more make clean improvements
-
-2001-04-23 Timothee Besset <ttimo@idsoftware.com>
-
- * cleanup the mod selection code, remove duplicates
- * some issues with release builds, my main developement box doesn't build stable binaries with release settings
- removing -fomit-frame-pointer seems to fix (there's probably a performance hit)
- see OMIT-FRAME-POINTER.txt
-
-2001-04-13 Timothee Besset <ttimo@idsoftware.com>
-
- * checked in a first set of merged files
-
-2001-04-06 Timothee Besset <ttimo@idsoftware.com>
-
- * merged back the core linux parts to make 1.27g linux build from the Source Safe tree again
-
-2001-02-27 Bernd Kreimeier <bk@lokigames.com>
-
- * CVS: tag with changes as of today
- cvs tag id1-27j-loki01027
-
- * code/qcommon/msg.c: numFields loop (SOS).
- * code/qcommon/files.c: ue Q_stricmp (SOS uses stricmp, was strcmp).
- * code/game/q_shared.h (Q3_VERSION): 1.27j. Also
- MAX_STRING_TOKENS upped from 256 to 1024 (SOS).
-
- * code/server/sv_snapshot.c (SV_AddEntitiesVisibleFromPoint): see below.
- * code/game/g_public.h (SVF_NOTSINGLECLIENT): added (SOS).
-
- * code/server/sv_ccmds.c: see below.
- * code/game/g_main.c: g_gametype cvar now userinfo (SOS).
-
- * code/game/g_active.c (SendPendingPredictableEvents): new (SOS).
- * code/game/bg_misc.c: new SOS (sos010227)
-
- * SOS: new update sos010227.
-
-2001-02-22 Bernd Kreimeier <bk@lokigames.com>
-
- * CVS: now in sync with last SOS and cleanup up
- cvs tag id1-27i-loki01022
-
- * code/ui/ui_shared.c: below.
- * code/ui/ui_main.c: leftover code!
- * code/server/sv_world.c: below.
- * code/server/sv_snapshot.c: below.
- * code/server/sv_init.c: below.
- * code/server/sv_game.c: below.
- * code/server/sv_client.c: below.
- * code/server/sv_ccmds.c: below.
- * code/server/sv_bot.c: below.
- * code/server/server.h: below.
- * code/renderer/tr_surface.c: below.
- * code/renderer/tr_shader.c: changed assert to early return.
- * code/renderer/tr_shade_calc.c: below.
- * code/renderer/tr_shade.c: below.
- * code/renderer/tr_scene.c: below.
- * code/renderer/tr_mesh.c: below.
- * code/renderer/tr_local.h: below.
- * code/qcommon/vm_x86.c: cleanup.
- * code/qcommon/vm.c: below.
- * code/qcommon/unzip.c: below.
- * code/qcommon/qcommon.h: below.
- * code/qcommon/files.c: below.
- * code/qcommon/cvar.c: cleanup.
-
-2001-02-21 Bernd Kreimeier <bk@lokigames.com>
-
- * code/qcommon/common.c: cleanup.
- * code/qcommon/cm_trace.c: cleanup.
- * code/qcommon/cm_patch.c: cleanup.
- * code/qcommon/cm_public.h: cleanup.
- * code/game/q_shared.h: cleanup.
- * code/game/q_shared.c: cleanup.
- * code/game/q_math.c: cleanup.
- * code/game/g_syscalls.asm: changed (once more) floor,ceil etc.
- * code/game/g_spawn.c: cleanup.
- * code/game/g_session.c: cleanup.
- * code/game/g_cmds.c: cleanup.
- * code/game/g_client.c: cleanup.
- * code/game/g_arenas.c: cleanup.
- * code/game/bg_slidemove.c: cleanup.
- * code/game/bg_pmove.c (PM_CheckDuck): old call to trace?
- * code/game/bg_misc.c: cleanup.
- * code/game/be_aas.h: dead code.
- * code/game/ai_dmq3.c: cleanup. One clear/copy switched?
- * code/game/ai_dmnet.c: more //*/. Why oh why not DEBUG....
-
- * code/client/snd_mix.c: below.
- * code/client/snd_dma.c: below.
- * code/client/keys.h: cleanup.
- TODO: #error in q3_ui/keycodes.h ?
-
- * code/client/client.h: cleanup.
- * code/client/cl_main.c: misplaced bracket. Cleanup.
- * code/client/cl_keys.c: below.
- * code/client/cl_cin.c: below.
- * code/client/cl_cgame.c: cleanup.
- TODO: define assert for Win32 or guard my assertions.
-
- * code/cgame/cg_syscalls.c: below.
- * code/cgame/cg_servercmds.c: below.
- * code/cgame/cg_players.c: cleanup.
-
- * code/cgame/cg_newdraw.c: remember to diff against cg_newDraw.c
- in SOS (mixed case).
- TODO: get id to use cg_newdraw.c, and to remove cg_newDraw.c/cpp.
-
- * code/cgame/cg_main.c: below.
- * code/cgame/cg_local.h: below.
- * code/cgame/cg_event.c: below.
- * code/cgame/cg_drawtools.c: below.
- * code/cgame/cg_draw.c: cleanup.
- * code/cgame/cg_consolecmds.c: dead code.
- * code/bspc/qbsp.h: below.
- * code/bspc/l_poly.c: below.
- * code/bspc/l_math.c: cleanup.
- * code/bspc/bspc.c: cleanup.
- * code/bspc/be_aas_bspc.c: cleanup.
- * code/bspc/aas_map.c: kept comments - merge loss at their end?
- * code/bspc/aas_file.c: cleanup.
-
- * code/botlib/be_interface.c: this file is plain impossible. There
- are layers of code made dead with /* */ and the resurrected by
- //* or // /* or variations of this. I reverted to exact mirror
- image of SOS to be sure - short of removing it's too easy to mistake
- live code for dead one.
- Later: have to change 5 occurences to avoid gcc complaints about
- nested comment tokens.
- TODO: somebody please get rid of the cruft in here.
-
- * code/botlib/be_ai_move.c: redundant typedef.
- * code/botlib/be_ai_chat.c: assertions on signed string index.
- Note: this is not in my ChangeLog - ouch.
- TODO: use gcc -fsigned-char on all platsforms to enforce Win32
- TODO behavior (PPC has a default unsigned char, Intel has not).
- * code/botlib/be_aas_sample.c (AAS_TraceClientBBox): one code block
- was placed in different location, and one FPE hack not used. I would
- expect that divide by zero will still occur here.
-
- * code/botlib/be_aas_reach.c: below.
- * code/botlib/be_aas_cluster.c: cleanup.
- * CVS: the last tag (below) marks the version with a lot of history
- and additional comments. I am now bringing the codebase in sync with
- SOS as of yesterday, cleaning out comments, dead code and other
- differences to minimize a diff - in a valiant if futile attempt to
- roll back changes into the id codebase.
- Note: I ignore the $SOS$ - these are unfortunate but will change
- in the same awkward way at their end.
- Note: I stick to #if 0 instead of C comments around dead code id
- kept (nested comments issue). The commentary is changed to sosYYMMDD
- and includes the token DEAD.
-
-2001-02-20 Bernd Kreimeier <bk@lokigames.com>
-
- * CVS: update, then tag current version as
- cvs tag id1-27i-loki010219
-
- * SOS: patched up to sos010219.
-
- * code/qcommon/cm_trace.c (CM_Trace): fabs on sphere offsets (SOS).
- * code/game/bg_slidemove.c (PM_StepSlideMove): stepSize vs. STEPSIZE (SOS).
- * code/game/bg_pmove.c (PM_CheckDuck): fix in stand up check (SOS).
- * code/bspc/bspc.c (main): -capsule (SOS).
- * code/bspc/qbsp.h: below (SOS).
- * code/bspc/be_aas_bspc.c (capsule_collision): added (SOS).
- * code/bspc/aas_map.c (CapsuleOriginDistanceFromPlane): added and used (SOS).
- * code/bspc/aas_file.c (AAS_WriteAASFile): removed diagnostics recently
- added. No matter how long you wait, they'll always get you ;-).
- * code/botlib/be_aas_cluster.c: enabled LogWrites, different flood (SOS).
-
- * SOS: patching up to snapshot sos010219.
- Note: For brevity, I use as marker sosYYMMDD now instead of bkYYMMDD, to
- distinguish from changes not in SOS.
-
- * CVS: tagged current version before patching up with SOS.
- cvs tag id1-27i-loki010216-bsd
-
-2001-02-16 Bernd Kreimeier <bk@lokigames.com>
-
- * code/server/sv_init.c: DLL_ONLY sets sv_pure to 0 and ROM.
- TODO: determine good sv_pure policy for DLL-only servers.
-
- * code/renderer/tr_shade_calc.c: my_ftol implementation (BSD).
-
- * code/unix/Makefile: FreeBSD sections.
- TODO: include target-specific Make-freebsd etc.,
- include a Make-local not in CVS for build preferences,
- and generally clean up this mess.
- * code/unix/unix_glw.h: guard #error
- * code/unix/linux_snd.c: soundcard.h location (BSD).
- * code/unix/linux_glimp.c: guard system headers.
- Later: added Joystick stubs.
- Note: linux_ etc. prefixes start to loose meaning as we
- re-use most of this on UNIXes anyway. I didn't use Raf's
- freebsd_joystick.c but instead put generic stubs here.
- TODO: introduce generic -DNO_JOYSTICK flag.
- * code/renderer/tr_local.h: my_ftol guard.
- * code/renderer/qgl.h: FreeBSD guards.
- * code/qcommon/vm_x86.c: sys/types include on FreeBSD.
- * code/qcommon/md4.c: Win32 pragma guard.
- * code/qcommon/common.c: Com_Memcpy/Memset external.
- * code/game/q_shared.h: added FreeBSD defines.
- * code/game/q_math.c (BoxOnPlaneSide): FreeBSD conditional.
- TODO: check whether we have/need the assembly version anyway.
- * code/client/snd_mix.c: use C fallback on FreeBSD.
- Note: all of the above changes from the original port by Rafael Barrero.
-
- * CVS: tagged current version before merging FreeBSD related changes.
- cvs tag id1-27i-loki010215-ppc
-
-2001-02-15 Bernd Kreimeier <bk@lokigames.com>
-
- * code/unix/Makefile: BSD related changes.
- * code/cgame/cg_draw.c: hacked phone jack rendering check for Debug.
- TODO: finish Debug, fix CG_DrawDisconnect !!!
-
- * code/unix/vm_x86.c: error on compile attempts. Fight redundancy!
- * code/qcommon/vm_x86.c (VM_CallCompiled): dummy for linkage on PPC.
- Note: DLL_ONLY is the global Makefile option for DLL-only builts.
- Currently only executed on Linux.
- * code/unix/unix_main.c: *ppc postfix for DLLs. Ignored the changes
- to redundant code (have to remove the unused Un/LoadDll/API calls).
- * code/server/sv_game.c (VMA): changed macro (see below). PPC.
- * code/qcommon/vm.c (VM_DllSyscall): see lengthy commentary by Ryan.
- The existing VM code makes certain assumptions about the layout of
- varargs on the stack, which fall apart with call conventions that
- don't even put all parameters on the stack (gcc on PPC, register-rich).
- Using a dedicated memory area as our own stack. This should actually
- be the default behavior.
- Later: make vm_* cvars INIT/ROM for DLL_ONLY target.
-
- * code/qcommon/common.c: PPC change (from Ryan Gordon).
-
-2001-02-07 Bernd Kreimeier <bk@lokigames.com>
-
- * code/unix/unix_main.c: disabled FPE for debug for the time
- being (that is, until I can figure out
- Program received signal SIGFPE, Arithmetic exception.
- RB_BeginSurface (shader=0x449572e0, fogNum=0) at ..//renderer/tr_shade.c:307
- 307 tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
- without any NaN's involved.
- TODO: unmask other FPE's selectively (see Mike's Tribes2, no getenv though).
-
-2001-02-06 Bernd Kreimeier <bk@lokigames.com>
-
- * SOS: up to date with todays snapshot.
- Note: got the date wrong, comment used was bk010205. Duh.
-
- * code/server/sv_snapshot.c (SV_UpdateServerCommandsToClient): below.
- * code/server/sv_main.c (SV_ReplacePendingServerCommands): new (SOS).
- * code/server/server.h: reliableSent (SOS).
-
- * code/renderer/tr_shade.c (ProjectDlightTexture): see below.
- * code/renderer/tr_scene.c: see below.
- * code/renderer/tr_public.h: see below (SOS).
- * code/renderer/tr_local.h: additive light support (SOS).
-
- * code/qcommon/cm_trace.c (CM_Trace): new tw.sphere.use branch (SOS).
-
- * code/game/g_spawn.c: notta, notq3a entities (SOS).
- * code/game/ai_dmq3.c: MAX_ACTIVATEAREAS search (SOS).
-
- * code/client/cl_cgame.c: see below.
- * code/cgame/cg_syscalls.c (trap_R_AddAdditiveLightToScene): below.
- * code/cgame/cg_syscalls.asm: see below (trap_R_AddAdditiveLightToScene).
- * code/cgame/cg_public.h: CG_R_ADDADDITIVELIGHTTOSCENE (SOS).
-
- * code/bspc/l_math.c: new VectorLengthSquared, removed rotate/matrix (SOS).
- * code/bspc/bspc.c (BSPC_VERSION): was 2.1e, now?
- * code/bspc/be_aas_bspc.c (BotImport_Trace): CM_BoxTrace sig. (SOS).
- * code/bspc/aas_file.c (AAS_WriteAASFile): SOS.
- * code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): SOS.
-
- * code/unix/unix_main.c (Sys_LoadDll): do not load from installdir
- in NDEBUG (confusing relic from old Makefile). Postfix -debug.so
- for debug binaries to let both builds coexist.
-
- * code/unix/Makefile: updated install targets and VERSION.
-
- * Win32: build from SOS snapshot.
- Note: Unix CR/LF in *.dsw/*.dsp fucks up MSVC++.
-
-2001-02-02 Bernd Kreimeier <bk@lokigames.com>
-
- * SOS: all changes up to today.
-
- * code/server/sv_init.c (SV_TouchCGame): added. Also memset
- on reallocated client data (SOS).
- * code/qcommon/qcommon.h: see below.
- * code/qcommon/cvar.c (Cvar_SetLatched): new (SOS).
- * code/qcommon/cm_trace.c: more sphere test fixes (SOS).
- Note: SOS encryption key expired and updated by MrElusive.
-
- * code/qcommon/cm_patch.c (CM_TraceThroughPatchCollide):
- fix from MrElusive, fall through curved corner floors (q3dm17).
- Later: also in SOS (so is shadow FPE fix).
-
- * Win32: can't get an unadulterated SOS snapshot to build.
- First, fix CR/LF back again (Linux client converts all).
- find . -name '*.ds*' -print
- alias dos2unix='recode ibmpc..lat1'
- alias unix2dos='recode lat1..ibmpc'
- Next, find a *.dws that works? Nope, no cigar.
-
-2001-02-01 Bernd Kreimeier <bk@lokigames.com>
-
- * Win32: have to update dsp/dsw/etc. files in CVS, too.
-
- * CVS: tag previous version before update
- cvs tag id1-27h-loki010131-beta3
-
- * code/game/q_math.c (Q_rsqrt): guard, #ifndef __linux__
- for assert (for Win32 build).
- TODO: assert replacement for Win32?
- * code/q3_ui/ui_qmenu.c: see below.
- * code/q3_ui/ui_players.c: see below.
- * code/q3_ui/ui_controls2.c: float const with f postfix
- Note: Win32 C4305 warning. Somebody at id has been doing
- a lot of these recently as well...
-
- * code/cgame/cg_players.c (CG_PlayerShadow): applied fix by
- MrElusive, removed FPE hack (player shadows on zero mormals).
- Prolly in this evenings' CVS.
-
- * code/server/sv_game.c: new signatures (capsule again).
- * code/server/server.h: new signatures (SV_Trace,ClipToEntity).
- * code/server/sv_bot.c: new signatures (above).
- * code/qcommon/cm_trace.c: a truckload of changes. Math
- code added before moved upwards. Capsule traces added all
- over the place, old box traces moved in conditional
- branches, functions renamed and wrapped. Eliminated some
- of the previous' versions deadcode to keep diffs smaller.
- TODO: once a point release is out and reasonably bug
- TODO free, remove // bkYYMMDD annotations where SOS related.
-
- * code/qcommon/cm_public.h: new signatures in prototypes.
- * code/qcommon/cm_patch.c: dead code re-enabled, new
- sections (conditional branches for spheres) added to
- several trace functions.
- * code/qcommon/cm_local.h (CAPSULE_MODEL_HANDLE): added.
- * code/qcommon/cm_load.c (CM_TempBoxModel): capsules.
-
- * code/game/q_shared.h (Q3_VERSION): 1.27i now (new QVM traps).
-
- * code/game/g_syscalls.asm: see below.
- * code/game/g_public.h (SVF_CAPSULE): added (SOS). Also
- G_ entry poiints for capsule traces.
-
- * code/client/cl_cgame.c: see below.
- * code/cgame/cg_syscalls.c: see below.
- * code/cgame/cg_syscalls.asm: see below.
- * code/cgame/cg_public.h: new capsule trace code (SOS).
-
-2001-01-31 Bernd Kreimeier <bk@lokigames.com>
-
- * Win32: test compile (WinCVS, MSVC++). Have to guard isnan.
- Note: too much shit going on....
-
-2001-01-30 Bernd Kreimeier <bk@lokigames.com>
-
- * CVS: update for patching up (pre-1.27i).
-
- * SOS: new changes (new collision detection primitives).
- Now Version 1.27i.
- TODO: start testing using DLL's (QVM code is out of sync).
-
-2001-01-25 Bernd Kreimeier <bk@lokigames.com>
-
- * SOS: caught up till today (below).
- * code/qcommon/cm_trace.c: new functions added: RotatePoint,
- TransposeMatrix, CreateRotationMatrix (SOS).
- (CM_TransformedBoxTrace): new rotation code used here.
-
- * code/q3_ui/ui_demo2.c: sizeof(extension). SOS.
- * code/game/g_cmds.c (G_SayTo): CON_CONNECTED.
- * code/game/ai_main.c: HOOK added (SOS).
- * code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump):
- correct fix for FPE occuring (SOS).
- * code/game/ai_dmq3.c: initmove.viewoffset (SOS).
-
- * code/game/q_math.c: guard asser/isnan with Q3_VM (q3asm).
- TODO: define Com_Error based assert macro? NDEBUG?
-
-2001-01-24 Bernd Kreimeier <bk@lokigames.com>
-
- * code/server/sv_ccmds.c (SV_MapRestart_f): some debug.
- TODO: map_restart 0 disconnects external client in 1.27h?
-
- * code/renderer/tr_image.c (LoadTGA): added some commentary
- and dead code based on fixes from GtkRadiant (Leonardo found
- flipped TGA's).
-
-2001-01-23 Bernd Kreimeier <bk@lokigames.com>
-
- * BETA3: finished testing, ready to upload to id FTP.
- Later: neither the FreeBSD beta not the Linux Beta3
- uloaded. Beta2 not yet released, and clients get
- disconnected with Beta2 and Beta3 on SV_MapRestart_f.
-
-2001-01-22 Bernd Kreimeier <bk@lokigames.com>
-
- * code/client/cl_main.c (CL_InitDownloads): undid yesterday (SOS).
- * code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): guard print (SOS).
- * code/server/sv_client.c (SV_DirectConnect): VM_Call disconnect (SOS).
- * code/qcommon/files.c (FS_ListFilteredFiles): trailing slashes (SOS).
- * code/game/g_cmds.c (SetTeam): print change (SOS).
- Note: the above plus VectorClear(v1) (below) are todays SOS changes.
-
- * code/cgame/cg_players.c (CG_PlayerShadow): ignore bogus
- (all zero) planes. This caused FPE in ProjectPointOnPlane.
- TODO: why does trace return zero normal planes?
- Note: gdb seems totally at loss with vec3_t arrays....
-
- * code/botlib/be_aas_sample.c (AAS_TraceAreas): FPE.
- NaN in uninitialized v1 that wasn't supposed to be referred
- to in this branch.
-
- * code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump):
- FPE divide by zero (zero zvel, zero t) for jump estimates.
-
- * code/client/cl_main.c (CL_Frame):1856. uivm==NULL on
- client after server crashed.
- TODO: check that uivm always non-NULL for client.
- TODO: do setenv(FX_NO_SIGNALS) to avoid exit errors...
-
- * code/unix/linux_glimp.c (GLW_SetMode): added "Indirect"
- Mesa token to software rendering detection. Reworded error
- output and added drivername.
- TODO: measure framerate instead?
-
-2001-01-21 Bernd Kreimeier <bk@lokigames.com>
-
- * SOS: caught up with changes up until today.
-
- * code/server/sv_init.c (SV_SetConfigstring): gentity != NULL
-
- * code/server/sv_client.c: connect to "{all bots" server.
- * code/renderer/tr_init.c: JPEG extension on screenshots
- * code/qcommon/files.c: modes based on mods, fs_basegame
-
- * code/q3_ui/ui_demo2.c: dm3 extension (demo names, protocol).
-
- * code/game/g_client.c: savedEvents[] removed.
- * code/game/bg_misc.c: event sequence fixes.
- * code/client/snd_dma.c (S_StopBackgroundTrack): different use.
- * code/client/cl_main.c: demo file handling changed (names).
- Also CL_InitDownloads: always next download.
-
- * code/cgame/cg_servercmds.c: cg_thirdPerson.
- * code/cgame/cg_weapons.c: see below.
- Also CG_ShotgunPattern: different call (seed parameter).
-
- * code/cgame/cg_main.c: see below.
- * code/cgame/cg_local.h: new cg_noProjectileTrail Cvar.
- * code/cgame/cg_effects.c (CG_BubbleTrail): early out (above).
-
- * code/bspc/l_poly.c (BOGUS_RANGE): increased.
- * code/bspc/bspc.c: applied patch up to "2.1e"
-
-2001-01-18 Bernd Kreimeier <bk@lokigames.com>
-
- * code/ui/ui_main.c: below.
- * code/q3_ui/ui_main.c: UI_HASUNIQUECDKEY comment.
- Note: mods have to return qfalse. See Bug #2890 in Fenris.
-
-2001-01-17 Bernd Kreimeier <bk@lokigames.com>
-
- * BETA2: finished testing, uploaded to id's FTP for release.
-
-2001-01-16 Bernd Kreimeier <bk@lokigames.com>
-
- * CVS: checking in preparation for Beta2.
- cvs tag id1-27h-loki010116-beta2
-
- * SOS: new bspc "2.1e". No change on 1.27h.
-
- * TEST: patch-up seems to work fine. No new files have been added
- to the linkage (i.e. the ft2/ files now added), so we might not be
- feature complete.
-
- * code/game/g_active.c (ClientThink_real): id MISSIONPACK
- conditional in addition to the ones I added earlier.
- * code/qcommon/files.c: REJECT. Linux hack for userdir threw it off.
- * code/qcommon/unzip.c: REJECT. CRC-32 section removed.
- Later: unused tempB
-
- * code/q3_ui/ui_syscalls.asm: REJECT. Start/StopBackgroundTrack.
- * code/ui/ui_syscalls.asm: REJECT. syscalls ids from 1.27h
- as of SOS (floor/ceil - will this ever get straightened out)
- * code/win32/win_input.c: REJECT. g_pMouse edit.
- * ui/menus.txt: REJECT. Replaced with 1.27h version.
- Note: some more due to $SOS$.
-
- * ui/: new scripts.
- cinematicmenu.menu, demo_quit.menu, ingame.txt, serverinfo_old.menu
- vid_restart.menu
-
- * code/ft2/ttconfig.h: below.
- * code/ft2/sfconfig.h: below.
- * code/ft2/pstables.h: below.
- * code/ft2/psnames.c: below.
- * code/ft2/psdriver.h/c: below.
- * code/ft2/keys.h: below.
- * code/ft2/ftbbox.c: new in 1.27h
-
- * code/cgame/cg_newdraw.c: beware: cg_newDraw.c gets lost in diff easily.
-
- * code/cgame/cg_rankings.c: file removed from SOS.
-
-2001-01-15 Bernd Kreimeier <bk@lokigames.com>
-
- * Patch-up: patching up from RC4 to 1.27h current.
- No changes since 010112 snapshot.
- ln -s sos010112/ work
- diff -urbB sos001204-rc4/ work > work.diff
- ln -s cvs-1.27g/ work
- patch -p0 < work.diff > work.patch
- find cvs1.27g/ -name '*.rej' -print
-
- * SOS: adding the remaining SOS snapshots to CVS.
- cvs import Quake3_sos sos001211 pr1-27g-win32-001211
- Note: at this point id warned about repository corruption.
- Watch out for the syscall stuff in particular.
- cvs import Quake3_sos sos010104 pr1-27g-win32-010104
- cvs import Quake3_sos sos010108 pr1-27h-win32-010108
- cvs import Quake3_sos sos010110 pr1-27h-win32-010110
- cvs import Quake3_sos sos010112 pr1-27h-win32-010112
- Note: the first 1.27h might be the public (server only)
- beta released, the second one was post release. Beware
- of source files added and removed (botlib headers, FT2).
- Note: why so late? Don't ask...
-
-2001-01-08 Bernd Kreimeier <bk@lokigames.com>
-
- * SOS: id's working up to 1.27h (server side fix for
- Guard exploit seems to force earlier release). Updating
- CVS (most of the changes are debug code put in and
- then disabled, plus some fixes as below). Next patching
- up to current SOS.
-
-2001-01-07 Bernd Kreimeier <bk@lokigames.com>
-
- * Makefile: need to rework this for multiple platforms.
- We also need null/null_vm.c for platforms where we don't
- have JIT (assembly emit).
-
-2001-01-04 Bernd Kreimeier <bk@lokigames.com>
-
- * code/q3_ui/ui_connect.c (UI_DisplayDownloadInfo): time
- information for current (vs. start of download) is wrong,
- thus negative 1 "estimated time", as well as transfer
- rate just negative downloadSize. Not fixed.
-
- * code/unix/unix_main.c (Sys_ParseArgs): added.
- Note: for support/us, to identify builts. This is only
- a skeleton right now - if I ever feel the need to support
- more than "-v" and "--version" I'll have to flesh this out.
-
- * code/unix/linux_glimp.c (signal_handler): see below.
- * code/unix/unix_main.c (Sys_Exit): added an abstraction
- layer for exit/_exit/assert/raise issues.
- Note: need both a better debug/backtrace handling, and
- have to find a way to determine why/where the alleged
- startup/exit errors happen...
-
-2001-01-03 Bernd Kreimeier <bk@lokigames.com>
-
- * code/game/g_mem.c (G_Alloc): ERR_DROP initiated by
- addbot commands for large sv_maxclients, allegedly
- caused segfaults in 1.17. Not reproducible.
- TODO: recover more gracefully from failure to add bot?
-
- * code/renderer/tr_light.c (R_LightForPoint): Tim Angus
- reports a crashbug with nolight maps. Also assertion in
- R_SetupEntityLightingGrid, might want conditional there.
- DONE: fixed crash on LightForPoint for nolight maps.
-
- * code/qcommon/qcommon.h: NUM_SERVER_PORTS. A feature
- request to increase this, or make it more flexible
- otherwise (Fenris).
- TODO: id decision on more flexible NUM_SERVER_PORTS.
-
-2001-01-02 Bernd Kreimeier <bk@lokigames.com>
-
- * code/unix/snapvector.nasm: fixed FPU bit (the current
- one had reserved bits off, behavior should not change).
- * code/qcommon/vm_x86.c: fixed symbols (below).
- * code/unix/ftol.nasm: FPU bits weren't correct (duh).
- DONE: shoot-though floor (q3dm5)
- DONE: cursor-in-rect off (TA/Player model selection)
- Note: in gdb, "disassemble <funcname>" is your friend.
-
- * code/cgame/cg_public.h: CG_MEMSET is set to 100. In
- cg_syscalls.asm it's 101. If I change it I get Bad trap 100
- from the cgame VM code, so the 1.27g "official" VM code
- uses it.
-
- * code/unix/linux_common.c: have to fall back to C, the
- current assembly is buggy...
- * code/unix/Makefile (linux_common.o): added.
- Later: also for dedicated. Less portable this way.
- TODO: C_ONLY for dedicated on non-i386 only?
-
- * code/qcommon/common.c: do not use memcpy/memset under Linux.
- * code/unix/linux_common.c: added Andrew's assembly port.
- TODO: C_ONLY for Com_Memset/Memcpy? Conditionals are fubared.
-
- * code/qcommon/vm.c (VM_Init): use Win32 defaults (do not
- use DLL's by default). This exposes DLL rounding errors
- (damage through floors), and we don't want DLL's used by
- default anyway.
- TODO: why vm_ui default of 1?
-
- * code/botlib/l_precomp.c (SourceWarning): removed assert.
-
- * code/game/bg_lib.c (acos): defined, but we don't actually
- use it except where the cg_syscalls.asm trap is used.
-
- * code/game/g_public.h: missing lots of trap tokens.
- * code/game/g_syscalls.c: missing lots of traps.
- * code/game/g_syscalls.asm: more inconsistent hooks, were:
- equ floor -111
- equ ceil -112
- equ testPrintInt -113
- equ testPrintFloat -114
- now changed to match cg_syscalls.
- Note: fixed this in UI earlier, how did this slip through
- the diffs against SOS?
-
- * code/game/g_syscalls.c: no acos hook.
- * code/cgame/cg_syscalls.c: no acos hook.
- * code/cgame/cg_syscalls.asm: has acos hook as -112
- Note: report from Tim Angus. The acos function is in bg_lib.c
- which is linked only into ui (not q3_ui). That means we are
- using libc acos right now?
- Note: QVM traps are negative?
-
- * BSD/Irix: tagged current CVS (not all of the below) as
- cvs tag id1-27g-loki010102-bsd1
- for BSD work (Rafael Barrero). Also be used for Irix update.
-
-2001-01-01 Bernd Kreimeier <bk@lokigames.com>
-
- * SOS: adding the remaining SOS snapshots to CVS.
- cvs import Quake3_sos sos001201-rc3 pr1-27f-win32-001201-rc3
- cvs import Quake3_sos sos001202 pr1-27f-win32-001202
- cvs import Quake3_sos sos001204 pr1-27g-win32-001204-rc4
- This is the codebase to which the Linux branch has been patched
- up. I can't verify whether this is identical to the RC4 codebase
- as the tag doesn't work (but can check against the ZIP file..)
- cvs import Quake3_sos sos001211 pr1-27g-win32-001211
- The above snapshot contains a (post-release?) fix to ui_syscalls
- in ui/ and q3_ui/. This change has been used in Linux (Beta1 and
- above). At this point, id discouraged further use of SOS due to
- repository corruption on their end. No further snapshots were
- taken since.
-
- * Fenris: since the release of the Beta1 bugs have been
- maintained at http://fenris.lokigames.com/. I am going to
- list issues here as they get fixed.
-
-2000-12-21 Bernd Kreimeier <bk@lokigames.com>
-
- * code/renderer/tr_font.c: graceful silence with old mods?
- * code/botlib/l_precomp.c (SourceWarning): graceful exit if old mod?
-
-2000-12-20 Bernd Kreimeier <bk@lokigames.com>
-
- * code/server/sv_ccmds.c (SV_MapRestart_f): see below.
- * code/qcommon/vm.c: currentVM is 0x0 in VM_ArgPtr.
- In VM_Call, oldVM was NULL - made conditional the
- reset of currentVM to oldVM.
-
-2000-12-18 Bernd Kreimeier <bk@lokigames.com>
-
- * BETA1: closed Linux beta release. Stripped debug
- and release binaries, DLL's, and pak4.pk3. CVS checkin,
- will be tagged as
- cvs tag id1-27g-loki001218-beta1
- Later: id added a pak5.pk3 to the Win32 point release,
- added this to the BETA1 best.
-
- * code/qcommon/vm_x86.c: C37F.
- * code/unix/snapvector.nasm: C37F.
- Note: short of any real evidence, I gamble and use max.
- precision (as well as default Linux precision, but NOT
- Win32 precision). It seems that precision change is not
- really an issue (despite Graeme's claim that the cursor
- in the menu was/is off). I also pick the roundiung behavior
- that is seemingly used by ANSI and gcc (but possibly not
- Win32 _ftol depending on build).
-
-2000-12-15 Bernd Kreimeier <bk@lokigames.com>
-
- * code/unix/Makefile: added snapvector.o
- * code/unix/unix_shared.c: #if 0'ed the old snapvector code.
- * code/unix/snapvector.nasm (Sys_SnapVectorCW): two new
- assembly functions from AndrewH that explicitely set the
- FPU control word to convert vec3_t, to ensure cross-platform
- behavior for both DLL and QVM.
-
- * code/unix/ftol.nasm (Q_ftolC37F): for globals.
-
- * code/unix/unix_main.c: took out global FPU manipulation.
- For clarity this should be VM only.
- * code/qcommon/vm_x86.c: added prototypes for the ftol
- library. To select a specific behavior for the entire VM,
- set ftolPtr accordingly.
- Later: the GCC ftol function of course affect the stack
- (there is no "declspec naked"). The problem seems to be
- that the VM never handles the stack in a way compatible
- to regular gcc C functions. For some odd reason _ftol seems
- to do the right thing under Win32. All 4 control words
- implemented at the moment work just fine with the menus.
-
- * code/unix/ftol.nasm: added a small library of "safe" qftol
- variations that explicitely set the control word to the
- relevant (4) possibilities.
-
-2000-12-13 Bernd Kreimeier <bk@lokigames.com>
-
- * code/qcommon/vm_x86.c: an entire day spent trying to nail
- the ftol issues. It breaks down like this: id used to use
- an unsafe (no setting FPU control word) fistp. That seemingly
- caused subtle physics bugs which nobody cared about in 1.17.
- They then changed the UI code, and ran into the UI bugs:
- menu entries shifted to the right, fonts vanishing. Then
- they switched to using _ftol. Then they had to reproduce
- the old behavior for the physics code due to public outrage.
- My original port used a simple (long)float cast, which gcc
- seemingly compiles to code that does OR 0C00 on whatever
- current control word (precision unchanged). This breaks the
- menus. If I use the unprotected fistp instead, which should
- (Linux 037F default) use "nearest/even", then my menus are
- correct. That would mean Win32 _ftol in id's compile does
- the same, only that would require /qifist or some equivalent
- compile flag, which I can't find. Two disassemblies of _ftol
- I got from others showed OR 0C00 as part of the default (ANSI)
- behavior.
-
-2000-12-13 Bernd Kreimeier <bk@lokigames.com>
-
- * code/game/bg_pmove.c (PmoveSingle): trap_SnapVector.
- The one true and single call to snap velocity.
- Note: bspc/map.c:void SnapVector(vec3_t normal)
- qcommon/cm_patch.c:void CM_SnapVector(vec3_t normal)
- game/q_shared.h: #define SnapVector(v) {v[0]=((int)(v[0]));...
-
- * code/client/cl_cgame.c: CG_SNAPVECTOR.
- * code/server/sv_game.c: G_SNAPVECTOR.
- Note: these go through trap_SnapVector in syscalls.
-
- * code/unix/unix_shared.c (Sys_SnapVector): sticking to
- old Linux version for now...
- * code/win32/win_shared.c (Sys_SnapVector): changed.
- Note: Graeme points out this was changed to fix ftol
- artifacts?
- TODO: calculate errors for various ftol variants...
-
- * code/qcommon/vm_x86.c: both the old fistp code (1.17)
- and the new qftol function apparatently work. Using the
- ftol.nasm code for now.
-
- * code/unix/Makefile: DO_NASM and ftol.o.
-
- * code/unix/ftol.nasm (qftol): created from Mike's SoF
- replacements, with Andrew's help to satify the VM
- stack/call requirements.
- TODO: use Q_ftol herein to replace myftol elsewhere.
-
- * code/unix/unix_main.c (Sys_ConfigureFPU): SIGFPE.
- TODO: divide by zero in botlib. Disable this for now.
- Note: we can't introduce calculation differences between
- versions, so fixing these will have to wait.
-
- * code/qcommon/vm_x86.c: two new lines in Win32 branch
- missing from Linux assembly in AsmCall:
- mov eax, dword ptr [edi]
- and eax, [callMask]
- Added, doesn't seem to affect UI etc. bugs.
- Later: no FTOL_PTR, use fistp non-IEEE assembly as in old
- version. This seems to work for Q3 and TA, while qftol
- (simple cast) does not - for Win32 Graeme says the reverse
- is true.
-
- * code/qcommon/vm_x86_old.c: used the old cvs-1.17 version.
- Two fixes (Hunk_Alloc, Com_Memcpy), and it works:
- +set vm_game 2 +set vm_ui 2 +set vm_cgame 2
- UI, cgame and game w/o apparent problems.
-
-2000-12-12 Bernd Kreimeier <bk@lokigames.com>
-
- * code/unix/Makefile: cleanup of redundant flags.
- Removed bogus MALLOC_CHECK (note to self: export MALLOC_CHECK_=2).
- Also DO_SHLIB_CC on all UI DLL's.
- Added and removed DEBUG_VM flag.
- TODO: figure out whether Zoid did UI this way intentionally.
- Note: this seemingly fixed the botimport problem, although
- most of the changes were just redundant CFLAGS removed. Given
- our wanker toolchain, should have been more paranoid. All
- DLL's can now be used w/o apparent problems.
-
- * code/server/sv_main.c: gvm init.
- * code/server/sv_game.c: gvm assertions.
- * code/unix/unix_main.c (Sys_LoadDll): print vmMain
- Note: top no avail. There is some odd ld/gdb problem here
- that prevents examining globals and obfuscates part of
- the stack between VM_Call and lower level code, through
- G_InitGame. This is not just DLL's being loaded and unloaded.
- Wromg flags during build? The vmCvar for "bot_developer"
- ends up overlapping global botimport in memory, which
- thus zero-fills part of the function pointer table.
-
- * code/server/sv_bot.c (SV_BotInitBotLib): this (by way of
- GetBotLibAPI) is responsible for setting botimport, which,
- if using the game DLL, is not properly set up. Called in
- SV_Init().
-
- * code/game/q_shared.c: Q_strncpyz does zero padding (duh).
- Note: calls strncpy, which does a zero fill up to destsize.
- If destsize exceeds memory size, zero padding will overwrite
- adjacent memory. Suspicion was this happend to botimport.
-
- * code/qcommon/cvar.c: possible problem in Q_strncpyz call.
-
- * code/botlib/be_ai_weap.c (weaponinfo_fields): made this static.
- Note: it seems that the "number" string got replaced by
- p def.fields[0]
- {name = 0x40000000 "\177ELF\001\001\001", offset = 2, type = 50, ..
- Memory corruption?
-
- * code/game/inv.h (WEAPONINDEX_GAUNTLET): defined here.
- * botfiles/weapons.c (Gauntlet): the baseq3/qagamei386.so parser
- breaks here:
- number WEAPONINDEX_GAUNTLET
- * code/botlib/l_precomp.c (SourceWarning): added assertion to
- trap botlib parsing problem..
-
- * RC1: for beta test. Using my own vm/ui.qvm files in this case.
- TODO: Setup with nouninstall.
- TODO: fix game DLL/ botlib setup problem (so all DLL's work)
- TODO: SIGFPE
- TODO: profile?
-
- * code/unix/Makefile (ai_vcmd.o): added to game DLL linkage.
- How the fuck did this happen?
- DONE: "qagamei386.so: undefined symbol: BotVoiceChat_Defend"
-
- * TEST: +set vm_ui 2 (vm_x86, not interpreter). Breaks!
- Further: qagame had undefined, but seemingly gets reloaded
- second try (I hate the Linux linker).
- * TODO: never reload fail DLL, abort engine
-
-
-2000-12-11 Bernd Kreimeier <bk@lokigames.com>
-
- * TEST: recompile QVM/DLL and executable to test new UI code.
- The UI QVMs from the paks still do not work.
-
- * SOS: changes in UI code!
- * code/q3_ui/ui_public.h: this file is deprecated
- Note: e.g. it does not contain the background track calls.
- * code/ui/ui_public.h: the uiImport_t enum here determines
- the values.
- * code/ui/ui_syscalls.asm: same as q3_ui now, were:
- equ floor -111
- equ ceil -112
- * code/q3_ui/ui_syscalls.asm: these are now switched, were:
- equ trap_S_StartBackgroundTrack -63
- equ trap_S_StopBackgroundTrack -64
- The new values match the ui/ equivalent. Also, floor (-108)
- and ceil (-109) are different in ui/.
-
- * CVS: going to check in this snapshot and tag it as
- cvs tag id1-27g-loki001209-rc4
- Presumed equivalent to SOS tag "1.27g RC4" (master). As I can't
- obtain the tagged code using SOS (neither Win32 nor Linux client)
- I can only guess.
-
- * TEST: use my own VM code, ion baseq3/vm/*.qvm and missionpack/vm/.
- This works - in other words, the menu bug seems in the UI code, and
- is fixed in my codebase.
-
- * TEST: make release.
- Note: I can postpone DLL specific problems. Bad performance is not
- as important as outright bugs. Thus the UI QVM issue is the only
- one that stops me from creating an RC.
- TODO: Q3 UI QVM code from pak file does not work (neither does TA).
- TODO: sound with video playback still awful. Threaded sound, I guess.
- TODO: ERROR: couldn't open demos/DEMO002.dm3.dm_48 (same demo001.dm3.dm_48)
-
- TODO: do not show Q3 demos in TA menu?
- TODO: new demos for Q3? Or at least error message?
-
- * code/game/bg_lib.c: itrinsics excluded by Q3_VM (another -O
- compile). Uninitialized variable.
- * code/unix/Makefile: -O for uninit on patched code. Also shortcuts.
- TODO: DC_ONLY seems an obsolete flag, used in Makefiles, not source.
-
- * TEST: +set sv_pure 0 +set vm_game 1 +set vm_cgame 1 +set vm_ui 0
- Turns out that the pak0.pk3 UI QVM code is seemingly broken in TA
- and Q3, but my UI DLL is not. In reverse, the QVM game/cgame for
- Q3 seems to work quite well (including bots). The TA game/cgame
- also works, including botlib init.
- TODO: BotLib Init using game DLL gives:
- TODO: Error: file weapons.c, line 38: unknown structure field number
- TODO: Fatal: couldn't load the weapon config
- TODO: Error: BotLoadMap: bot library used before being setup
-
- * TEST: checked the rc4winstlr.zip CD tree against
- my test install. baseq3/pak4.pl3 and missionpack/pak0.pk3
- are identical, but I finally recognized that there was
- a missionpack/pak1.pk3 not in the final install - left over
- from an earlier update from id. Doesn't seem to affect the
- DLL based runs at all.
- Note: I still do not have the final CD snapshot Robert
- promised me mid last week, they haven't even fixed the
- FTP account they took down. Communication with id is as
- abyssmal as ever.
-
-2000-12-08 Bernd Kreimeier <bk@lokigames.com>
-
- * TEST: running with RC4 data files.
- TODO: "bot library used before setup" (Q3+TA)
- TODO: Q3 old mods wreak havoc (graceful bounce)
- TODO: supress "FreeType code not available" in renderer
- TODO: can't move in Q3
- TODO: items flicker in Q3
- TODO: no decals in Q3
- TODO: VM UI code still broken (Q3+TA)
- TODO: sound code is awful
- TODO: video playback inferior to earlier builds
-
- * code/q3_ui/ui_local.h: prototype trap_VerifyCDKey(..)
- * code/game/g_active.c ( StuckInOtherClient): TA only.
- * code/cgame/cg_draw.c: 4x unbalanced `#endif' - from patch?
- * code/null/null_client.c (CL_CDKeyValidate): dummy added.
- * code/qcommon/common.c: Q_acos missing, changed conditionals
-
- * code/qcommon/vm_x86.c: unreacheable _asm instruction that
- gcc doesn't quite like... #if 0'ed for now
- TODO: understand _asm { mov eax,[ebx] }, fix it for gcc
-
- * TEST: compile...
-
- * code/ui/ui_main.c: full REJECT. Manual merge.
- Note: preserved debug_protocol lines, who knows what it's good for.
-
- * code/qcommon/files.c: REJECT. SafeMode, demo server FS_Restart.
-
- * code/client/snd_mem.c: REJECT: $SOS$.
- * code/client/snd_dma.c: REJECT: $SOS$.
- * code/client/cl_cin.c: REJECT. com_timescale, $SOS$.
-
- * code/cgame/cg_draw.c: REJECT. Lots, but virtually all either
- float postfix (on some, not all places), or #ifndef MISSIONPACK
- that I had already put in during -Werror (conditional unused).
-
- * code/cgame/cg_consolecmds.c: REJECT. id commented unused code
- that I had #if 0'ed earlier.
-
- * code/game/: three REJECT for $SOS$.
- * code/botlib/: lots REJECT for $SOS$.
-
- * Patch: patching up from demo source.
- ln -s sos001204-rc4 work
- diff -urbB sos001122-demo/ work > work.diff
- ln -s cvs-1.27b/ work
- patch -p0 < work.diff > work.patch
- find cvs1.27b/ -name '*.rej' -print
-
- * CVS: going to check in this snapshot and tag it as
- cvs tag id1-27b-loki001208-demo
- Then patching up to RC4, as of sos001204-rc4 (no changes since,
- should be equivalent to SOS tag "1.27g RC4" (raduffy), i.e. master.
-
- * TEST: installed demota/ from Win32 distribution. Binary
- fails claiming "Corrupted pak0.pk3". Abandoned.
- Note: a Linux demo for Q3TA has no priority. Most important is
- the Q3A point release in time for Q3TA hitting shelves, followed
- by testing for Q3TA. The source is in CVS and tagged (see above)
- in case a demo matching the released files has to be provided
- later.
-
-
-2000-12-07 Bernd Kreimeier <bk@lokigames.com>
-
- * TEST: compile and link - succeeds.
-
- * code/ui/ui_main.c: UI_StopServerRefresh now uaws.
- New unused variables.
-
- * code/unix/unix_main.c: added Sys_LowPhysicalMemory() stub.
- TODO: write Linux equivalent to GlobalMemoryStatus.
-
- * code/qcommon/common.c: Com_Memset/Com_Memcpy. Neither assembly
- nor C versions included if not on Win32 i386.
- TODO: using/porting assembly?
-
- * code/qcommon/files.c: unused variable.
- TODO: fs_scrambledProductId unused if 0 for now.
- Note: -DFS_MISSING for id's pak cleanup, not used.
-
- * TEST: compile and link - fails.
-
- * code/macosx/Client/Makefile.postamble: empty ORIG.
- * code/macosx/Client/Makefile.preamble: ORIG. $(BOTLIB_OBJS) added.
-
- * code/server/sv_client.c: ORIG. Com_Memset.
- * code/renderer/tr_shader.c: ORIG. Com_Memset, CIN_Shader.
- * code/qcommon/vm_x86.c: ORIG. Com_Memcpy.
- * code/qcommon/unzip.c: REJECT. Com_Memcpy, $SOS$.
- * code/qcommon/qcommon.h: ORIG. PROTOCOL 47, plus Sys_LowPhysicalMemory.
- * code/qcommon/md4.c: Com_Memset,Com_Memcpy (ORIG).
- * code/qcommon/files.c (Sys_ConcatenateFileList): REJECT.
- Our additons threw it off, plus $SOS$.
- * code/qcommon/common.c: they fixed same unused variables (REJECT).
-
- * code/ui/ui_shared.c: additions (ORIG).
- * code/ui/ui_gameinfo.c: COM_Compress added (ORIG).
- * code/ui/ui_atoms.c: print statements removed (ORIG).
- * code/ui/ui_main.c (UI_DoServerRefresh): REJECT on comment edit...
-
- * code/game/g_cmds.c (Cmd_VoiceTaunt_f): logic changed heavily. ORIG.
- * code/game/q_shared.h: Q3_VERSION "Q3 Team Arena Demo 1.27b"
- plus Com_Memset, Com_Memcpy, CIN_shader, COM_Compress.
- * code/game/g_main.c: Cvar change only
- * code/game/ai_dmq3.c: $SOS$.
-
- * code/client/snd_mix.c: Com_Memset
- * code/client/client.h: additions (ORIG).
- * code/client/snd_mem.c: see below.
- * code/client/snd_dma.c: $SOS$ (CVS keyword).
-
- * code/client/cl_cin.c: they removed unused (REJECT).
- * code/cgame/cg_servercmds.c: ORIG. compress, noTaunt etc.
- * code/cgame/cg_main.c: ORIG. Conditonal branch, COM_Compress.
- * code/cgame/cg_consolecmds.c: ORIG. Cvar values changed.
- * code/cgame/cg_draw.c (CG_DrawTeamBackground): ORIG.
- no reject but *.orig file created. I just mark spots were
- code changed after verifying the patch succeeded.
-
- * code/cgame/cg_event.c: fixed reject (REJECT).
- * code/botlib/: all *.rej here due to SOS/CVS $Keyword$.
- TODO: preserve SOS comments/rev history somehow.
-
- * Patch: patching up to demo source.
- ln -s sos001122-demo work
- diff -urbB sos001119/ work > work.diff
- ln -s cvs-1.26/ work
- patch -p0 < work.diff > work.patch
- find cvs1.26/ -name '*.rej' -print
-
- * CVS: going to check in this snapshot and tag it as
- cvs tag id1-26w-loki001207
- to prepare for upgrading to RC4. I have already made
- many more changes than I wanted to w/o getting any
- closer to pinpointing the problem, I might as well
- patch up to id's more current sources.
-
- * code/botlib/be_interface.c: initialize by memset. Turns
- out that this fails in Export_BotLibSetup on BotSetupWeaponAI
- loading "weapons.c" (from the pak, presumably) with an unknown
- structure field number. Mismatch of datafiles vs. source again.
-
- TODO: id replaced memsets in later source.
- TODO: have memsets on all exports and imports.
-
- * SOS: RC4 source should be tagged "1.27g RC4" (raduffy).
- Unfortunately the Linux client doesn't care a bit. Show
- History does work if from/to date differ by at least a
- day, and it shows the tag on code/ (only that subtree),
- but recursive get aborts halfway.
- Manual: http://www.sourcegear.com/SOS/Doc/
-
-2000-12-06 Bernd Kreimeier <bk@lokigames.com>
-
- * TEST: accepting missing shaders now. No bots, but I can
- actually enter the game and play (more than can be said for
- classic Q3 right now).
- TODO: Error: BotStartFrame: bot library used before being setup
-
- * code/renderer/tr_shader.c: took out assertion for now...
- * TEST: now missiopack/cgame loads
- TODO: tr_shader.c:2275: R_FindShaderByName: failed
- TODO: searches ui/assets/3_cursor2.TGA, has ui/assets/3_cursor3.tga
-
- * code/unix/Makefile (MPCGOBJ): ui_shared.o (duh).
- DONE: /cgamei386.so: undefined symbol: PC_Float_Parse
-
- * code/botlib/be_ai_goal.c: initialize campspots etc. This
- might or might not fix this one (didn't get back to gdb due
- to mouse-only navigation).
- DONE: 0x80d1d5b in BotFreeInfoEntities () at be_ai_goal.c:447
-
- * TEST: this time with missionpack/cgame loading... noy
- TODO: TA menu blocked after end of intro movie
- TODO: console in_mouse 1 doesn't grap pointer even on vid_start?
-
- * code/cgame/cg_newdraw.c: -Werror.
- * code/unix/Makefile (MPCGOBJ): cg_newdraw.o was missing (duh).
- DONE: missionpack/cgamei386.so: undefined symbol: CG_OwnerDrawVisible"
-
- * code/ui/ui_shared.c:1309 assign after bail on NULL.
- DONE: segfault in Item_SetFocus (item=0x0, x=0, y=0)
-
- * TEST: new set of DLL's (this time hopefully correct).
- All baseq3/ DLL's load, as does the missionpack/ UI DLL.
- The menus now work in both (TA seems mouse-only on everything
- but "Quit"). Segfault on delayed TA "Quit" (stack fubared):
- #5 0x809fc28 in VM_Call (vm=0x88408a0, callnum=3) at ..//qcommon/vm.c:617
- #6 0x805aafc in CL_KeyEvent (key=9, down=qtrue, time=128644) cl_keys.c:1194
- TODO: TA menu's w/o mouse?
- TODO: Win32 goes submenus but does not unfold
- TODO: Linux does not go submenus
-
- * code/ui/ui_main.c: see below.
- TODO: LCC gets fits - operands of = have illegal types
- TODO: 'pointer to const unsigned char' and 'pointer to const char'
- * code/ui/ui_shared.c: see below.
- * code/ui/ui_gameinfo.c: see below.
- * code/ui/ui_atoms.c: see below.
- * code/game/g_bot.c: more cruft.
- * code/cgame/cg_draw.c: loads of functions modified for
- MISSIONPACK that aren't used at all for MISSIONPACK anymore.
- Development relics.
-
- * code/cgame/cg_consolecmds.c: -Werror.
- Note: due to Makefile error never ever compiled...
-
- * code/unix/Makefile: fixed various dependency errors
- for game and ui library.
- TODO: create a new Makefile with patsubst and rules.
- TODO: why C_ONLY in the i386 dedicated server?
-
- * code/unix/unix_main.c: use dlerror() excessively.
- Littered more unused DLL related functions with assert(0).
- TODO: clean up Sys_Load/UnloadDll (a real mess)
- TODO: remove Zoid code cruft (unused per-DLL functions)
-
- * code/game/bg_misc.c: changed G_Printf for Com_Printf.
- This was undefined in baseq3/uii386.so preventing loading.
-
- * TEST: +set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0
- Note: so far I used only the game DLL.. duh.
- UI DLL fails to load: missing G_Printf.
-
- * code/unix/Makefile: -DMALLOC_CHECK in addition to
- the -DZONE_DEBUG I have used since switching to calloc.
- Using MALLOC_CHECK=1 for now, might use 2 if something
- comes up.
-
- * code/renderer/tr_init.c (GL_SetDefaultState): it does get
- called, but does not show up in the log.
-
- * TEST: tried executing a script - get bounced.
- TODO: is there any way to jump into a map?
- TODO: cl_cinematics 0 (supress all fullscreen RoQ)
- Next: used r_logfile 200 in Win32 (RC4) and Linux.
- There is a buckload of setup code seemingly not done
- at all in Linux? Either that, or logging is enabled
- with a delay in Linux.
-
- * code/unix/linux_glimp.c: fixed autorepeat (H2/Fakk2 way).
-
-2000-12-05 Bernd Kreimeier <bk@lokigames.com>
-
- * code/renderer/tr_mesh.c: added assert there.
- * TEST: menus and in-game drawing are just as they were with
- the initial SOS001119 port. In addition:
- R_AddMD3Surfaces: no such frame 0 to -2147483477
- for 'models/players/xaero/upper.md3'
- R_AddMD3Surfaces: no such frame -2147483477 to 171
- R_AddMD3Surfaces: no such frame 171 to -2147483498
- ad nauseam (used as my player model).
- Triggered: haveing a trRefEntity_t *) 0x41dbbd00 with
- frame = -2147483477. Might be a red herring (PRINT_DEVELOPER),
- ignore for now.
-
- * code/ui/ui_main.c: missing return.
- * code/ui/ui_shared.c: excess byte in initializer (which gcc
- did not caught, but LCC did). Also LCC complains about
- missing returns, but gcc doesn't (neither says unreacheable
- code though). If necessary (MsVC?) guard with Q3_VM.
-
- * code/q3_ui/ui_ingame.c: see below.
- * code/q3_ui/ui_atoms.c: voidfunc_f. LCC warns about conversion
- from `pointer to void' to `pointer to void function(void)'
- being compiler dependent. Casting NULL. Guess what, doesn't fix
- it either.
- TODO: do not use these cursed scripts to generate VM code,
- we do not have proper rules for LCC/q3asm, thus the files never
- get updated.
-
- * code/unix/Makefile: for paranoia's sake recreated the 1.17
- compile for the UI DLL (where only q_shared/math were actually
- compiled as DO_SHLIB_CC.
- Later: switched to different gcc.
-
- * STATIC: remaining problems are vmMain (same entry point for all
- DLL's), could use cgMain, uiMain and gMain here for HARD_LINKED.
- Note: I don't think id has used this in ages.
- Plus all the collisions in *_syscalls.c, which simply can't be
- fixed cheaply. None is the superset of 2 others, neither seems
- w/o overlap to others. Full stop.
-
- * code/botlib/be_aas_move.c: see below.
- * code/game/ai_dmq3.c: VEC_UP/DOWN, MOVEDIR_UP/DOWN now static.
- See also game/g_utils.c for existing static duplicates.
-
- * code/game/q_shared.h: #define stricmp strcasecmp
- * code/unix/Makefile: no mo' -Dstricmp=strcasecmp, see q_shared.h
- Also: no mo' -I/usr/include/glide, no FX
- TODO: are we building against system GL headers? ../Mesa/?
-
- * code/q3_ui/ui_atoms.c: comment on duplication
- * code/cgame/cg_drawtools.c: use UI/CGAME_HARD_LINKED on UI duplicates
- TODO: does this UI_ code in cg_drawtools/ui_atoms belong into ui_shared?
-
- * code/unix/Makefile: use -DQ3_STATIC
- * code/game/q_shared.h (*_HARD_LINKED): trigger on Q3_STATIC
- Later: collision between UI and CGAME is still there. This fixed
- the Com_Error, Com_Printf issues though
-
- * code/unix/Makefile ($(B)/q3static/ai_vcmd.o): this file was
- missing, hence undefined symbol.
- ($(B)/baseq3/game/ai_vcmd.o): same here.
- ($(B)/missionpack/game/ai_vcmd.o): same here.
-
- * STATIC: cg_syscalls.c, g_syscalls.c and ui_syscalls.c alias.
- Multiply defined symbols:
- Com_Error, Com_Printf
- VEC_UP, VEC_DOWN
- MOVEDIR_UP, MOVEDIR_DOWN
- vmMain
- dllEntry
- PASSFLOAT
- trap_Error
- trap_Milliseconds
- trap_Argc
- trap_Argv
- trap_FS_FOpenFile
- trap_FS_Read
- trap_FS_Write
- trap_FS_FCloseFile
- trap_FS_GetFileList
- trap_R_RegisterModel
- trap_R_RegisterSkin
- trap_R_RegisterFont
- trap_R_RegisterShaderNoMip
- trap_R_ClearScene
- trap_R_AddRefEntityToScene
- trap_R_AddPolyToScene
- trap_R_AddLightToScene
- trap_R_RenderScene
- trap_R_SetColor
- trap_R_DrawStretchPic
- trap_R_ModelBounds
- trap_UpdateScree
- trap_S_StartLocalSound
- trap_S_RegisterSound
- trap_Key_IsDown
- trap_Key_GetCatcher
- trap_Key_SetCatcher
- trap_GetGlconfig
- trap_PC_AddGlobalDefine
- trap_PC_LoadSource
- trap_PC_FreeSource
- trap_PC_FreeSource
- trap_PC_ReadToken
- trap_PC_SourceFileAndLine
- trap_S_StopBackgroundTrack
- trap_S_StartBackgroundTrack
- trap_RealTime
- trap_CIN_PlayCinematic
- trap_CIN_StopCinematic
- trap_CIN_RunCinematic
- trap_CIN_DrawCinematic
- trap_CIN_SetExtents
- trap_MemoryRemaining
- trap_SendConsoleCommand
- trap_Cvar_Register
- trap_Cvar_Update
- trap_Cvar_Set
- trap_Cvar_VariableValue
- trap_Cvar_VariableStringBuffer
- trap_RealTime
- trap_SnapVector // used in game/bg_*.c, needs conditional
- More aliasing between ui_atoms.c and cg_drawtools.c:
- UI_DrawBannerString
- UI_ProportionalStringWidth
- UI_ProportionalSizeScale
- Undefined symbol: ai_team.o: In function `FindHumanTeamLeader':
- ai_team.c:1899: undefined reference to `BotVoiceChat_Defend'
- Note:
-
- * code/game/g_main.c: unused.
- * code/game/g_arenas.c: unused.
- * code/game/ai_team.c: init.
- * code/game/ai_dmnet.c: /* in comment (odd).
- Note: why do these come up now but not earlier?
- TODO: the make dependencies might target wrong files.
-
- * code/unix/Makefile (TARGETS): added q3static.
- Note: this is baseq3/
-
- * TEST: +set r_logfile 100. It seems that the addition of
- code (add an assertion etc.) changes the behavio of the binary.
- The intro cinematics code seems to suffer first - didn't play,
- then played, then (another assert added) doesn't play. Watch
- out for (missionpack):
- UI_CIN_PlayCinematic
- SCR_PlayCinematic( mpintro.roq )
- trFMV::play(), playing mpintro.roq
- Also fails to exit cleanly: break gives
- #0 0x401919ee in __select ()
- #1 0x400bbcb8 in __DTOR_END__ ()
- #2 0x4004baa1 in _XSend ()
- #3 0x452b009f in GLXRenderFlush ()
- #4 0x804ce0c in _XRead ()
- #5 0x40680813 in ?? ()
- Stack is corrupted.
- Note: ~/.q3a/gl.log
- TODO: write per-frame files (see Heretic2)
- TODO: add Heretic2 QGL (more detail)
-
- * code/unix/linux_qgl.c (QGL_EnableLogging): fixed countdown
- (i.e. propagated changes from win32/, see Fakk2).
-
- * code/unix/linux_glimp.c: fixed QGL_EnableLogging argument
- to avoid cast error (always qfalse).
-
- * code/unix/Makefile (DEBUG_CFLAGS): use ZONE_DEBUG.
-
- * code/qcommon/common.c: replaced malloc with calloc calls.
-
- * code/q3_ui/ui_local.h: have to use ui/ui_public.h
- * code/cgame/cg_servercmds.c: requires ../ui/menudef.h
-
- * code/cgame/cg_consolecmds.c: ui/ui_shared.h is unique.
- * code/q3_ui/ui_public.h: make sure this won't be compiled.
- * code/client/client.h: we have to include ui/ui_public.h.
- Note: id is obviously maintaing only the ui/ headers, so the
- headers in q3_ui/ are deprecated.
-
- * code/renderer/tr_shader.c: added assertions (see Ryan's Fakk2
- problems with missing shaders).
-
- * code/game/g_cmds.c: below.
- * code/game/ai_vcmd.c: below.
- * code/game/ai_team.c: below.
- * code/game/ai_dmnet.c: below.
- * code/game/ai_dmq3.c: below.
- * code/game/ai_chat.c: below.
- * code/game/ai_cmd.c: ../../ui/menudef.h (new Q3TA script directory).
-
- * code/cgame/cg_newdraw.c: make sure it won't compile w/o MISSIONPACK.
-
- * code/cgame/cg_servercmds.c: below.
- * code/cgame/cg_event.c: below.
- * code/cgame/cg_consolecmds.c: below.
- * code/client/keys.h: below.
- * code/client/client.h: below.
- * code/q3_ui/ui_local.h: include from ../q3_ui/ not ../ui/.
- Note: id seems to intentionally use the header from the new ui/.
-
- * Makefile: checked -I$(UIDIR), there is no such. That means all
- files include directly, which means all (including Q3) are using
- the new ui/ headers.
-
-2000-12-04 Bernd Kreimeier <bk@lokigames.com>
-
- * RC4: released as 362101115 Dec 4 11:40 TA_Q3A_RC4.zip
-
- * TEST: the corrupted menu problem is back :-(. Looks like I am in
- for a static link next.
-
- * code/unix/Makefile (clean2): fixed (not all new OBJ covered).
- * code/q3_ui/ui_teamorders.c: -Werror.
- * code/q3_ui/ui_team.c: -Werror.
- * code/q3_ui/ui_qmenu.c (Bitmap_Draw): -Werror.
- * code/q3_ui/ui_mods.c (UI_Mods_LoadModsFromFile): unused. -Werror.
- * code/q3_ui/ui_controls2.c: -Werror.
- * code/q3_ui/ui_atoms.c: -Werror
- * code/null/null_client.c: -Werror.
- * code/unix/linux_joystick.c: -Werror.
- * code/unix/linux_glimp.c: -Werror.
- * code/unix/linux_qgl.c: -Werror.
- * code/unix/unix_shared.c: -Werror.
- * code/unix/unix_net.c: -Werror.
- * code/unix/linux_local.h: added missing prototypes.
- * code/unix/unix_main.c: -Werror. Includes linux_local.h
- * code/jpeg-6/jdmainct.c: see below.
- * code/jpeg-6/jcmainct.c: variables called "main" (*moan*)
- * code/jpeg-6/jcdctmgr.c (forward_DCT): -Werror.
- * code/botlib/l_script.c (PS_ReadLiteral): -Werror
- * code/botlib/l_precomp.c (PC_AddBuiltinDefines): -Werror.
- * code/botlib/be_interface.c: -Werror.
- * code/botlib/be_aas_reach.c: -Werror
- * code/botlib/be_aas_cluster.c: -Werror
- * code/game/be_aas.h: -Werror.
- Note: MrElusive accumulates a lot of code history in nested comments,
- which gcc doesn't like at all. #if 0'ed to avoid.
- * code/qcommon/vm_interpreted.c: -Werror.
- * code/qcommon/unzip.c: -Werror.
- * code/cgame/cg_servercmds.c: -Werror.
- * code/cgame/cg_main.c: -Werror.
- * code/cgame/cg_drawtools.c: -Werror.
- * code/game/bg_misc.c: -Werror.
- * code/game/be_ai_move.h (bot_avoidspot_s): added.
- * code/botlib/be_ai_move.c: removed typedef struct bot_avoidspot_s
- * code/client/snd_mix.c: -Werror.
- * code/qcommon/md4.c: -Werror.
- * code/qcommon/common.c: -Werror.
- * code/client/cl_keys.c: -Werror.
- * code/client/cl_cin.c: -Werror, init local variables.
- * code/unix/Makefile: -Werror. need -O for -Wall for uninitialized
- Note: the above is the list of files that got touched during a pass
- with -g -O -Werror -Wall flags (in the hope of finding uninitialized
- memory and ambiguous statements). Most of the above are simply
- unused variables (or even code).
-
- TEST: RC3 data files, but DLL's.
- TODO: TA gets stuck in initial sound, doesn't play cinematics (sometimes)
- TODO: Q3 intro movie looses sound after Sarge gets teleported
- TODO: Q3 ingame renders world, weapon, muzzleflash, hud, can shoot,
- TODO: but no movement, hud background is fubared.
-
- * code/cgame/cg_main.c: cg_singlePlayerActive
-
- * code/q3_ui/ui_login.c: doesn't seem to be used?
- * code/game/g_rankings.c (G_RankRunFrame): doesn't seem to be used.
- * code/q3_ui/ui.sh: disabled this.
- * code/q3_ui/q3_ui.sh: changed include path to ../q3_ui/ (duh).
-
- * code/game/game.sh: changed include path to ../q3_ui/ which
- is not in the Win32 batch file.
- * code/cgame/cg_rankings.c: this does not seem to be included.
- * code/cgame/cgame_ta.sh: added -DCGAME. Also added cg_syscalls.c
- to build (also missing in Win32).
-
- * code/cgame/cgame.sh: added -DCGAME (see cgame.bat). Also
- changed include path to ../q3_ui/ which is not in the Win32
- batch file. Also added cg_syscalls.c to build (missing in
- Win32).
-
-2000-12-01 Bernd Kreimeier <bk@lokigames.com>
-
- * RC3: released as of sos001201 / Q3 1.27f
-
- * code/unix/Makefile: more fixes with clean build. The
- changes made fix the menu rendering for Q3 but not TA.
- Ingame graphics still broken.
-
- * code/game/game_ta.sh: created. Use game_ta.q3asm here.
- * code/game/game.sh: no -DMISSIONPACK
- * code/game/game_ta.q3asm: CR/LF, /.
-
- * code/cgame/cgame_ta.sh: created. Use cgame_ta.q3asm here.
- * code/cgame/cgame.sh: no -DMISSIONPACK. No cg_newdraw, ui_shared.
- * code/cgame/cgame.q3asm: No cg_newdraw, ui_shared.
- CR/LF, /, cg_newDraw, and the output path/name.
-
- * code/q3_ui/q3_ui.q3asm: output to ui not q3_ui...
-
- * code/cgame/cg_event.c: cg_singlePlayerActive used here.
- TODO: guard by MISSIONPACK
- * code/cgame/cg_local.h: named q3print_t enum. Cvar
- cg_singlePlayerActive for both Q3 and TA.
-
-
- * code/unix/Makefile: cleanly separate B/baseq3/ and
- B/missionpack/ subtrees during build. While new and old
- UI are in separate directories, the cgame/ and game/
- are shared, with conditional -DMISSIONPACK compile
- and different files includeds (cd_draw, cg_newdraw).
- That means twice the number of targets (3 DLL's, 3 QVM's,
- times two), and different build rules.
- TODO: carefully check Win32 build for (other) conditionals
- TODO: carefully check Win32 build for link lists
-
- * CVS: ui/, code/ui, botfiles/ and subdirectories are added.
- The code/macosx/ directory turned out to be a real pain that
- had to be edited manually, throwing out CVS/ directories in
- the tree that had been created by SOS as they are in id's
- repository:
- code/macosx/Client/CVS
- code/macosx/Client/PBUserInfo/CVS
- code/macosx/Client/Quake3.nib/CVS
- code/macosx/Common/CVS
- code/macosx/DedicatedServer/CVS
- code/macosx/DedicatedServer/PBUserInfo/CVS
- Now tagged
- cvs tag id1-26y-loki001119
- TODO: there are several new files not yet linked?
-
- * ChangeLog: merged the Changelog from the bk00119 working
- branch (initial Q3TA port) based on sos001119 snapshot. Also
- merged the source tree with cvs-1.17.
- In the ChangeLog below *** MISSIONPACK *** indicates work
- that was done on the branch (code-sos/ prefix in files).
- The cvs update of this will be tagged with
- cvs tag id1-26y-loki001119
- Use this tag to hunt for possible Linux fixes that got lost
- (i.e. got dropped by id since id000516 and were thus not in
- sos001119, but did not show in diff id000516 cvs1-17).
- New directories in CVS: botfiles/, ui/.
- Missing from SOS/Missionpack: SDK directories.
- common, lcc, libs, q3asm, q3data, q3map, q3radiant.
-
-
- * ssreport.txt: below.
- Note: watch for files called "ssreport.txt", that's id ChangeLog.
- * ui/ui_syscalls.asm: below.
- * q3_ui/ui_syscalls.asm: below.
- * game/g_syscalls.asm: below.
- * cgame/cg_syscalls.asm: below.
- * bspc/linux-i386.mak: below.
- * bspc/lcc.mak: below.
- * botlib/linux-i386.mak: below.
- * botlib/lcc.mak: below.
- * A3D/a3d_console_variables.txt: CR/LF issue (minimize diffs).
-
- * CVS: the checked bk001119 work copy of the sos001119 initial
- checkout (completed with everything in the SOS "Missionpack"
- tree, i.e. botfiles/ and botfiles.* added), copied over the
- cvs-1.17 checkout.
- Note: in these cases, BEWARE ui -> q3_ui/ links, and different
- ChangeLogs. Also "make clean" helps.
-
- * unix/unix_net.c: below.
- * unix/unix_main.c: below.
- * unix/matha.s: below.
- * unix/linux_qgl.c: below.
- * unix/linux_glimp.c: see also linux_joystick.c.
- * server/sv_client.c: below.
- * renderer/tr_surface.c: below.
- * renderer/qgl.h: below.
- * qcommon/qcommon.h: below.
- * qcommon/files.c: below.
- * qcommon/common.c: below.
- * q3_ui/ui_demo2.c: below.
- * mac/mac_net.c: below.
- * mac/mac_glimp2.c: below.
- * game/surfaceflags.h: below.
- * game/bg_lib.c: checked against id00516/cvs-1.17a diff.
- * bspc/bspc.c: TH_AASToTetrahedrons call removed since id000516.
- Note: our final compare of id000516 against cvs-1.17a, making sure
- that all these differences are in bk001119 (initial Q3TA port).
- If id branched the Q3TA base off before id000516 we might be screwed.
- Note: I do not diff against bk000520, which had some minor changes
- against id000516 (check VectorArrayNormalize, OTConfiguration), which
- seem consistent with me taking a pre-id000516 source snapshot for that
- working branch.
-
-2000-11-30 Bernd Kreimeier <bk@lokigames.com>
-
- * TEST: compiled using the symbolic link ui/ -> q3_ui/.
- Had to undo one CVS change, regarding
- code/cgame/cg_syscalls.asm
- code/game/g_syscalls.asm
- code/q3_ui/ui_syscalls.asm
- These files are neither generated by Win32 cgame.bat
- nor cgame.sh (etc.), thus seemingly maintained by hand.
- cvs tag pr1-17-loki001130b
- should be used if somebody needs this 1.17 snapshot
- (which, remember, is post-release, with additional fixes).
- Later:
- cvs tag pr1-17-loki001130c
- includes the full ChangeLog (duh).
-
- * CVS: up until cvs-1.17-001130, code/ui/ contained the
- Q3 code for the UI QVM/DLL. In Q3TA, this code has been
- moved to code/q3_ui/, while at the same time the new
- (scripting driven) UI code for Q3TA was maintained in
- code/ui/. To preserve the history of code/ui/, it has been
- renamed to q3/ui/ in the CVSROOT.
- Note: this will BREAK all cvs-1.17 and before checkouts.
- To compile earlier versions, move or link q3_ui/ to ui/.
- The code has been tagged
- cvs tag pr1-17-loki001130
- after the change.
- DONE: remove code/*/vm/*.asm from CVSROOT
- Note: this includes code/*/*.asm files (from *_syscalls.c).
- These were originally tracked in CVS, but if we need
- comparison of q3asm output or QVM files we can rely
- on the Win32 and Linux SDK now. These files have been
- physically removed from CVS now, followed by
- cvs tag pr1-17-loki001130a
-
-2000-11-30 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
-
- * RC2: new ZIP file (another 360M for convenience).
-
- * SOS: new CVS module, Quake3_sos. This will be used to track
- the unchanged SOS checkouts from id. As their repository
- is read-only, and there is no estimate on when changes might
- be backpropagated there, I will track their changes in a
- separate module, and update our local Quake3 module
- accordingly. This is effectively "tracking 3rd party"
- w/o import and half-automated, forced mergers - in other
- words, we now branch starting with our post-1.17 changes,
- for the benefit of moving at all.
- Baseline is a slightly changed PR-1.17 id000516 source dump
- (essentially ui/ moved to q3_ui for continuity, and CR/LF etc.).
- cvs import Quake3_sos id000516 pr1-17-win32
- cvs import Quake3_sos sos001119 pr1-26-win32
- cvs import Quake3_sos sos001120 pr1-26-win32-001120
- cvs import Quake3_sos sos001121 pr1-26-win32-001121
- cvs import Quake3_sos sos001122 pr1-26-win32-001122
- cvs import Quake3_sos sos001122-demo pr1-26-win32-demo
- This is about the 1.26w Team Arena Win32 demo release, give or
- take a couple of lines. Has Q3_VERSION "Q3 Team Arena Demo 1.27b".
- cvs import Quake3_sos sos001123 pr1-26-win32-001123
- cvs import Quake3_sos sos001126 pr1-26-win32-001126
- Now track id versions (see code/game/q_shared.h:Q3_VERSION)
- cvs import Quake3_sos sos001128 pr1-27c-win32-001128
- With 1.27d they switched from Demo to full version (RC1).
- cvs import Quake3_sos sos001129 pr1-27d-win32-001129
- cvs import Quake3_sos sos001130a pr1-27d-win32-001130a
- Now switched to 1.27e. This import is done from the SOS
- working directory.
- cvs import Quake3_sos sos001130b pr1-27e-win32-001130b
- Note: SoS created rwx attributes which are luckily fixed
- automagically during import. It is also seemingly incapable
- to compare files, and leave files that have not changed the
- hell alone. I can't do cvs update due to the $..$ tags in
- the original files (which CVS can't be told to ignore),
- so I have to do import (creating a load of vendor tagged
- branches), but at least cvsweb and cvs get the revisions
- right.
-
- * code-sos/unix/Makefile: added linux_joystick
- * code-sos/unix/linux_local.h: match mac/ and win32/, for prototypes.
-
- * code-sos/unix/linux_joystick.c: new file, code from linux_glimp.c
- Note: decided to separate this, as (a) we might edit/extend
- a lot, (b), it's not in the id tree, (c) it's not GL, (d)
- there might be even more oddball devices. Anything that
- cuts down on diffs.
-
- * code-sos/unix/linux_glimp.c (Q_stristr): const return (cvs1.17).
- Also (XLateKey): added more keyboard mappings (ASCII on
- upper row digits) (cvs1.17). Added in the minimal joystick
- hooks (cvars, function calls). Fixed joystick cvar naming
- to match win32 (kept joystick_threshold).
- TODO: joystick stubs for dedicated?
-
- * CVS: I have to move up to 1.27d (data, Win32 networking).
- With exception of linux_glimp.c (mostly joystick code),
- all cvs1.17 changes should now be in the work snapshot
- based on the first sos001119 we got from id. There are
- also some additional changes in there already, thus I'll
- move the (buggy) 1.26 snapshot into CVS before adding even
- more differences.
-
-
-2000-11-29 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
-
- * RC1: TeamArena_Q3A_RC1.zip. Source has moved from
- Q3VERSION "Q3 Team Arena Demo 1.27c" to "Q3 1.27d" now.
-
- * code-sos/qcommon/common.c: added Com_InitPushEvent(). Also
- increased MAX_PUSHED_EVENTS to 256.
- Note: this is another case of buffer memory not zero'ed.
- Com_EventLoop, fixed evTime to evType in debug print.
-
- * TEST: baseq3/
- +set sv_pure 0 +set vm_game 0 +set in_mouse 0 +set developer 2
- TODO: Team Arena in menu leads to RE_Shutdown(1) and locks
- TODO: can't play game
- TODO: shaders can't load *.tga, *.jpg files are there
- TODO: DO_CC linking for DLL's, DO_SHLIB_CC only for export?
- TODO: ERROR: Bad player movement angle
- TODO: Warning: cvar "..." given initial values: "..." and "..."
- TODO: TA demo ERROR: CL_ParseServerMessage: Illegible server message
- TODO: WARNING: Com_PushEvent overflow
-
- * code-sos/qcommon/files.c: add NULL filter for our Sys_ListFiles calls.
- * unix/unix_shared.c (Sys_ListFiles): signature has changed,
- additional Sys_ListFiles argument now.
-
- * code-sos/unix/unix_net.c (Sys_GetPacket): see below (readcount=0).
- * code-sos/unix/unix_main.c: see below (Mike's and my changes to DLL
- loading, my event buffer clear fixes).
- * code-sos/unix/linux_qgl.c (QGL_Init): see below (__FX__ guards).
- TODO: abstract WGL/GLX and end unfortunate QGL duplication.
- TODO: spice up QGL with Linux H2 full version.
- * code-sos/q3_ui/ui_demo2.c: fix on demo names - no Q_strupr(demoname).
- Note: in CVS this fix is in ui/ui_demo2.c. CVS is screwed by
- id choosing the old name for new directory...
- TODO: manual intervention on "ui goes q3_ui" in CVSROOT?
- * renderer/qgl.h: see below (__FX__ guards).
- * qcommon/files.c: migrated in the 1.17cvs changes against the
- id000516 code dump, i.e. the (not marked - boo hiss) mkv changes.
- Note: all the above is based on a diff of the last id code dump
- pre-1.17 against our CVS, with those fixes now migrated into the
- sos1.26 snapshot.
- TODO: move in joystick code.
- TODO: replace XAutoRepeatOn/Off with filter (focus).
- TODO: DGA 2.0 and such.
-
- * code-sos/game/q_shared.c: valid compare for NULL strings
- * code-sos/unix/unix_main.c: QRTLD, and now using RTLD_NOW.
- Note: it is a bad idea to load game DLL's that are missing symbols.
-
- * code-sos/ui/ui_main.c: see below.
- * code-sos/game/g_main.c: see below.
- * code-sos/q3_ui/ui_main.c: see below.
- * code-sos/cgame/cg_main.c: made cvarTable and cvarTableSize static. This resolved
- a segfault related to traversing the UI table during Init.
- Note: there is a segfault related to this variable being out of bounds.
- Different struct size in global variables possible aliasing between the
- DLL's.
-
- * code-sos/unix/unix_main.c (Sys_Error): assert(0), no exit in debug.
- * code-sos/game/q_shared.c: now aborts on NULL destination. Also DPrintf's
- on bogus excess copies.
- TODO: make all those string functions safe, at least assert.
- * code-sos/server/sv_init.c: comment in SV_Init
- // init the botlib here because we need the pre-compiler in the UI
- Called in qcommon/common.c:Com_Init, were CL_Init is called afterwards...
- * code-sos/server/sv_bot.c: the botlib_import is filled here.
- * code-sos/unix/unix_main.c (Sys_GetBotLibAPI): RTLD_NOW. Which is for naught,
- as this code is not used and has never been used. assert(0)
-
- * code-sos/botlib/be_interface.c: botimport supposed to be set here.
- * code-sos/botlib/l_memory.c: segfault with q3_ui/ DLL.
- #1 0x80e23ec in GetMemory (size=35) at ..//botlib/l_memory.c:331
- 331 ptr = botimport.GetMemory(size + sizeof(unsigned long int));
- as botimport is completely NULL'ed.
-
- * code-sos/q3_ui/q3_ui.sh: created from ui/ui.sh 1.17
-
- * code-sos/q3_ui/q3_ui.q3asm: unfubared (CR/LF, / path).
-
- * code-sos/unix/Makefile: added q3_ui/ make targets (basically
- ui/ targets from CVS 1.17 Makefile for starters).
-
- * code-sos/q3_ui/: this is the old UI code, which does not use
- ../ui/menus.txt (see ui/ui_main.c). In other words,
- the code in ui/ now has to be compiled or qvm'ed
- for missionpack/, but to create the necessary DLL or
- QVM modules for baseq3/ we need to use q3_ui/.
-
-
-2000-11-27 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
-
- * code-sos/game/bg_lib.c: ld problem with a custom "tan(..)"
- TODO: loooking forward to SIGFPE on this code base.
-
- * code-sos/ui/ui_util.c: this file is empty.
-
- * code-sos/ui/ui.sh: new files:
- ui_shared.c
- ui_util.c
- Replaced by the /ui/*.menu files:
- q3lcc: can't find `../ui_cdkey.c'
- q3lcc: can't find `../ui_ingame.c'
- etc.
-
- * code-sos/cgame/cgame.q3asm: added cg_newdraw entry.
- Also added ui_shared entry.
- * cgame/cgame.sh: added cg_newdraw.c entry.
- Also added ../ui/ui_shared.c entry.
-
- * code-sos/cgame/cg_newdraw.c: renamed (was cg_newDraw.c mixed case).
- Note: the infidels have taken over.
-
- * cgame/cgame.sh: added -DMISSIONPACK.
- Note: w/o, q3lcc complains
- ../cg_event.c:204: undeclared identifier `cg_singlePlayerActive'
- ../cg_event.c:204: left operand of . has incompatible type `int'
- which indicates that this source does not compile w/o MISSIONPACK
- anymore. The baseq3/pak4.pk3 file in the Q3TA snapshot archives
- are dated
- 284464 11-10-00 14:02 vm/cgame.qvm
- 463940 11-14-00 14:47 vm/qagame.qvm
- 271596 11-14-00 14:48 vm/ui.qvm
- the code dump is from 11-19.
- Note: Make does not abort on q3lcc complains
-
- * code-sos/game/game.sh: also added ai_vcmd.c entry.
-
- * code-sos/ui/ui.q3asm: fubared (below). In addition, this is
- the only one to have a
- -o "/tmp/quake3/missionpack/vm/ui"
- line in it. Given that the other 2 QVM modules are
- also dependend on -DMISSIONPACK, this seems a real mess.
- For now using the same path as the other 3.
- * code-sos/cgame/cgame.q3asm: below.
- * code-sos/game/game.q3asm: fubared. Fixed CR/LF and \ in paths
- again (read by q3asm called by game.sh called by make).
- * unix/Makefile: updated fpor DLL/QVM.
- Note: also shell scripts to use q3lcc not lcc.
-
-
-2000-11-27 Bernd Kreimeier <bk@lokigames.com>
-
- * code/unix/Makefile: now expects a run/ directory
- relative (between this, the Loki standards, and the
- utility code in the same repository, it's ever so
- slightly less dorky).
- TODO: fix broken copyfiles target etc.pp.
-
- * code/game/bg_lib.c: turns out the changes I
- undid 001120 were affecting original Zoid
- Linux port related defines, which break VM
- compile. Mike fixed those (which I unfixed
- when referring to the latest id code that does
- not contain these patches). However, they
- duplicate ANSI libc symbols, so the guards might
- be wrong. The symbols are missing when compiling
- for VM, so I now use the existing lcc -DQ3_VM
- flag:
- //#if !defined ( _MSC_VER ) && ! defined ( __linux__ )
- #if defined ( Q3_VM )
- This will break DLL compile on non-ANSI platforms,
- which will have to be added to the conditional then.
-
- * code/ui/ui.sh: below.
- * code/game/game.sh: below.
- * code/cgame/cgame.sh: Linux SDK installs q3lcc to
- avoid collisions with regular lcc pre-installs. The
- scripts fail with "lcc not found", but do not abort
- the Makefile.
- Note: now that VM code gets actually built, there
- are errors:
- g_main:648 ERROR: symbol vsprintf undefined
- bg_pmove:1221 ERROR: symbol abs undefined
- q_math:4309 ERROR: symbol fabs undefined
- q_shared:2801 ERROR: symbol tolower undefined
- q_shared:2862 ERROR: symbol toupper undefined
- ai_dmq3:208 ERROR: symbol atoi undefined
- ai_cmd:4951 ERROR: symbol sscanf undefined
-
-
-2000-11-20 Bernd Kreimeier <bk@lokigames.com>
-
- * TEST: test compile of pr-1.17+cvs fixes segfaults due
- to new baseq3/pak4.pk3
- Note: to self ... 1.17 is not compatible with new files.
- Checking into CVS next.
-
- * code/: changes applied by us that are not in id's code base
- affect q_shared.c (NULL in Q_stricmp), files.c (FIXME fs_cdpath,
- Sys_ConcatenateFileList, ui_demo2.c (demo no tolower on linux).
- In unix/ linux_glimp.c (joystick code), qgl.h, linux_qgl.c (__FX__),
- unix_main.c (dlopen bug and event buffers), unix_net.c (readcount),
- matha.s (assembly warning).
-
- * code/server/sv_client.c (SV_WriteDownloadToClient):
- No effective change on FS_SV_FOpenFileRead call, they reworked
- autodownload some more seemingly.
-
- * code/renderer/tr_surface.c: VectorArrayNormalize
-
- * code/qcommon/qcommon.h: see below.
- * code/qcommon/files.c: Com_ReadConfigs removed.
- * code/qcommon/common.c: removed Com_ReadConfigs,
- textual replacement of body in Com_Init.
-
- * code/mac/mac_net.c: not applied (undone by id)
- OTConfiguration *config <> OTConfigurationRef config
-
- * code/mac/mac_glimp2.c: r_colorbits->integer > 16
- * code/game/surfaceflags.h (CONTENTS_BOTCLIP): added.
-
- * code/game/q_shared.h: not applied (undone by id)
- #if defined(ppc) || defined(__ppc) || defined(__ppc__)
- #define idppc 1
- #else
- #define idppc 0
- #endif
-
- * code/game/q_math.c: added another CPP line to guard
- BoxOnPlaneSide, removed WIN32 guard.
- TODO: this could be broken code guarded in all current
- compiles...
-
- * code/game/bg_lib.c: left Q#_VM guard for typedef cmp_t
- Added !defined( __linux__ ) for tolower and atoi.
- Note: the changes above relate to the very last code update
- from id prior to the 6 month blackout, which were not in
- CVS when Michael made his updates. Needed to establish the
- baseline for the new patch. Source dump 1.17.00520, against
- SOS 1.26w-001119 version.
-
-2000-11-20 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
-
- * TEST: running against the data up to TeamArena_Q3A_001109.zip
- Hunk_Clear: reset the hunk ok
- Program received signal SIGBUS, Bus error.
- "q3dm2", killBots==qtrue
- #0 CM_ClearMap () at ..//qcommon/cm_load.c:644
- #1 0x80884a7 in SV_Map_f () at ..//server/sv_ccmds.c:159
- #2 0x8072579 in Cmd_ExecuteString (text=0xbffff4b0 "spmap q3dm2") at ..//qcommon/cmd.c:591
- #3 0x8071dfe in Cbuf_Execute () at ..//qcommon/cmd.c:190
- #4 0x80763f7 in Com_Frame () at ..//qcommon/common.c:2547
- #5 0x8130d6b in main (argc=13, argv=0xbffff984) at ..//unix/unix_main.c:953
- #6 0x40100cb3 in __libc_start_main (main=0x8130bc4 <main>
- Not reproducible (screen stayed black).
-
- * TEST: +set developer 1, same for Win32 and Linux:
- Can't find gfx/misc/flare.tga
- Can't find gfx/misc/sun.tga
- Can't find gfx/misc/console02.tga
- Can't find vm/ui.map
- Can't find textures/sfx/logo512.tga
- Can't find gfx/colors/black.tga
- Can't find models/mapobjects/banner/banner5_2.md3
- Can't find models/mapobjects/banner/banner5_1.md3
- Can't find textures/sfx/firegorre2.tga
- Can't find textures/sfx/bolts.tga
- Can't find menu/art/unknownmap.tga
-
- * Q3TA: after nearly 6 months, a code update from id. SOS access
- even. Got it to compile, link and start, but its currently broken
- (menu doesn't render in full, can't get into game etc.). Need
- a baseline 1.17 to diff against. Last code dump was May 16, with
- bspc code updated May 19. Checking working directory of bk000520
- against CVS next (Mike's fixes never made it into id's codebase
- or a post 1.17 release, neither did my fixes as released in the
- point release version 1.17).
-
-2000-11-19 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
-
- * TEST: Win32 install as tested with 1.26w. quake3.x86 (Q3A game)
- Warning: cvar "r_uifullscreen" given initial values: "1" and "0"
- Warning: cvar "r_inGameVideo" given initial values: "1" and "0"
- ^3WARNING: sound/feedback/hit.wav is a 8 bit wav file
- (on windows, sound/weapons/weapon_hover.wav is missing...)
- Menu only partially displayed in TA and baseq3 play, menu itself
- seems to work. Freetype?
- WARNING: Com_PushEvent overflow
-
- * code-sos/game/game.sh: not in SOS, moved in from CVS snapshot.
-
- * code-sos/qcommon/common.c: conditional DEDICATED to get rid off
- CL_ShutdownCGame/CL_ShutdownUI/CIN_CloseAllVideos.
- Same for UI_usesUniqueCDKey: dedicated server does not
- write CD key file.
- TODO: check whether there is an unneeded "read CD key"
- for dedicated server.
-
- * code-sos/null/null_client.c (CL_ShutdownAll): added dummy.
-
- * code-sos/unix/Makefile: server/sv_net_chan.o for dedicated server.
-
- * code-sos/null/null_snddma.c: fixed S_RegisterSound signature.
-
- * code-sos/client/snd_mix.c: snd_p, snd_linear_count, snd_out
- can't be static, as used by unix/snd_mixa.s.
-
- * code-sos/unix/Makefile: added to the executable target:
- renderer/tr_font.c
- client/cl_net_chan.c
- server/sv_net_chan.c
- Also added a lot of jc*.c files to build, to fix unresolved
- symbol errors.
- TODO: is there unused jpeg-6/jd*.o code linked in now?
-
- * code-sos/ft2/smooth.c: includes ftgrays.c, ftsmooth.c
-
- * code-sos/ft2/truetype.c: ttdriver.c, ttpload.c, ttgload.c, ttobjs.c.
- Also (see ftoption.h) TT_CONFIG_OPTION_BYTECODE_INTERPRETER ttinterp.c
-
- * code-sos/ft2/sfnt.c: includes ttload.c, ttcmap.c, sfobjs.c,
- sfdriver.c. lso (see ftoption.h)
- TT_CONFIG_OPTION_EMBEDDED_BITMAPS ttsbit.c
- TT_CONFIG_OPTION_POSTSCRIPT_NAMES ttpost.c
-
- * code-sos/ft2/ftbase.c: includes ftcalc.c, ftobjs.c, ftstream.c,
- ftlist.c, ftoutln.c, ftextend.c, ftnames.c.
-
- * code-sos/ft2/autohint.c: includes ahangles.c, ahglyph.c, ahglobal.c,
- ahhint.c, ahmodule.c.
-
- * code-sos/unix/Makefile: added ft2/ to client objects, took out
- ftraster.c/ftrend1.c (see below), added -DFT_FLAT_COMPILE.
- * ft2/ftsmooth.c: -DFT_FLAT_COMPILE required.
- * ft2/raster1.c: -DFT_FLAT_COMPILE required.
- Note: this includes ftraster.c/ftrend1.c.
-
- * code-sos/qcommon/vm_x86.c: _ftol is missing, ftolPtr only defined
- for Win32, but used in generic code. Workaround for now.
- TODO: find good Linux ftol, or use old solution.
-
- * SoS checkout. chown -R a+w * recode ibmpc:lat1 */*.h */*.c
-
-2000-06-30 Michael Vance <briraeos@lokigames.com>
-
- * misc: Spoke with Leonardo about qvm mess.
-
- * ui/ui.sh: Created to build much like the ui.bat script.
-
- * ui/ui.q3asm: Use linux style paths.
-
- * game/game.sh: Created to build much like the game.bat script.
-
- * game/game.q3asm: Use linux style paths.
-
- * cgame/cgame.sh: Created to build much like the cgame.bat script.
-
- * cgame/cgame.q3asm: Use linux systel paths.
-
- * unix/Makefile: Use the new .sh scripts to build the QVM files.
-
- * lcc/etc/linux.c: Build .asm files instead of .s files.
-
- * misc: QVMs now load properly, with minor glitches that should
- hopefully be solvable. The new build scripts conflict with the
- .asm files already in CVS, as the generated byte code is slightly
- different in some cases.
-
-2000-06-29 Michael Vance <briareos@lokigames.com>
-
- * lcc/makefile: Tweaked to automatically include the system
- compiler's header location. Added an install directory.
-
- * lcc/custom.mk: Added a build directory.
-
- * lcc/etc/linux.c: Numerous small tweaks to make compiling the VM
- code a much simpler task.
-
- * q3asm/Makefile: Created.
-
- * q3asm/q3asm.c: Fixed uninitialized variable in
- HashString(). Fixed off by one in argument parsing.
-
- * misc: Had Brian remove the Xmd.h include from glx.h so that we can
- build Quake3 on XFree86 4.0 systems.
-
- * wine: Attempted to build with lcc.exe and q3asm.exe using wine,
- also did not work. This is in contrast to MikeP's .qvms, which
- seem to work.
-
-2000-06-28 Michael Vance <briareos@lokigames.com>
-
- * common/files.c: Fixed Mods menu behaviour.
-
- * unix/linux_qgl.c: Guarded references to fxMesa.
-
- * renderer/qgl.h: Guarded references to fxMesa.
-
- * ui/ui_demo2.c: Don't convert filename to uppercase.
-
-2000-05-07 Bernd Kreimeier <bk@lokigames.com>
-
- * common/cmdlib.c: windowism, not guarded. Added WIN32 around "ATOM a".
-
- * q3map/Makefile: Linux Makefile.
-
- * q3map/Makefile.irix: "makefile" in original code, Irix-only Makefile.
- Just fixed some redundant TAB that GNU make despises about as much as I
- despise GNU Make, and changed to a relative path.
-
-2000-05-01 Bernd Kreimeier <bk@lokigames.com>
-
- * q3radiant/: updated with Q3Radiant198b3-src.zip.
- Tagged (globally) as q3radiant-198b3.
- Kept the old files
- 3DFXCamWnd.h
- 3DFXCamWnd.cpp
- MainFrm2.cpp
- New files
- Shaders.h
- misc/ (contributed special TGA resources, don't relly belong)
- Removed:
- pName
- Changed filenames to previous case:
- UNNAMED.MAP -> unnamed.map
- RES/BMP0002.BMP -> RES/bmp00002.bmp
- Changed:
- changelog.txt -> ChangeLog
-
-2000-04-28 Bernd Kreimeier <bk@lokigames.com>
-
- * CVS: bk000425 modified sources. This replaces the unix/ directory
- which is not yet in id's SourceSafe. Two check-ins, due to minor
- changes in an attempt to nail the Voodoo3 related crashes (driver
- problems, not a Q3 issue). Undid some of the QFL changes for PI
- and the log bug fix - put back in (TODO). Also includes:
- * Quake3/code/botlib/be_aas_sample.c: single file update from Robert.
-
- * CVS: id000423 code dumps (two of them). Applying Loki patches.
- Tagged for the final version (all patches).
-
- * CVS: id000422 code dump. This did not include the 1.16n fixes
- used for Linux, and was the first dump for the 1.17 security fix
- release.
- Note: forgot to check in the ft2/ headers themselves, but they
- are not used in the current codebase anyway. Are added in next
- dump. Also there is use of CVS/CVS-like $Keyword$ patterns in
- some files, and between their revisions and ours we fuck this up.
- Also, id ZIP files create write protected sources, have to do
- chmod -R a+w Quake3/ to work and overwrite files.
-
- * CVS: bk000315 modified source. This version was the 1.16n release.
- Note: the changes applied here are not in the subsequent code dumps
- of id. If you want to compile the Linux version as released you
- have to use bk-tagged versions until the patches are merged in by
- Robert Duffy.
-
- * CVS: id000314 engine code dump, same procedure as below, tag.
- Note: this version added vm/ sudirectories with assembly files
- for cgame, game, ui. CVS tag id000314.
-
- * CVS: id000304 engine code dump. Now there is a problem, as CVS
- was used in the Mac sources. Do
- find . -name 'CVS' -exec rm -r {} \;
- before cvs update, then tagged:
- cvs -d /loki/cvsroot/ tag id000304 Quake3/
-
- * CVS: checked in a source snapshot of the id00303 engine code
- and the id0003029 tools code. The tool sources are not fully in
- sync, and we have only partial source from earlier engine revisions.
- The engine source marks where Loki took over from Dave Kirsch.
- This snapshot (with all temporary and bogus files) is imported
- and tagged using:
- cvs -d /loki/cvsroot import Quake3 id000303 initial
-
- Modules:
- code: the Q3 engine code, including a jpeg-6/ copy
- common: code shared by tools
- libs: code shared by tools, inlcuding a jpeg6/ copy
- q3asm: VM bytecode assembly
- q3data: misc. Q3 data conversions
- q3map: BSP builder
- q3radiant: Win32 editor, as is
- lcc: C compiler for q3asm
-
- The sources have not been cleaned up, and binary files have not been
- removed. The Q3Radiant code base might exhibit mixed case asmbiguities
- in the future, and future source dumps might come from SourceForge
- instead.
-
-2000-04-25 Bernd Kreimeier <bk@lokigames.com>
-
- * q3code.id000425/unix/Makefile: relative path, relocatable.
- Note: first code merge with id, finally :-).
-
-2000-04-24 Bernd Kreimeier <bk@lokigames.com>
-
- * q3code.bk000422/unix/matha.s: in C(BoxOnPlaneSide)
- the following line triggers assembler warning:
- "missing prefix `*' in absolute indirect address, maybe misassembled!"
- jmp Ljmptab(,%eax,4)
-
-
- * q3code.bk000422/unix/Makefile (MOUNT_DIR): rember to change.
- TODO: fix this bloody Makefile to be relocatable, damnit.
-
- * q3code.bk000422/cgame/cg_event.c: applied JCash fix again
- (see EV_EVENT_BITS below). Send e-mail to verify.
-
- * q3code.bk000422/renderer/tr_image.c: "../jpeg-6/jpeglib.h" again.
-
- * q3code.bk000422/: created from the id dump of today, lacking
- all but one of my changes (sigh). Swapped unix/ competely, takes
- care of 90%. Submitted all changes again to Robert...
-
-2000-04-19 Bernd Kreimeier <bk@lokigames.com>
-
- * q3code.bk000315/unix/linux_glimp.c (GLimp_EndFrame):
- QGL_EnableLogging( r_logFile->value ) doesn't work?
-
- * q3code.bk000315/unix/linux_qgl.c: GLimp_LogNewFrame() is
- obsolete. QGL_EnableLogging was out of sync with Win32 and
- did not support the new framecounter decrement logic.
-
-2000-04-03 Bernd Kreimeier <bk@lokigames.com>
-
- * q3code.bk000315/server/sv_snapshot.c: svs.nextSnapshotEntities
- is a signed integer unconditionally incremented, which gets
- negative and causes a segfaulting indexing an array. Added reset
- to counter. Might fail if snapshot numbers are supposed to
- monotonically increase.
-
-2000-04-02 Bernd Kreimeier <bk@lokigames.com>
-
- * q3code.bk000315/client/cl_parse.c (CL_ParseServerMessage):
- assert(0) on Illegible message (remember to +set in_mouse 0).
- TODO: have to add a dump message function, it's unreadable.
-
- * botlib/be_ai_goal.c (InitLevelItemHeap): loop counter -2
- left -2 with uninitialized next, and -1 disconnected. Removed
- redundant memset. There is an item alloc leak I suspect, as
- max_levelitems 1024 merely delayed the overflow error.
-
-2000-04-01 Bernd Kreimeier <bk@lokigames.com>
-
- * botlib/be_ai_goal.c (InitLevelItemHeap): still segfaults.
- Not memsetting the entire item heap. As items are cleared
- on return, that leaves only memory corruption?
- Later: upped max_levelitems from 256 to 1024
- Later: client dies on connect:
- Error: CL_ParseServerMessage: Illegible server message 255
-
-
-2000-03-31 Bernd Kreimeier <bk@lokigames.com>
-
- * botlib/be_ai_goal.c: initializing global vars.
- Segfault in AllocLevelItem ()
- at /home/bk/Games/Quake3/q3code/botlib/be_ai_goal.c:364
- I suspect that the initial freelevelitems setting is at
- the end of the list and eventually exposed.
-
- * cgame/cg_event.c: according to Johmn Cash:
- itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0
- Quote: "This causes itemNum to be invalid about half the time,
- preventing any client side effect tied to the item from occurring."
-
-2000-03-06 Bernd Kreimeier <bk@lokigames.com>
-
- * qcommon/common.c: set pushEvent buffer and indices
- to zero in Com_Init().
-
- * q3code/qcommon/qcommon.h: made SE_NONE (and for paranoia
- also NA_BOT) explicitely set to zero.
-
-2000-02-27 Bernd Kreimeier <bk@lokigames.com>
-
- * unix/Makefile: added dmalloc in an attempt to get on
- the Z_Free bug. Futile. Despite stripping dmalloc debug
- token down to essentials, I get a (seemingly bogus or
- unrelated):
- debug-malloc library: dumping program, fatal error
- Error: possibly bad .c filename pointer (err 24)
-
-
-2000-02-26 Bernd Kreimeier <bk@lokigames.com>
-
- * qcommon/common.c: various debug builts to isolate the
- Z_Free bug. It reproducibly happens on some machines
- with SE_PACKET, but the packets themselves look
- thoroughly corrupted.
-
-2000-02-21 Bernd Kreimeier <bk@lokigames.com>
-
- * qcommon/common.c (Com_EventLoop): possible problem
- here, pointer does not get cleared.
-
- * unix/linux_glimp.c (InitSig): no signal handler.
- * common/common.c: dump in Com_Error for debug.
-
-2000-02-17 Bernd Kreimeier <bk@lokigames.com>
-
- * q3code: new dump from Zoid. Repeat tr_image.c fix.
-
- * unix/Makefile: added client/snd_adpcm.c (linkage errors).
- Later: added entire JPDIR and rules, for tr_image.c.
- Later: had to fix fules for game/ai_*.c files.
- Later: removed ui/ui_quit.o (n/a)
- Later: took out -mpentiumpro -march=pentiumpro
-
- * renderer/tr_image.c: windowism in #include path (see below).
- #include "..\jpeg-6\jpeglib.h"
-
-1999-12-27 Bernd Kreimeier <bk@lokigames.com>
-
- * Alpha: tried a dedicated server compile. Segfaults in
- ../qcommon/files.c:1682, a paksort function doing pointer
- fiddling.
-
- * Makefile.alpha: created.
- Note: want to take the SDL/Setup autoconf ASAP.
-
- * unix/unix_main.c: fixed __axp__ to __alpha__, guarded
- _FPU_SETCW.
-
- * qcommon/vm_alpha.c: dummy, created.
- * qcommon/vm_null.c: dummy, created.
-
-1999-12-04 Bernd Kreimeier <bk@lokigames.com>
-
- * renderer/tr_image.c: windowism in #include path.
- #include "..\jpeg-6\jpeglib.h"
-
- * Revision 1.11: from Zoid by e-mail.
- Note: threw away my playground copy, starting with the
- ZIP file. Zoid's using CVS now, but we can't remote
- access it. Thus did the
- "find . -name 'CVS' -exec rm -rf {} \;"
- and then track it as 3rd party source by
-
-
- * ChangeLog: created. Now starting to track Q3A source.
-
---------- q3code log ---------------------------------------------
+TODO: the Mac port seems stable, but outputs a bunch of warnings.. + +2004-05-22 +- updated the xcode project from Apple's version + now with the latest vm_ppc code + +2004-05-21 Timothee Besset <ttimo@idsoftware.com> +- fixed the Linux build to compile again on sid (glext.h and gcc3 warnings) +- 2 weeks ago, hacked up the source to compile on panther / xcode 1.1 + several cleanups were needed, and VM support seems broke (hangs or crashes) +- got altivec optimisations from Apple (Kenneth Dyke) + merged back in +- looks like with the new code merge the VM support is back in and working + +2003-09-15 Timothee Besset <ttimo@idsoftware.com> +- import Q3 java master code, cleanups on monster + +2003-08-31 Timothee Besset <ttimo@idsoftware.com> ++ loki_setup hell + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=626 + http://zerowing.idsoftware.com/linux/q3a/index.html#glibc + text mode installer in loki_setup image built on Mandrake 7.2 crashes on some glibc 2.3 systems such as RH9 etc. + need to move to a different version of the installer, and update old installers to keep them still 'installing' + moving to build the setup binaries on Debian Woody systems (glibc 2.2, text mode installer will no longer work on 2.1 systems) + hacked together a new setup, using setup tree from RTCW. would need a complete revamp if a new full setup with new binaries is needed + +2003-07-17 Timothee Besset <ttimo@idsoftware.com> + + new cvsreport, testing per-module config + +2003-01-19 Timothee Besset <ttimo@idsoftware.com> + + building on both gcc 2.x and 3.x + added conf modules to check gcc version + ccache support + +2003-01-13 Timothee Besset <ttimo@idsoftware.com> + + tweaking around for gcc 3.x build + edit Conscript to change the compiler + +2002-12-16 Timothee Besset <ttimo@idsoftware.com> + + added pbEmit class to auth code, emit CD keys to local PB master + +2002-11-14 Timothee Besset <ttimo@idsoftware.com> + + up to latest makeself.sh + + add both quake3.x86 and quake3-smp.x86 to setup + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=573 + console setup crash / glibc 2.3 (Debian Sid) + investigated, put together a workaround + +2002-11-5 Timothee Besset <ttimo@idsoftware.com> + + Linux building both smp and non-smp again. Will have to put both in setup + + added in_subframe to toggle X subframe event handling + + reworked the timing code to be more reliable + + cleaned up dgamouse/in_mouse code, removed unnecessary dgamouse var + + made the mouse grabbing an in_nograb cvar, no longer a compile time option + in_nograb 1 force in_dgamouse 0 and r_fullscreen 0 (any of those two will b0rk) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=565 + mouse issues on Suze 8.1 - related to subframe event timing + added code chunk to detect broken X timing and disable subframe + + tweaked the subframe/X bug workaround to be less paranoid + +2002-10-28 Timothee Besset <ttimo@idsoftware.com> + + no longer blocking demo recording if g_synchronous clients != 0 + only sending out a warning (everyone does g_sync 1 ; record ; g_sync 0) + +2002-10-21 Timothee Besset <ttimo@idsoftware.com> + + building final mod sdk setups (added lcc bins, added link to q3asm-turbo in readme) + +2002-10-8 Timothee Besset <ttimo@idsoftware.com> + + quickfix cl_maxpackets > 125 brings back to 100 + +1.32 release --- + +2002-10-7 Timothee Besset <ttimo@idsoftware.com> + + made the 'demo' command case-insensitive on extension match (it was confused by demo FOUR.DM_68) + + mouse wheel scrolling with in_mouse 1 + window mode was not working, fixed (DI didn't catch) + + removing on-the-fly pk3 build from Linux setup, using the finalized ones now + added 'pk3' option to cons for toggle of pk3 building + +2002-10-5 Timothee Besset <ttimo@idsoftware.com> + + updated win32 mod sdk (in win32/mod-sdk-setup) + added q3asm and lcc source + updated the .bat to build VMs + +2002-10-3 Timothee Besset <ttimo@idsoftware.com> + + linux mod sdk, wrote the bulk of the scripts + +2002-9-30 Timothee Besset <ttimo@idsoftware.com> + + ATVI Quake 3 1.32 Patch #9 + rolling back to the way it was before, leaving 1v1 force vote exploit, the fix was worse than the bug + from comment on bug #9 in tracker: + + actually the fix is worse than the original bug + + after the fix, voting when you are alone on the server was no longer working + it was kinda intended in the fix, that you would have to be at least two to pass a vote .. but + it is an oversight. + + calling a vote in a 1v1 game against a bot fails immediately + (calling a vote in any situation where there's only 1 live player fails) + + Say a server's running some lame custom map that you have but a friend doesn't. You can't go + on the server and change it to the map you want to play, so he ends up having to auto-dl it at + 8K a second just so you can switch from it. + + This particular 2 clients, vote / quit exploit would involve too many changes to fix properly. + I am reverting back to the old version, and leaving as WNF + +2002-9-29 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50 + added Wheel support to the DirectInput code IN_DIMouse (in_mouse 1) + tweaked the Wheel mouse reading for in_mouse -1 (old win32 input code) + handle correctly when zDelta is > 120 + provide a in_logitechbug cvar to handle buggy Logitech MouseWare driver sending wheel events twice + +2002-9-26 Timothee Besset <ttimo@idsoftware.com> + + ATVI Quake 3 1.32 Patch #38 + adding trap_SetPbClStatus, reliably checks for PB presence before enabling PB in UI + +2002-9-25 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551 + SVF_CLIENTMASK, fixed a typo + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=555 + pushed cl_maxpackets upper limit to 125 (from 100) per CPMA Arqon's request + +2002-9-24 Timothee Besset <ttimo@idsoftware.com> + + ATVI Quake 3 1.32 Patch #33 + PB reporting sv_paused cvar hacked, fixed SV_CheckPaused to use a Cvar_Set + + ATVI Quake 3 1.32 Patch #24 + added [skipnotify] from RTCW, use to display in the console only, but not on client screen + (also fixes pb_msgprefix and pb_sv_msgprefix) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=553 + using correct error message if listen server starting as cl_punkbuster 0 sv_punkbuster 1 + + ATVI Quake 3 1.32 Patch #35 + text auto wrap in UI code was eating the last word if it was wrapping + fixed in Q3 and TA UI (this bug could have affected the server print message also) + + some updates to the win32 cons post-build process + +2002-9-21 Timothee Besset <ttimo@idsoftware.com> + + adding bspc cons build script + +2002-9-19 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552 + disconnect reason is transmitted in the disconnect command and processed into com_errorMessage + (similar to RTCW behaviour) + added UI for com_errorMessage cvar in baseq3/, if client is kicked/dropped/disconnected for whatever reason + (this is already functional in TA) + + ATVI Quake 3 1.32 Patch #9 + failing vote if there's only one voting client (fixes exploit on 2-player server where one player votes then disconnects, forcing vote to pass) + + ATVI Quake 3 1.32 Patch #5 + removed the userInfoChanged message (was a debugging leftover) + + ATVI Quake 3 1.32 Patch #18 + rcon was not properly fixed yet, this only showed up for PB commands + changed the rcon parsing again to be more reliable + +2002-9-18 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=549 + the demo command has a list of compatible protocols, it will loop through 66 67 68 + you can do '/demo four' and it will try four.dm_66 four.dm_67 four.dm_68 + or you can explicitely give a '/demo demoname.dm_??' + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551 + added SVF_CLIENTMASK (0x00000002), works only with <= 32 players + set bitmask of players to which send entity + +2002-9-17 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=550 + rcon bug fix + + some scons updates for win32 (post build) + + 1.32rc2 + +2002-9-06 Timothee Besset <ttimo@idsoftware.com> + + updated completely the setup system: + fixed cons stuff to build setup with cons -- release setup + working from new setup codebase with some custom patches: + https://bugzilla.icculus.org/show_bug.cgi?id=52 + https://bugzilla.icculus.org/show_bug.cgi?id=53 + checked that BSD support was still in (brandelfing and symlinks) .. will have to get tester feedback + bumped version to 1.32rc1 + TODO: update the windows .VCT (standalone setup and auto-update) + +2002-9-04 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543 + backport from RTCW 1.4 code + rcon commands where sent after being tokenized and rebuilt + that was breaking any quoting, for instance 'rcon g_motd "hooka pooka"' + added Cmd_Cmd() to retrieve the un-tokenized command and transmit as is on both ends + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=542 + b0rked text wrapping in connect screen + was a missing sizeScale in q3_ui/, and a bad param in ui/ + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540 + backport fix to pk3 reordering, happens when clearing the references, bad order from connection may break stuff + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=527 + TA ui/, quickfix to netSource (mod stuff, doesn't affect TA) + + cleaned up broken old DO_WIN32 stuff in cons scripts + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=526 + typo in models2.shader + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=443 + Linux client: sub-frame timing of key/mouse events + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=453 + added mousewheel support: wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=545 + bumped server count to 4096 + + keep around: __asm__ __volatile__ ("int $0x03"); + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516 + moved screenshots to backend with a new RC_SCREENSHOT render command + fixes the r_smp 1 garbled screenshots + +2002-8-29 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=539 + new VM code from Raven's Sof2 + + cons / qvmtools build system fixes + + had to get a new qe3.ico again (resource compiler error) + http://vasin.hypermart.net/eei.htm + + updated, basic testing on win32, merging back in trunk + + merged bug-539 branch back into trunk, officialize the new VM code + +2002-8-26 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=472 + linux client: handle ctrl+space situations (could leave space locked on + space not working with ctrl on) + + update the build system, build q3lcc and q3asm etc. on demand + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62 + fixed invisible players/entities + +2002-8-23 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536 + fixing donedl being ignored after autodl if map_restart'ed (propagate from RTCW) + ignoring multiple map_restart (propagated from RTCW) + + reworked the server 'client text ignored' message to only trigger when there's actually a message that doesn't get to the game VM + +2002-8-18 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=528 + ydnar: reorg bits in the drawsurf sort index, push MAX_SHADERS to 2^12 + + commented out some debug stuff in java auth server + + added FAQ item with Linux & BSD patch to handle broadcast on multiple interfaces + +2002-8-15 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534 + fixing rcon being broken on NT/XP with > 23 days uptime (or so) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=525 + changed the rcon buffer size to avoid overflows and dropping part of the message + +2002-8-14 Timothee Besset <ttimo@idsoftware.com> + + hacked in some experimental win32 stuff to the cons files + (win32 recognition and pk3 installs .. very very experimental but I needed it for win32 dev) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=521 + ui/ and q3_ui/ : added text auto wrapping in the connection screen drawing (server message) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=531 + removed the MPlayer stuff from the server browsers + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=505 + enabled back the ignore if protocol is != (fixes Wolf servers showing in browser) + +2002-8-10 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500 + propagated IP banning fix from RTCW + +2002-8-08 Timothee Besset <ttimo@idsoftware.com> + + propagate additional sv_lanForceRate fix from RTCW + +2002-8-07 Timothee Besset <ttimo@idsoftware.com> + + added trap_FS_Seek + +2002-8-05 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50 + fixed the DI mouse init procedure + +2002-8-05 Timothee Besset <ttimo@idsoftware.com> + + removed sv_allowanonymous, was dummy and polluting the serverinfo + (sv_allowanonymous was designed to flag wether server was public or not, but that's replaced by g_needpass) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=514 + sv_strictAuth (default 1): server variable to control wether strict CDKEY auth should be performed + this is required if you want reliable cl_guid on the server + extended the getIpAuthorize (server->auth message) syntax + sending the fs_game at all times (default 'baseq3'), dummy sv_allowAnonymous 0, strict auth flag + NOTE: 1.31 server on baseq3 sends a getIpAuthorize packet like: + processing packet: getIpAuthorize -1230824753 217.128.77.195 0 + the auth server will mistakenly read fs_game as '0' + + TAGGED the master / auth source as pre-1_32 + will need to go back to this to comment out all my debugging crap + +2002-8-04 Timothee Besset <ttimo@idsoftware.com> + + cleaned master server stuff, client was prompting master.quake3arena.com, + server was sending heartbeats to master3.idsoftware.com + both point to 192.246.40.56, unified to master.quake3arena.com + the MPlayer master, master.quake3world.com doesn't exist anymore, switched it to master.quake3arena.com + +2002-8-02 Timothee Besset <ttimo@idsoftware.com> + + added auth server source, reorganized + + auth server name / master key optionally set on command line for master and auth servers + + auth and master config in build system + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524 + changed default GL driver from libGL.so to libGL.so.1 + see LSB 1.2 spec: http://www.linuxbase.org/spec/refspecs/LSB_1.2.0/gLSB/libgl.html + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=480 + applying the 'no cp command' experimental fix for beta phase + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462 + backported from RTCW, fix to packet fragmenting emission + FIXME: there is some verbose code that we have to take out in the final version (grep for #462) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475 + backported from RTCW, don't get dropped if the server changes map while connecting (ignore outdated cp) + + PROTOCOL BUMPED TO 68 + +2002-8-01 Timothee Besset <ttimo@idsoftware.com> + + Linux: dedicated build was not setting up signal handler like the full client does + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522 + SplashDamage bugfix, now clearing client gentity before GAME_INIT call (instead of after) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=498 + fixed NET_AdrToString to print the port as unsigned int (for ports > 1^^15, was showing negative) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=501 + maintain IP in userinfo sent to game + + checking in master server source + +2002-7-31 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=513 + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506 + porting fix from RTCW codebase. client re-orders it's pk3s to scan in the same order than the server + this eliminates several 'Invalid .PK3 file referenced' situations (caused by client not referencing the same thing as server) + + fixed border remnants in ta ui + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=517 + ERR_DROP if PB client off / server on conflict when starting local server + + quickfix to q3 ui / punkbuster detect in server browser + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=458 + code fix, no more taunt spam + + cons install of PB .so files + + correct MOD_KAMIKAZE and MOD_JUICED in TA games.log + +2002-7-29 Timothee Besset <ttimo@idsoftware.com> + + q3 ui: completed confirmation prompts and messages (added UI_ConfirmMenu_Style & UI_Message) + + ta ui: backported 'conditionalopen' from RTCW (conditionalopen <cvar> <menu1> <menu2>) + + ta ui: confirmation prompt for punkbuster enable/disable etc. + + added the win32 DLLs to pb/win32/ + +2002-7-28 Timothee Besset <ttimo@idsoftware.com> + + ta ui: sv_punkbuster in StartServer menu + + ta ui: added cl_punkbuster in server browser + + view filters are in a modal dialog + + new files: filter.menu menus.txt (pak3.pk3 updated) + + fix broken link in Linux FAQ + +2002-7-27 Timothee Besset <ttimo@idsoftware.com> + + ta ui: PB display in the browser, in it's additional tab, with sorting + +2002-7-26 Timothee Besset <ttimo@idsoftware.com> + + PB UI: for baseq3/ AND missionpack/ + q3_ui: Punkbuster: Enable/Disable in server broswer (cl_punkbuster) + q3_ui: PB logo, PB Yes/No in browser (TODO: validate this to be working) + q3_ui: added sv_punkbuster toggle in start server menu + + automated building of the new PK3s, unix/Conscript-pk3 + +2002-7-25 Timothee Besset <ttimo@idsoftware.com> + + added PB build scripts on Linux, fixed the Linux build + +2002-7-12 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=511 + fixing re.SetColor crash for widescreen displays (q3dm11) + was calling to the renderer while not registered + +2002-6-19 Timothee Besset <ttimo@idsoftware.com> + + r_roundImagesDown 0 + map q3dm16 -> tr_image.c ResampleTexture crash + buffer overflow because of resample to 2048x.. + xian_q3dm12_leftwall4fin.jpg 1152x384 + bumped one buffer byte p1[1024] -> byte p1[2048], added a safe check + +2002-6-14 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493 + propagate a renderer fix from RTCW. fixes a one-frame visual glitch when mod code + registers a shader after drawsurfaces are generated but before the frame is rendered + +2002-6-12 Timothee Besset <ttimo@idsoftware.com> + + added cons and pcons to unix/, updated the build script + +2002-5-24 Timothee Besset <ttimo@idsoftware.com> + towards a new Q3 release? + some bug fixes require protocol change, or mod code/mod interface change to be fixed properly + this is a biz decision, dunno yet if we are going to want a new protocol (probably not) + -> have to create a branch for the 1.31b, i.e. backwards compatible with 1.31 'Stable-1_31' + and put the 1.32 specific / protocol changes on trunk + no telling what will go in SOS in the end .. probably 1.32 + +2002-5-5 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491 + adding a sv_lanForceRate (defaults to 1) to turn on/off server forcing rate of LAN clients + (only affects LAN dedicated clients - dedicated 1, default behaviour forces LAN clients to 99999 rate) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470 + fixing potential overflows with cl_cdkey (propagated from RTCW) + + cons-based build system (imported from Wolf, was partly written for mod tools release already) + building with SMP on by default + + better #ifdef SMP handling ('disabled at compile time' message) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=494 + Q_vsnprintf for vsprintf calls in the core + not putting this in game code as we'd need a vsnprintf implementation in bg_lib.c + +2002-4-5 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462 + taking out the fix which was found broken and incomplete + +2002-8-4 Timothee Besset <ttimo@idsoftware.com> + + adding NO_MOUSEGRAB define (select in the Makefile) + +2002-2-4 Timothee Besset <ttimo@idsoftware.com> + + applying Gareth's SMP patch + + count number of CPUs (Sys_ProcessorCount in unix_shared.c), default r_smp appropriately + + bumping version to 1.32 + + if XInitThreads fails, set r_smp to zero + +2002-28-2 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462 + send potential remaining fragmented packets before sending a gamestate + +2002-26-2 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=455 + removed old libMesaVoodooGL.so loading code + Voodoo cards should use XF4/DRI, that load code was outdated and confusing people with broken OpenGL + +2002-16-1 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=441 + adding brandelf calls to the setup building process so that our binaries run on BSD + +2002-1-1 Timothee Besset <ttimo@idsoftware.com> + + updated FAQ with BSD info (bug #441) + + FAQ update on CLIENT_UNKNOWN_TO_AUTH + + FAQ update for proper strace usage + +2001-12-12 Timothee Besset <ttimo@idsoftware.com> + + Q3 1.31 point release + updating build_setup.sh to new pk3 files + (baseq3/pak7.pk3 missionpack/pak2.pk3) + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=395 + adding quake3.xpm icon, and modified the setup accordingly to put symlinks + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=390 + ignoring SIGTTIN SIGTTOU + +2001-06-12 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402 + bug with full scene + +2001-04-12 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=398 + cg_bobup cheat protect + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=399 + fixed Setup > System > Driver info crash + + checked in code/spank.sh script, perform checksuming + +2001-18-09 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371 + propagating sound code fixes from Wolf to Q3 + +2001-11-08 Timothee Besset <ttimo@idsoftware.com> + + setup script was still broken, damn shell expansion + the exit code for Q3 was always zero instead of $? + propagating the fix to Wolf + +2001-11-04 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=382 + modified challenge code for motd to be truly random + +2001-10-31 Timothee Besset <ttimo@idsoftware.com> + Moved updated q3asm and lcc source at the toplevel, MissionPack/q3asm + and MissionPack/lcc + +2001-10-29 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=381 + build system is now functional + +2001-10-21 Timothee Besset <ttimo@idsoftware.com> + + updated Sys_LoadDll code on linux to search in the following order: + #1 current directory + #2 fs_homepath + #3 fs_basepath + this was needed to make mod developement easier + +2001-10-09 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51 + the code to buffer the redirection was in there but disabled? (Com_Printf) + enabled it back + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=52 + connection issues / userinfo + client side fix, instead of sending 'connect <userinfo>' packet + we now send 'connect "<userinfo>"' + +2001-10-08 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371 + added a PROT_READ to the mmap call + this was needed to go around a bug in glibc i586 i686, memset doing read access + since the audio_fd is opened O_RDWD this is harmless to Q3 + +2001-10-07 Timothee Besset <ttimo@idsoftware.com> + + updating from SOS + S_WriteLinearBlastStereo16 C/asm is back in snd_mix.c (Graeme) + r_showtris r_shownormal cheat protections + + Sys_LoadDll changes: + removing -debug search when loading native dlls + changing the fatal aborts when not finding native from release only to debug only (was a misfeature) + used to search in cd_path which is bogus, now searching in pwd if basepath fails + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=275 + fixed r_fullbright not being cheat protected / was a CVAR_LATCHED|CVAR_CHEAT issue + +2001-09-06 Timothee Besset <ttimo@idsoftware.com> + + updated from SOS, some changes to qcommon/unzip.c (statics) + +2001-08-27 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=3 + Added some code in CL_InitDownloads to use FS_ComparePaks and print out information about server-referenced paks that are missing on the client. It is a first step, allows to get precise information about what can cause a connection to fail (typically when the user is sent back to the main screen). + +2001-08-22 Timothee Besset <ttimo@idsoftware.com> + + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=86 + fixed sound bug (with Graeme hints) + +2001-08-20 Timothee Besset <ttimo@idsoftware.com> + + made sure Sys_Printf doesn't get into an endless loop if logfile is on + fixed qconsole.log issues, +set logfile 1 +set fs_debug 1 was crashing (any OS) + fixed logfile 1 / ttycon 1 issue, didn't exit properly (same endless looping) + also fixes an issue reported by q3f team + + changed rcon commands from Com_DPrintf to Com_Printf so that they show up in the console + (with IP information) + +2001-08-19 Timothee Besset <ttimo@idsoftware.com> + + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=91 + (autodownload toggle in q3 ui) + + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=76 + g_password issue + + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=93 + cheat protecting r_lodCurveError + + wontfix https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=92 + +2001-08-18 Timothee Besset <ttimo@idsoftware.com> + + more fixes to the 7-button mouse code (linux only) + + updated faq about gamma slider + + added "servers don't show up in ingame browser" to faq + + added Alt+Enter toggle for fullscreen/windowed (linux) + +2001-08-16 Timothee Besset <ttimo@idsoftware.com> + reconfiguring CVS repository to give access to Gareth + + testin gareth's access + +2001-08-03 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=85 + fixes in the setup code for older bash versions + +2001-08-02 Timothee Besset <ttimo@idsoftware.com> + * commented out assembly implementation of S_WriteLinearBlastStereo16, using modified C implementation from Zaphod + need to check performance: https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=88 + * finished const declarations in CG_Trace calls, was needed in pmove_t declaration and some other functions + cgame/cg_local.h : CG_trace trap_CM_BoxTrace + game/bg_public.h : using const in pmove_t trace functions prototypes + (fixes gcc warnings: assignment from incompatible pointer type) + +2001-07-26 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=78 + mapped K_MOUSE4 K_MOUSE5 + +2001-07-23 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5 + more fixes, handling meta characters and various kinds of backspace + +2001-07-22 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5 + after testing feedback, fixed more stuff: + better backspace, works with putty and potentially more terminals + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51 + band aid fix to rcon status, incresed MAX_PUSHED_EVENTS from 256 to 1024 + (adds 28kb of mem requirements) + +2001-07-21 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=2 + using XF86 Gamma extension to set the gamma in game from the menus + (previous behaviour was to set /r_gamma and restart, renderer relying on s_gammatable) + restoring initial gamma on GLimp_ShutDown + +2001-07-19 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5 + first usable version of dedicated console + added history and completion functionality + ready for some testing + still some TODOs and FIXMEs: + keep the currently edited line when going back from history exploration + edit the current line with cursor, insert mode etc. + +2001-07-18 Timothee Besset <ttimo@idsoftware.com> + * starting TAB completion and history for the dedicated server (tty console) + removed Sys_ConsoleOutput (unused) + removing bogus nostdout variable + cleanup of a big chunk of code that Bernd commented out and scheduled for deletion + moved completion code from client/cl_keys.c stuff into qcommon/common.c, Field_CompleteCommand(field_t*) + +2001-07-13 Timothee Besset <ttimo@idsoftware.com> + * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=8 + screenshots overwrites + * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=31 + DOUBLE SIGNAL FAULT + +2001-07-11 Timothee Besset <ttimo@idsoftware.com> + * fix for french keybards / console toggle / bound to XK_twosuperior + +2001-07-10 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19 + cleanup of the keyboard code, adding com_developer message in case XLookupString would fail + +2001-07-10 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=33 + using our custom handlers for X errors, should make things more robust + (X docs say some X errors are not fatal, but the default X handler exits the app anyway) + +2001-07-08 Timothee Besset <ttimo@idsoftware.com> + * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19 + keyboard state issues, fixed the sticking with ctrl key (thks relnev) + +2001-07-07 Timothee Besset <ttimo@idsoftware.com> + * closing https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=13 + the fixes to bug #9 solved this one too + * checking in to SOS + +2001-07-05 Timothee Besset <ttimo@idsoftware.com> + * work on https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=9 + filesystem code changes: + updated the documentation in files.c to the current system + added correct fs_homepath fs_basepath fs_cdpath scanning to FS_SV_FOpenFileRead + (fixes description.txt not found, and probably a few other linux issues) + +2001-06-29 Timothee Besset <ttimo@idsoftware.com> + * fixed setup issues (graphical/console) + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=6 + +2001-06-26 Timothee Besset <ttimo@idsoftware.com> + * bug tracker is online at https://zerowing.idsoftware.com/bugzilla + authentication, use login: bugs password: b00gies + for now, using it as the linux bug tracker, possible use for more OSes and programs if anyone is interested. + * tweaked the graphical setup to send to bugs@idsoftware.com on errors instead of support@lokigames.com + +2001-06-19 Timothee Besset <ttimo@idsoftware.com> + * fixed generated launch script /usr/local/bin/quake3, exit $* should be exit + +2001-06-18 Timothee Besset <ttimo@idsoftware.com> + * rebuilt 1.29f setups, released as 1.29f-beta1 'Q3 1.29f linux-i386 Jun 19 2001' + +2001-06-10 Timothee Besset <ttimo@idsoftware.com> + * rebuilt against PR source, packaged 1.29b setups + +2001-05-25 Timothee Besset <ttimo@idsoftware.com> + * graphical setup, based on Loki's setup tool (GPL) + +2001-05-22 Timothee Besset <ttimo@idsoftware.com> + * changed fs_basepath to fs_homepath, according to Graeme's changes (probably missed this change?) + this fixes the q3key prompting at each game startup + +2001-05-20 Timothee Besset <ttimo@idsoftware.com> + * rebuilding 1.28b, various fixes on linux build: + - SetProgramPath was renamed to Sys_SetDefaultCDPath in unix_shared.c + updated unix_main.c accordingly + - some prototypes in qgl.h are guarded by #ifndef GL_VERSION_1_2 (ARB extentions) + those prototypes are needed by linux_glimp for importing functions and casting, added a #ifdef __linux__ + (not a clean solution) + - game/q_shared.h + little endian / big endian functions have been added + gcc generates warnings about functions being unused .. inlined them + - cgame/cg_marks.c + // TTimo + // gcc warning: might be used uninitialized + float sInc = 0.0; + float s = 0.0; + +2001-05-15 Timothee Besset <ttimo@idsoftware.com> + * fixes to linux Makefile for bspc 2.1h + * various updates to 1.28b on linux + +2001-05-09 Timothee Besset <ttimo@idsoftware.com> + + * R. Duffy reverted game/bg_pmove.c PM_CheckDuck, was a merging screup on my side + * updated setup to 1.27z, removed the .so from the setup distribution (they were in 1.27g because of issues) + FIXME: gotta get pk3's first + +2001-05-04 Timothee Besset <ttimo@idsoftware.com> + + * fixes to gcc, building RC for 1.27s + +2001-05-01 Timothee Besset <ttimo@idsoftware.com> + + * added qcommon/huffman.c to the Makefile + * gcc -Wall: + commenting out + CL_Netchan_Encode CL_Netchan_Decode (cl_net_chan.c) + Netchan_ScramblePacket Netchan_UnScramblePacket (net_chan.c) + SV_Netchan_Encode SV_Netchan_Decode (sv_net_chan.c) + +2001-04-26 Timothee Besset <ttimo@idsoftware.com> + + * fixed dedicated server crash when entering the VM_COMPILED qagame on a mod (some statics lacked initialization) + +2001-04-25 Timothee Besset <ttimo@idsoftware.com> + + * added $(Q3POBJ) to clean target (cleanup of platform-dependent objects) + * more make clean improvements + +2001-04-23 Timothee Besset <ttimo@idsoftware.com> + + * cleanup the mod selection code, remove duplicates + * some issues with release builds, my main developement box doesn't build stable binaries with release settings + removing -fomit-frame-pointer seems to fix (there's probably a performance hit) + see OMIT-FRAME-POINTER.txt + +2001-04-13 Timothee Besset <ttimo@idsoftware.com> + + * checked in a first set of merged files + +2001-04-06 Timothee Besset <ttimo@idsoftware.com> + + * merged back the core linux parts to make 1.27g linux build from the Source Safe tree again + +2001-02-27 Bernd Kreimeier <bk@lokigames.com> + + * CVS: tag with changes as of today + cvs tag id1-27j-loki01027 + + * code/qcommon/msg.c: numFields loop (SOS). + * code/qcommon/files.c: ue Q_stricmp (SOS uses stricmp, was strcmp). + * code/game/q_shared.h (Q3_VERSION): 1.27j. Also + MAX_STRING_TOKENS upped from 256 to 1024 (SOS). + + * code/server/sv_snapshot.c (SV_AddEntitiesVisibleFromPoint): see below. + * code/game/g_public.h (SVF_NOTSINGLECLIENT): added (SOS). + + * code/server/sv_ccmds.c: see below. + * code/game/g_main.c: g_gametype cvar now userinfo (SOS). + + * code/game/g_active.c (SendPendingPredictableEvents): new (SOS). + * code/game/bg_misc.c: new SOS (sos010227) + + * SOS: new update sos010227. + +2001-02-22 Bernd Kreimeier <bk@lokigames.com> + + * CVS: now in sync with last SOS and cleanup up + cvs tag id1-27i-loki01022 + + * code/ui/ui_shared.c: below. + * code/ui/ui_main.c: leftover code! + * code/server/sv_world.c: below. + * code/server/sv_snapshot.c: below. + * code/server/sv_init.c: below. + * code/server/sv_game.c: below. + * code/server/sv_client.c: below. + * code/server/sv_ccmds.c: below. + * code/server/sv_bot.c: below. + * code/server/server.h: below. + * code/renderer/tr_surface.c: below. + * code/renderer/tr_shader.c: changed assert to early return. + * code/renderer/tr_shade_calc.c: below. + * code/renderer/tr_shade.c: below. + * code/renderer/tr_scene.c: below. + * code/renderer/tr_mesh.c: below. + * code/renderer/tr_local.h: below. + * code/qcommon/vm_x86.c: cleanup. + * code/qcommon/vm.c: below. + * code/qcommon/unzip.c: below. + * code/qcommon/qcommon.h: below. + * code/qcommon/files.c: below. + * code/qcommon/cvar.c: cleanup. + +2001-02-21 Bernd Kreimeier <bk@lokigames.com> + + * code/qcommon/common.c: cleanup. + * code/qcommon/cm_trace.c: cleanup. + * code/qcommon/cm_patch.c: cleanup. + * code/qcommon/cm_public.h: cleanup. + * code/game/q_shared.h: cleanup. + * code/game/q_shared.c: cleanup. + * code/game/q_math.c: cleanup. + * code/game/g_syscalls.asm: changed (once more) floor,ceil etc. + * code/game/g_spawn.c: cleanup. + * code/game/g_session.c: cleanup. + * code/game/g_cmds.c: cleanup. + * code/game/g_client.c: cleanup. + * code/game/g_arenas.c: cleanup. + * code/game/bg_slidemove.c: cleanup. + * code/game/bg_pmove.c (PM_CheckDuck): old call to trace? + * code/game/bg_misc.c: cleanup. + * code/game/be_aas.h: dead code. + * code/game/ai_dmq3.c: cleanup. One clear/copy switched? + * code/game/ai_dmnet.c: more //*/. Why oh why not DEBUG.... + + * code/client/snd_mix.c: below. + * code/client/snd_dma.c: below. + * code/client/keys.h: cleanup. + TODO: #error in q3_ui/keycodes.h ? + + * code/client/client.h: cleanup. + * code/client/cl_main.c: misplaced bracket. Cleanup. + * code/client/cl_keys.c: below. + * code/client/cl_cin.c: below. + * code/client/cl_cgame.c: cleanup. + TODO: define assert for Win32 or guard my assertions. + + * code/cgame/cg_syscalls.c: below. + * code/cgame/cg_servercmds.c: below. + * code/cgame/cg_players.c: cleanup. + + * code/cgame/cg_newdraw.c: remember to diff against cg_newDraw.c + in SOS (mixed case). + TODO: get id to use cg_newdraw.c, and to remove cg_newDraw.c/cpp. + + * code/cgame/cg_main.c: below. + * code/cgame/cg_local.h: below. + * code/cgame/cg_event.c: below. + * code/cgame/cg_drawtools.c: below. + * code/cgame/cg_draw.c: cleanup. + * code/cgame/cg_consolecmds.c: dead code. + * code/bspc/qbsp.h: below. + * code/bspc/l_poly.c: below. + * code/bspc/l_math.c: cleanup. + * code/bspc/bspc.c: cleanup. + * code/bspc/be_aas_bspc.c: cleanup. + * code/bspc/aas_map.c: kept comments - merge loss at their end? + * code/bspc/aas_file.c: cleanup. + + * code/botlib/be_interface.c: this file is plain impossible. There + are layers of code made dead with /* */ and the resurrected by + //* or // /* or variations of this. I reverted to exact mirror + image of SOS to be sure - short of removing it's too easy to mistake + live code for dead one. + Later: have to change 5 occurences to avoid gcc complaints about + nested comment tokens. + TODO: somebody please get rid of the cruft in here. + + * code/botlib/be_ai_move.c: redundant typedef. + * code/botlib/be_ai_chat.c: assertions on signed string index. + Note: this is not in my ChangeLog - ouch. + TODO: use gcc -fsigned-char on all platsforms to enforce Win32 + TODO behavior (PPC has a default unsigned char, Intel has not). + * code/botlib/be_aas_sample.c (AAS_TraceClientBBox): one code block + was placed in different location, and one FPE hack not used. I would + expect that divide by zero will still occur here. + + * code/botlib/be_aas_reach.c: below. + * code/botlib/be_aas_cluster.c: cleanup. + * CVS: the last tag (below) marks the version with a lot of history + and additional comments. I am now bringing the codebase in sync with + SOS as of yesterday, cleaning out comments, dead code and other + differences to minimize a diff - in a valiant if futile attempt to + roll back changes into the id codebase. + Note: I ignore the $SOS$ - these are unfortunate but will change + in the same awkward way at their end. + Note: I stick to #if 0 instead of C comments around dead code id + kept (nested comments issue). The commentary is changed to sosYYMMDD + and includes the token DEAD. + +2001-02-20 Bernd Kreimeier <bk@lokigames.com> + + * CVS: update, then tag current version as + cvs tag id1-27i-loki010219 + + * SOS: patched up to sos010219. + + * code/qcommon/cm_trace.c (CM_Trace): fabs on sphere offsets (SOS). + * code/game/bg_slidemove.c (PM_StepSlideMove): stepSize vs. STEPSIZE (SOS). + * code/game/bg_pmove.c (PM_CheckDuck): fix in stand up check (SOS). + * code/bspc/bspc.c (main): -capsule (SOS). + * code/bspc/qbsp.h: below (SOS). + * code/bspc/be_aas_bspc.c (capsule_collision): added (SOS). + * code/bspc/aas_map.c (CapsuleOriginDistanceFromPlane): added and used (SOS). + * code/bspc/aas_file.c (AAS_WriteAASFile): removed diagnostics recently + added. No matter how long you wait, they'll always get you ;-). + * code/botlib/be_aas_cluster.c: enabled LogWrites, different flood (SOS). + + * SOS: patching up to snapshot sos010219. + Note: For brevity, I use as marker sosYYMMDD now instead of bkYYMMDD, to + distinguish from changes not in SOS. + + * CVS: tagged current version before patching up with SOS. + cvs tag id1-27i-loki010216-bsd + +2001-02-16 Bernd Kreimeier <bk@lokigames.com> + + * code/server/sv_init.c: DLL_ONLY sets sv_pure to 0 and ROM. + TODO: determine good sv_pure policy for DLL-only servers. + + * code/renderer/tr_shade_calc.c: my_ftol implementation (BSD). + + * code/unix/Makefile: FreeBSD sections. + TODO: include target-specific Make-freebsd etc., + include a Make-local not in CVS for build preferences, + and generally clean up this mess. + * code/unix/unix_glw.h: guard #error + * code/unix/linux_snd.c: soundcard.h location (BSD). + * code/unix/linux_glimp.c: guard system headers. + Later: added Joystick stubs. + Note: linux_ etc. prefixes start to loose meaning as we + re-use most of this on UNIXes anyway. I didn't use Raf's + freebsd_joystick.c but instead put generic stubs here. + TODO: introduce generic -DNO_JOYSTICK flag. + * code/renderer/tr_local.h: my_ftol guard. + * code/renderer/qgl.h: FreeBSD guards. + * code/qcommon/vm_x86.c: sys/types include on FreeBSD. + * code/qcommon/md4.c: Win32 pragma guard. + * code/qcommon/common.c: Com_Memcpy/Memset external. + * code/game/q_shared.h: added FreeBSD defines. + * code/game/q_math.c (BoxOnPlaneSide): FreeBSD conditional. + TODO: check whether we have/need the assembly version anyway. + * code/client/snd_mix.c: use C fallback on FreeBSD. + Note: all of the above changes from the original port by Rafael Barrero. + + * CVS: tagged current version before merging FreeBSD related changes. + cvs tag id1-27i-loki010215-ppc + +2001-02-15 Bernd Kreimeier <bk@lokigames.com> + + * code/unix/Makefile: BSD related changes. + * code/cgame/cg_draw.c: hacked phone jack rendering check for Debug. + TODO: finish Debug, fix CG_DrawDisconnect !!! + + * code/unix/vm_x86.c: error on compile attempts. Fight redundancy! + * code/qcommon/vm_x86.c (VM_CallCompiled): dummy for linkage on PPC. + Note: DLL_ONLY is the global Makefile option for DLL-only builts. + Currently only executed on Linux. + * code/unix/unix_main.c: *ppc postfix for DLLs. Ignored the changes + to redundant code (have to remove the unused Un/LoadDll/API calls). + * code/server/sv_game.c (VMA): changed macro (see below). PPC. + * code/qcommon/vm.c (VM_DllSyscall): see lengthy commentary by Ryan. + The existing VM code makes certain assumptions about the layout of + varargs on the stack, which fall apart with call conventions that + don't even put all parameters on the stack (gcc on PPC, register-rich). + Using a dedicated memory area as our own stack. This should actually + be the default behavior. + Later: make vm_* cvars INIT/ROM for DLL_ONLY target. + + * code/qcommon/common.c: PPC change (from Ryan Gordon). + +2001-02-07 Bernd Kreimeier <bk@lokigames.com> + + * code/unix/unix_main.c: disabled FPE for debug for the time + being (that is, until I can figure out + Program received signal SIGFPE, Arithmetic exception. + RB_BeginSurface (shader=0x449572e0, fogNum=0) at ..//renderer/tr_shade.c:307 + 307 tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset; + without any NaN's involved. + TODO: unmask other FPE's selectively (see Mike's Tribes2, no getenv though). + +2001-02-06 Bernd Kreimeier <bk@lokigames.com> + + * SOS: up to date with todays snapshot. + Note: got the date wrong, comment used was bk010205. Duh. + + * code/server/sv_snapshot.c (SV_UpdateServerCommandsToClient): below. + * code/server/sv_main.c (SV_ReplacePendingServerCommands): new (SOS). + * code/server/server.h: reliableSent (SOS). + + * code/renderer/tr_shade.c (ProjectDlightTexture): see below. + * code/renderer/tr_scene.c: see below. + * code/renderer/tr_public.h: see below (SOS). + * code/renderer/tr_local.h: additive light support (SOS). + + * code/qcommon/cm_trace.c (CM_Trace): new tw.sphere.use branch (SOS). + + * code/game/g_spawn.c: notta, notq3a entities (SOS). + * code/game/ai_dmq3.c: MAX_ACTIVATEAREAS search (SOS). + + * code/client/cl_cgame.c: see below. + * code/cgame/cg_syscalls.c (trap_R_AddAdditiveLightToScene): below. + * code/cgame/cg_syscalls.asm: see below (trap_R_AddAdditiveLightToScene). + * code/cgame/cg_public.h: CG_R_ADDADDITIVELIGHTTOSCENE (SOS). + + * code/bspc/l_math.c: new VectorLengthSquared, removed rotate/matrix (SOS). + * code/bspc/bspc.c (BSPC_VERSION): was 2.1e, now? + * code/bspc/be_aas_bspc.c (BotImport_Trace): CM_BoxTrace sig. (SOS). + * code/bspc/aas_file.c (AAS_WriteAASFile): SOS. + * code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): SOS. + + * code/unix/unix_main.c (Sys_LoadDll): do not load from installdir + in NDEBUG (confusing relic from old Makefile). Postfix -debug.so + for debug binaries to let both builds coexist. + + * code/unix/Makefile: updated install targets and VERSION. + + * Win32: build from SOS snapshot. + Note: Unix CR/LF in *.dsw/*.dsp fucks up MSVC++. + +2001-02-02 Bernd Kreimeier <bk@lokigames.com> + + * SOS: all changes up to today. + + * code/server/sv_init.c (SV_TouchCGame): added. Also memset + on reallocated client data (SOS). + * code/qcommon/qcommon.h: see below. + * code/qcommon/cvar.c (Cvar_SetLatched): new (SOS). + * code/qcommon/cm_trace.c: more sphere test fixes (SOS). + Note: SOS encryption key expired and updated by MrElusive. + + * code/qcommon/cm_patch.c (CM_TraceThroughPatchCollide): + fix from MrElusive, fall through curved corner floors (q3dm17). + Later: also in SOS (so is shadow FPE fix). + + * Win32: can't get an unadulterated SOS snapshot to build. + First, fix CR/LF back again (Linux client converts all). + find . -name '*.ds*' -print + alias dos2unix='recode ibmpc..lat1' + alias unix2dos='recode lat1..ibmpc' + Next, find a *.dws that works? Nope, no cigar. + +2001-02-01 Bernd Kreimeier <bk@lokigames.com> + + * Win32: have to update dsp/dsw/etc. files in CVS, too. + + * CVS: tag previous version before update + cvs tag id1-27h-loki010131-beta3 + + * code/game/q_math.c (Q_rsqrt): guard, #ifndef __linux__ + for assert (for Win32 build). + TODO: assert replacement for Win32? + * code/q3_ui/ui_qmenu.c: see below. + * code/q3_ui/ui_players.c: see below. + * code/q3_ui/ui_controls2.c: float const with f postfix + Note: Win32 C4305 warning. Somebody at id has been doing + a lot of these recently as well... + + * code/cgame/cg_players.c (CG_PlayerShadow): applied fix by + MrElusive, removed FPE hack (player shadows on zero mormals). + Prolly in this evenings' CVS. + + * code/server/sv_game.c: new signatures (capsule again). + * code/server/server.h: new signatures (SV_Trace,ClipToEntity). + * code/server/sv_bot.c: new signatures (above). + * code/qcommon/cm_trace.c: a truckload of changes. Math + code added before moved upwards. Capsule traces added all + over the place, old box traces moved in conditional + branches, functions renamed and wrapped. Eliminated some + of the previous' versions deadcode to keep diffs smaller. + TODO: once a point release is out and reasonably bug + TODO free, remove // bkYYMMDD annotations where SOS related. + + * code/qcommon/cm_public.h: new signatures in prototypes. + * code/qcommon/cm_patch.c: dead code re-enabled, new + sections (conditional branches for spheres) added to + several trace functions. + * code/qcommon/cm_local.h (CAPSULE_MODEL_HANDLE): added. + * code/qcommon/cm_load.c (CM_TempBoxModel): capsules. + + * code/game/q_shared.h (Q3_VERSION): 1.27i now (new QVM traps). + + * code/game/g_syscalls.asm: see below. + * code/game/g_public.h (SVF_CAPSULE): added (SOS). Also + G_ entry poiints for capsule traces. + + * code/client/cl_cgame.c: see below. + * code/cgame/cg_syscalls.c: see below. + * code/cgame/cg_syscalls.asm: see below. + * code/cgame/cg_public.h: new capsule trace code (SOS). + +2001-01-31 Bernd Kreimeier <bk@lokigames.com> + + * Win32: test compile (WinCVS, MSVC++). Have to guard isnan. + Note: too much shit going on.... + +2001-01-30 Bernd Kreimeier <bk@lokigames.com> + + * CVS: update for patching up (pre-1.27i). + + * SOS: new changes (new collision detection primitives). + Now Version 1.27i. + TODO: start testing using DLL's (QVM code is out of sync). + +2001-01-25 Bernd Kreimeier <bk@lokigames.com> + + * SOS: caught up till today (below). + * code/qcommon/cm_trace.c: new functions added: RotatePoint, + TransposeMatrix, CreateRotationMatrix (SOS). + (CM_TransformedBoxTrace): new rotation code used here. + + * code/q3_ui/ui_demo2.c: sizeof(extension). SOS. + * code/game/g_cmds.c (G_SayTo): CON_CONNECTED. + * code/game/ai_main.c: HOOK added (SOS). + * code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump): + correct fix for FPE occuring (SOS). + * code/game/ai_dmq3.c: initmove.viewoffset (SOS). + + * code/game/q_math.c: guard asser/isnan with Q3_VM (q3asm). + TODO: define Com_Error based assert macro? NDEBUG? + +2001-01-24 Bernd Kreimeier <bk@lokigames.com> + + * code/server/sv_ccmds.c (SV_MapRestart_f): some debug. + TODO: map_restart 0 disconnects external client in 1.27h? + + * code/renderer/tr_image.c (LoadTGA): added some commentary + and dead code based on fixes from GtkRadiant (Leonardo found + flipped TGA's). + +2001-01-23 Bernd Kreimeier <bk@lokigames.com> + + * BETA3: finished testing, ready to upload to id FTP. + Later: neither the FreeBSD beta not the Linux Beta3 + uloaded. Beta2 not yet released, and clients get + disconnected with Beta2 and Beta3 on SV_MapRestart_f. + +2001-01-22 Bernd Kreimeier <bk@lokigames.com> + + * code/client/cl_main.c (CL_InitDownloads): undid yesterday (SOS). + * code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): guard print (SOS). + * code/server/sv_client.c (SV_DirectConnect): VM_Call disconnect (SOS). + * code/qcommon/files.c (FS_ListFilteredFiles): trailing slashes (SOS). + * code/game/g_cmds.c (SetTeam): print change (SOS). + Note: the above plus VectorClear(v1) (below) are todays SOS changes. + + * code/cgame/cg_players.c (CG_PlayerShadow): ignore bogus + (all zero) planes. This caused FPE in ProjectPointOnPlane. + TODO: why does trace return zero normal planes? + Note: gdb seems totally at loss with vec3_t arrays.... + + * code/botlib/be_aas_sample.c (AAS_TraceAreas): FPE. + NaN in uninitialized v1 that wasn't supposed to be referred + to in this branch. + + * code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump): + FPE divide by zero (zero zvel, zero t) for jump estimates. + + * code/client/cl_main.c (CL_Frame):1856. uivm==NULL on + client after server crashed. + TODO: check that uivm always non-NULL for client. + TODO: do setenv(FX_NO_SIGNALS) to avoid exit errors... + + * code/unix/linux_glimp.c (GLW_SetMode): added "Indirect" + Mesa token to software rendering detection. Reworded error + output and added drivername. + TODO: measure framerate instead? + +2001-01-21 Bernd Kreimeier <bk@lokigames.com> + + * SOS: caught up with changes up until today. + + * code/server/sv_init.c (SV_SetConfigstring): gentity != NULL + + * code/server/sv_client.c: connect to "{all bots" server. + * code/renderer/tr_init.c: JPEG extension on screenshots + * code/qcommon/files.c: modes based on mods, fs_basegame + + * code/q3_ui/ui_demo2.c: dm3 extension (demo names, protocol). + + * code/game/g_client.c: savedEvents[] removed. + * code/game/bg_misc.c: event sequence fixes. + * code/client/snd_dma.c (S_StopBackgroundTrack): different use. + * code/client/cl_main.c: demo file handling changed (names). + Also CL_InitDownloads: always next download. + + * code/cgame/cg_servercmds.c: cg_thirdPerson. + * code/cgame/cg_weapons.c: see below. + Also CG_ShotgunPattern: different call (seed parameter). + + * code/cgame/cg_main.c: see below. + * code/cgame/cg_local.h: new cg_noProjectileTrail Cvar. + * code/cgame/cg_effects.c (CG_BubbleTrail): early out (above). + + * code/bspc/l_poly.c (BOGUS_RANGE): increased. + * code/bspc/bspc.c: applied patch up to "2.1e" + +2001-01-18 Bernd Kreimeier <bk@lokigames.com> + + * code/ui/ui_main.c: below. + * code/q3_ui/ui_main.c: UI_HASUNIQUECDKEY comment. + Note: mods have to return qfalse. See Bug #2890 in Fenris. + +2001-01-17 Bernd Kreimeier <bk@lokigames.com> + + * BETA2: finished testing, uploaded to id's FTP for release. + +2001-01-16 Bernd Kreimeier <bk@lokigames.com> + + * CVS: checking in preparation for Beta2. + cvs tag id1-27h-loki010116-beta2 + + * SOS: new bspc "2.1e". No change on 1.27h. + + * TEST: patch-up seems to work fine. No new files have been added + to the linkage (i.e. the ft2/ files now added), so we might not be + feature complete. + + * code/game/g_active.c (ClientThink_real): id MISSIONPACK + conditional in addition to the ones I added earlier. + * code/qcommon/files.c: REJECT. Linux hack for userdir threw it off. + * code/qcommon/unzip.c: REJECT. CRC-32 section removed. + Later: unused tempB + + * code/q3_ui/ui_syscalls.asm: REJECT. Start/StopBackgroundTrack. + * code/ui/ui_syscalls.asm: REJECT. syscalls ids from 1.27h + as of SOS (floor/ceil - will this ever get straightened out) + * code/win32/win_input.c: REJECT. g_pMouse edit. + * ui/menus.txt: REJECT. Replaced with 1.27h version. + Note: some more due to $SOS$. + + * ui/: new scripts. + cinematicmenu.menu, demo_quit.menu, ingame.txt, serverinfo_old.menu + vid_restart.menu + + * code/ft2/ttconfig.h: below. + * code/ft2/sfconfig.h: below. + * code/ft2/pstables.h: below. + * code/ft2/psnames.c: below. + * code/ft2/psdriver.h/c: below. + * code/ft2/keys.h: below. + * code/ft2/ftbbox.c: new in 1.27h + + * code/cgame/cg_newdraw.c: beware: cg_newDraw.c gets lost in diff easily. + + * code/cgame/cg_rankings.c: file removed from SOS. + +2001-01-15 Bernd Kreimeier <bk@lokigames.com> + + * Patch-up: patching up from RC4 to 1.27h current. + No changes since 010112 snapshot. + ln -s sos010112/ work + diff -urbB sos001204-rc4/ work > work.diff + ln -s cvs-1.27g/ work + patch -p0 < work.diff > work.patch + find cvs1.27g/ -name '*.rej' -print + + * SOS: adding the remaining SOS snapshots to CVS. + cvs import Quake3_sos sos001211 pr1-27g-win32-001211 + Note: at this point id warned about repository corruption. + Watch out for the syscall stuff in particular. + cvs import Quake3_sos sos010104 pr1-27g-win32-010104 + cvs import Quake3_sos sos010108 pr1-27h-win32-010108 + cvs import Quake3_sos sos010110 pr1-27h-win32-010110 + cvs import Quake3_sos sos010112 pr1-27h-win32-010112 + Note: the first 1.27h might be the public (server only) + beta released, the second one was post release. Beware + of source files added and removed (botlib headers, FT2). + Note: why so late? Don't ask... + +2001-01-08 Bernd Kreimeier <bk@lokigames.com> + + * SOS: id's working up to 1.27h (server side fix for + Guard exploit seems to force earlier release). Updating + CVS (most of the changes are debug code put in and + then disabled, plus some fixes as below). Next patching + up to current SOS. + +2001-01-07 Bernd Kreimeier <bk@lokigames.com> + + * Makefile: need to rework this for multiple platforms. + We also need null/null_vm.c for platforms where we don't + have JIT (assembly emit). + +2001-01-04 Bernd Kreimeier <bk@lokigames.com> + + * code/q3_ui/ui_connect.c (UI_DisplayDownloadInfo): time + information for current (vs. start of download) is wrong, + thus negative 1 "estimated time", as well as transfer + rate just negative downloadSize. Not fixed. + + * code/unix/unix_main.c (Sys_ParseArgs): added. + Note: for support/us, to identify builts. This is only + a skeleton right now - if I ever feel the need to support + more than "-v" and "--version" I'll have to flesh this out. + + * code/unix/linux_glimp.c (signal_handler): see below. + * code/unix/unix_main.c (Sys_Exit): added an abstraction + layer for exit/_exit/assert/raise issues. + Note: need both a better debug/backtrace handling, and + have to find a way to determine why/where the alleged + startup/exit errors happen... + +2001-01-03 Bernd Kreimeier <bk@lokigames.com> + + * code/game/g_mem.c (G_Alloc): ERR_DROP initiated by + addbot commands for large sv_maxclients, allegedly + caused segfaults in 1.17. Not reproducible. + TODO: recover more gracefully from failure to add bot? + + * code/renderer/tr_light.c (R_LightForPoint): Tim Angus + reports a crashbug with nolight maps. Also assertion in + R_SetupEntityLightingGrid, might want conditional there. + DONE: fixed crash on LightForPoint for nolight maps. + + * code/qcommon/qcommon.h: NUM_SERVER_PORTS. A feature + request to increase this, or make it more flexible + otherwise (Fenris). + TODO: id decision on more flexible NUM_SERVER_PORTS. + +2001-01-02 Bernd Kreimeier <bk@lokigames.com> + + * code/unix/snapvector.nasm: fixed FPU bit (the current + one had reserved bits off, behavior should not change). + * code/qcommon/vm_x86.c: fixed symbols (below). + * code/unix/ftol.nasm: FPU bits weren't correct (duh). + DONE: shoot-though floor (q3dm5) + DONE: cursor-in-rect off (TA/Player model selection) + Note: in gdb, "disassemble <funcname>" is your friend. + + * code/cgame/cg_public.h: CG_MEMSET is set to 100. In + cg_syscalls.asm it's 101. If I change it I get Bad trap 100 + from the cgame VM code, so the 1.27g "official" VM code + uses it. + + * code/unix/linux_common.c: have to fall back to C, the + current assembly is buggy... + * code/unix/Makefile (linux_common.o): added. + Later: also for dedicated. Less portable this way. + TODO: C_ONLY for dedicated on non-i386 only? + + * code/qcommon/common.c: do not use memcpy/memset under Linux. + * code/unix/linux_common.c: added Andrew's assembly port. + TODO: C_ONLY for Com_Memset/Memcpy? Conditionals are fubared. + + * code/qcommon/vm.c (VM_Init): use Win32 defaults (do not + use DLL's by default). This exposes DLL rounding errors + (damage through floors), and we don't want DLL's used by + default anyway. + TODO: why vm_ui default of 1? + + * code/botlib/l_precomp.c (SourceWarning): removed assert. + + * code/game/bg_lib.c (acos): defined, but we don't actually + use it except where the cg_syscalls.asm trap is used. + + * code/game/g_public.h: missing lots of trap tokens. + * code/game/g_syscalls.c: missing lots of traps. + * code/game/g_syscalls.asm: more inconsistent hooks, were: + equ floor -111 + equ ceil -112 + equ testPrintInt -113 + equ testPrintFloat -114 + now changed to match cg_syscalls. + Note: fixed this in UI earlier, how did this slip through + the diffs against SOS? + + * code/game/g_syscalls.c: no acos hook. + * code/cgame/cg_syscalls.c: no acos hook. + * code/cgame/cg_syscalls.asm: has acos hook as -112 + Note: report from Tim Angus. The acos function is in bg_lib.c + which is linked only into ui (not q3_ui). That means we are + using libc acos right now? + Note: QVM traps are negative? + + * BSD/Irix: tagged current CVS (not all of the below) as + cvs tag id1-27g-loki010102-bsd1 + for BSD work (Rafael Barrero). Also be used for Irix update. + +2001-01-01 Bernd Kreimeier <bk@lokigames.com> + + * SOS: adding the remaining SOS snapshots to CVS. + cvs import Quake3_sos sos001201-rc3 pr1-27f-win32-001201-rc3 + cvs import Quake3_sos sos001202 pr1-27f-win32-001202 + cvs import Quake3_sos sos001204 pr1-27g-win32-001204-rc4 + This is the codebase to which the Linux branch has been patched + up. I can't verify whether this is identical to the RC4 codebase + as the tag doesn't work (but can check against the ZIP file..) + cvs import Quake3_sos sos001211 pr1-27g-win32-001211 + The above snapshot contains a (post-release?) fix to ui_syscalls + in ui/ and q3_ui/. This change has been used in Linux (Beta1 and + above). At this point, id discouraged further use of SOS due to + repository corruption on their end. No further snapshots were + taken since. + + * Fenris: since the release of the Beta1 bugs have been + maintained at http://fenris.lokigames.com/. I am going to + list issues here as they get fixed. + +2000-12-21 Bernd Kreimeier <bk@lokigames.com> + + * code/renderer/tr_font.c: graceful silence with old mods? + * code/botlib/l_precomp.c (SourceWarning): graceful exit if old mod? + +2000-12-20 Bernd Kreimeier <bk@lokigames.com> + + * code/server/sv_ccmds.c (SV_MapRestart_f): see below. + * code/qcommon/vm.c: currentVM is 0x0 in VM_ArgPtr. + In VM_Call, oldVM was NULL - made conditional the + reset of currentVM to oldVM. + +2000-12-18 Bernd Kreimeier <bk@lokigames.com> + + * BETA1: closed Linux beta release. Stripped debug + and release binaries, DLL's, and pak4.pk3. CVS checkin, + will be tagged as + cvs tag id1-27g-loki001218-beta1 + Later: id added a pak5.pk3 to the Win32 point release, + added this to the BETA1 best. + + * code/qcommon/vm_x86.c: C37F. + * code/unix/snapvector.nasm: C37F. + Note: short of any real evidence, I gamble and use max. + precision (as well as default Linux precision, but NOT + Win32 precision). It seems that precision change is not + really an issue (despite Graeme's claim that the cursor + in the menu was/is off). I also pick the roundiung behavior + that is seemingly used by ANSI and gcc (but possibly not + Win32 _ftol depending on build). + +2000-12-15 Bernd Kreimeier <bk@lokigames.com> + + * code/unix/Makefile: added snapvector.o + * code/unix/unix_shared.c: #if 0'ed the old snapvector code. + * code/unix/snapvector.nasm (Sys_SnapVectorCW): two new + assembly functions from AndrewH that explicitely set the + FPU control word to convert vec3_t, to ensure cross-platform + behavior for both DLL and QVM. + + * code/unix/ftol.nasm (Q_ftolC37F): for globals. + + * code/unix/unix_main.c: took out global FPU manipulation. + For clarity this should be VM only. + * code/qcommon/vm_x86.c: added prototypes for the ftol + library. To select a specific behavior for the entire VM, + set ftolPtr accordingly. + Later: the GCC ftol function of course affect the stack + (there is no "declspec naked"). The problem seems to be + that the VM never handles the stack in a way compatible + to regular gcc C functions. For some odd reason _ftol seems + to do the right thing under Win32. All 4 control words + implemented at the moment work just fine with the menus. + + * code/unix/ftol.nasm: added a small library of "safe" qftol + variations that explicitely set the control word to the + relevant (4) possibilities. + +2000-12-13 Bernd Kreimeier <bk@lokigames.com> + + * code/qcommon/vm_x86.c: an entire day spent trying to nail + the ftol issues. It breaks down like this: id used to use + an unsafe (no setting FPU control word) fistp. That seemingly + caused subtle physics bugs which nobody cared about in 1.17. + They then changed the UI code, and ran into the UI bugs: + menu entries shifted to the right, fonts vanishing. Then + they switched to using _ftol. Then they had to reproduce + the old behavior for the physics code due to public outrage. + My original port used a simple (long)float cast, which gcc + seemingly compiles to code that does OR 0C00 on whatever + current control word (precision unchanged). This breaks the + menus. If I use the unprotected fistp instead, which should + (Linux 037F default) use "nearest/even", then my menus are + correct. That would mean Win32 _ftol in id's compile does + the same, only that would require /qifist or some equivalent + compile flag, which I can't find. Two disassemblies of _ftol + I got from others showed OR 0C00 as part of the default (ANSI) + behavior. + +2000-12-13 Bernd Kreimeier <bk@lokigames.com> + + * code/game/bg_pmove.c (PmoveSingle): trap_SnapVector. + The one true and single call to snap velocity. + Note: bspc/map.c:void SnapVector(vec3_t normal) + qcommon/cm_patch.c:void CM_SnapVector(vec3_t normal) + game/q_shared.h: #define SnapVector(v) {v[0]=((int)(v[0]));... + + * code/client/cl_cgame.c: CG_SNAPVECTOR. + * code/server/sv_game.c: G_SNAPVECTOR. + Note: these go through trap_SnapVector in syscalls. + + * code/unix/unix_shared.c (Sys_SnapVector): sticking to + old Linux version for now... + * code/win32/win_shared.c (Sys_SnapVector): changed. + Note: Graeme points out this was changed to fix ftol + artifacts? + TODO: calculate errors for various ftol variants... + + * code/qcommon/vm_x86.c: both the old fistp code (1.17) + and the new qftol function apparatently work. Using the + ftol.nasm code for now. + + * code/unix/Makefile: DO_NASM and ftol.o. + + * code/unix/ftol.nasm (qftol): created from Mike's SoF + replacements, with Andrew's help to satify the VM + stack/call requirements. + TODO: use Q_ftol herein to replace myftol elsewhere. + + * code/unix/unix_main.c (Sys_ConfigureFPU): SIGFPE. + TODO: divide by zero in botlib. Disable this for now. + Note: we can't introduce calculation differences between + versions, so fixing these will have to wait. + + * code/qcommon/vm_x86.c: two new lines in Win32 branch + missing from Linux assembly in AsmCall: + mov eax, dword ptr [edi] + and eax, [callMask] + Added, doesn't seem to affect UI etc. bugs. + Later: no FTOL_PTR, use fistp non-IEEE assembly as in old + version. This seems to work for Q3 and TA, while qftol + (simple cast) does not - for Win32 Graeme says the reverse + is true. + + * code/qcommon/vm_x86_old.c: used the old cvs-1.17 version. + Two fixes (Hunk_Alloc, Com_Memcpy), and it works: + +set vm_game 2 +set vm_ui 2 +set vm_cgame 2 + UI, cgame and game w/o apparent problems. + +2000-12-12 Bernd Kreimeier <bk@lokigames.com> + + * code/unix/Makefile: cleanup of redundant flags. + Removed bogus MALLOC_CHECK (note to self: export MALLOC_CHECK_=2). + Also DO_SHLIB_CC on all UI DLL's. + Added and removed DEBUG_VM flag. + TODO: figure out whether Zoid did UI this way intentionally. + Note: this seemingly fixed the botimport problem, although + most of the changes were just redundant CFLAGS removed. Given + our wanker toolchain, should have been more paranoid. All + DLL's can now be used w/o apparent problems. + + * code/server/sv_main.c: gvm init. + * code/server/sv_game.c: gvm assertions. + * code/unix/unix_main.c (Sys_LoadDll): print vmMain + Note: top no avail. There is some odd ld/gdb problem here + that prevents examining globals and obfuscates part of + the stack between VM_Call and lower level code, through + G_InitGame. This is not just DLL's being loaded and unloaded. + Wromg flags during build? The vmCvar for "bot_developer" + ends up overlapping global botimport in memory, which + thus zero-fills part of the function pointer table. + + * code/server/sv_bot.c (SV_BotInitBotLib): this (by way of + GetBotLibAPI) is responsible for setting botimport, which, + if using the game DLL, is not properly set up. Called in + SV_Init(). + + * code/game/q_shared.c: Q_strncpyz does zero padding (duh). + Note: calls strncpy, which does a zero fill up to destsize. + If destsize exceeds memory size, zero padding will overwrite + adjacent memory. Suspicion was this happend to botimport. + + * code/qcommon/cvar.c: possible problem in Q_strncpyz call. + + * code/botlib/be_ai_weap.c (weaponinfo_fields): made this static. + Note: it seems that the "number" string got replaced by + p def.fields[0] + {name = 0x40000000 "\177ELF\001\001\001", offset = 2, type = 50, .. + Memory corruption? + + * code/game/inv.h (WEAPONINDEX_GAUNTLET): defined here. + * botfiles/weapons.c (Gauntlet): the baseq3/qagamei386.so parser + breaks here: + number WEAPONINDEX_GAUNTLET + * code/botlib/l_precomp.c (SourceWarning): added assertion to + trap botlib parsing problem.. + + * RC1: for beta test. Using my own vm/ui.qvm files in this case. + TODO: Setup with nouninstall. + TODO: fix game DLL/ botlib setup problem (so all DLL's work) + TODO: SIGFPE + TODO: profile? + + * code/unix/Makefile (ai_vcmd.o): added to game DLL linkage. + How the fuck did this happen? + DONE: "qagamei386.so: undefined symbol: BotVoiceChat_Defend" + + * TEST: +set vm_ui 2 (vm_x86, not interpreter). Breaks! + Further: qagame had undefined, but seemingly gets reloaded + second try (I hate the Linux linker). + * TODO: never reload fail DLL, abort engine + + +2000-12-11 Bernd Kreimeier <bk@lokigames.com> + + * TEST: recompile QVM/DLL and executable to test new UI code. + The UI QVMs from the paks still do not work. + + * SOS: changes in UI code! + * code/q3_ui/ui_public.h: this file is deprecated + Note: e.g. it does not contain the background track calls. + * code/ui/ui_public.h: the uiImport_t enum here determines + the values. + * code/ui/ui_syscalls.asm: same as q3_ui now, were: + equ floor -111 + equ ceil -112 + * code/q3_ui/ui_syscalls.asm: these are now switched, were: + equ trap_S_StartBackgroundTrack -63 + equ trap_S_StopBackgroundTrack -64 + The new values match the ui/ equivalent. Also, floor (-108) + and ceil (-109) are different in ui/. + + * CVS: going to check in this snapshot and tag it as + cvs tag id1-27g-loki001209-rc4 + Presumed equivalent to SOS tag "1.27g RC4" (master). As I can't + obtain the tagged code using SOS (neither Win32 nor Linux client) + I can only guess. + + * TEST: use my own VM code, ion baseq3/vm/*.qvm and missionpack/vm/. + This works - in other words, the menu bug seems in the UI code, and + is fixed in my codebase. + + * TEST: make release. + Note: I can postpone DLL specific problems. Bad performance is not + as important as outright bugs. Thus the UI QVM issue is the only + one that stops me from creating an RC. + TODO: Q3 UI QVM code from pak file does not work (neither does TA). + TODO: sound with video playback still awful. Threaded sound, I guess. + TODO: ERROR: couldn't open demos/DEMO002.dm3.dm_48 (same demo001.dm3.dm_48) + + TODO: do not show Q3 demos in TA menu? + TODO: new demos for Q3? Or at least error message? + + * code/game/bg_lib.c: itrinsics excluded by Q3_VM (another -O + compile). Uninitialized variable. + * code/unix/Makefile: -O for uninit on patched code. Also shortcuts. + TODO: DC_ONLY seems an obsolete flag, used in Makefiles, not source. + + * TEST: +set sv_pure 0 +set vm_game 1 +set vm_cgame 1 +set vm_ui 0 + Turns out that the pak0.pk3 UI QVM code is seemingly broken in TA + and Q3, but my UI DLL is not. In reverse, the QVM game/cgame for + Q3 seems to work quite well (including bots). The TA game/cgame + also works, including botlib init. + TODO: BotLib Init using game DLL gives: + TODO: Error: file weapons.c, line 38: unknown structure field number + TODO: Fatal: couldn't load the weapon config + TODO: Error: BotLoadMap: bot library used before being setup + + * TEST: checked the rc4winstlr.zip CD tree against + my test install. baseq3/pak4.pl3 and missionpack/pak0.pk3 + are identical, but I finally recognized that there was + a missionpack/pak1.pk3 not in the final install - left over + from an earlier update from id. Doesn't seem to affect the + DLL based runs at all. + Note: I still do not have the final CD snapshot Robert + promised me mid last week, they haven't even fixed the + FTP account they took down. Communication with id is as + abyssmal as ever. + +2000-12-08 Bernd Kreimeier <bk@lokigames.com> + + * TEST: running with RC4 data files. + TODO: "bot library used before setup" (Q3+TA) + TODO: Q3 old mods wreak havoc (graceful bounce) + TODO: supress "FreeType code not available" in renderer + TODO: can't move in Q3 + TODO: items flicker in Q3 + TODO: no decals in Q3 + TODO: VM UI code still broken (Q3+TA) + TODO: sound code is awful + TODO: video playback inferior to earlier builds + + * code/q3_ui/ui_local.h: prototype trap_VerifyCDKey(..) + * code/game/g_active.c ( StuckInOtherClient): TA only. + * code/cgame/cg_draw.c: 4x unbalanced `#endif' - from patch? + * code/null/null_client.c (CL_CDKeyValidate): dummy added. + * code/qcommon/common.c: Q_acos missing, changed conditionals + + * code/qcommon/vm_x86.c: unreacheable _asm instruction that + gcc doesn't quite like... #if 0'ed for now + TODO: understand _asm { mov eax,[ebx] }, fix it for gcc + + * TEST: compile... + + * code/ui/ui_main.c: full REJECT. Manual merge. + Note: preserved debug_protocol lines, who knows what it's good for. + + * code/qcommon/files.c: REJECT. SafeMode, demo server FS_Restart. + + * code/client/snd_mem.c: REJECT: $SOS$. + * code/client/snd_dma.c: REJECT: $SOS$. + * code/client/cl_cin.c: REJECT. com_timescale, $SOS$. + + * code/cgame/cg_draw.c: REJECT. Lots, but virtually all either + float postfix (on some, not all places), or #ifndef MISSIONPACK + that I had already put in during -Werror (conditional unused). + + * code/cgame/cg_consolecmds.c: REJECT. id commented unused code + that I had #if 0'ed earlier. + + * code/game/: three REJECT for $SOS$. + * code/botlib/: lots REJECT for $SOS$. + + * Patch: patching up from demo source. + ln -s sos001204-rc4 work + diff -urbB sos001122-demo/ work > work.diff + ln -s cvs-1.27b/ work + patch -p0 < work.diff > work.patch + find cvs1.27b/ -name '*.rej' -print + + * CVS: going to check in this snapshot and tag it as + cvs tag id1-27b-loki001208-demo + Then patching up to RC4, as of sos001204-rc4 (no changes since, + should be equivalent to SOS tag "1.27g RC4" (raduffy), i.e. master. + + * TEST: installed demota/ from Win32 distribution. Binary + fails claiming "Corrupted pak0.pk3". Abandoned. + Note: a Linux demo for Q3TA has no priority. Most important is + the Q3A point release in time for Q3TA hitting shelves, followed + by testing for Q3TA. The source is in CVS and tagged (see above) + in case a demo matching the released files has to be provided + later. + + +2000-12-07 Bernd Kreimeier <bk@lokigames.com> + + * TEST: compile and link - succeeds. + + * code/ui/ui_main.c: UI_StopServerRefresh now uaws. + New unused variables. + + * code/unix/unix_main.c: added Sys_LowPhysicalMemory() stub. + TODO: write Linux equivalent to GlobalMemoryStatus. + + * code/qcommon/common.c: Com_Memset/Com_Memcpy. Neither assembly + nor C versions included if not on Win32 i386. + TODO: using/porting assembly? + + * code/qcommon/files.c: unused variable. + TODO: fs_scrambledProductId unused if 0 for now. + Note: -DFS_MISSING for id's pak cleanup, not used. + + * TEST: compile and link - fails. + + * code/macosx/Client/Makefile.postamble: empty ORIG. + * code/macosx/Client/Makefile.preamble: ORIG. $(BOTLIB_OBJS) added. + + * code/server/sv_client.c: ORIG. Com_Memset. + * code/renderer/tr_shader.c: ORIG. Com_Memset, CIN_Shader. + * code/qcommon/vm_x86.c: ORIG. Com_Memcpy. + * code/qcommon/unzip.c: REJECT. Com_Memcpy, $SOS$. + * code/qcommon/qcommon.h: ORIG. PROTOCOL 47, plus Sys_LowPhysicalMemory. + * code/qcommon/md4.c: Com_Memset,Com_Memcpy (ORIG). + * code/qcommon/files.c (Sys_ConcatenateFileList): REJECT. + Our additons threw it off, plus $SOS$. + * code/qcommon/common.c: they fixed same unused variables (REJECT). + + * code/ui/ui_shared.c: additions (ORIG). + * code/ui/ui_gameinfo.c: COM_Compress added (ORIG). + * code/ui/ui_atoms.c: print statements removed (ORIG). + * code/ui/ui_main.c (UI_DoServerRefresh): REJECT on comment edit... + + * code/game/g_cmds.c (Cmd_VoiceTaunt_f): logic changed heavily. ORIG. + * code/game/q_shared.h: Q3_VERSION "Q3 Team Arena Demo 1.27b" + plus Com_Memset, Com_Memcpy, CIN_shader, COM_Compress. + * code/game/g_main.c: Cvar change only + * code/game/ai_dmq3.c: $SOS$. + + * code/client/snd_mix.c: Com_Memset + * code/client/client.h: additions (ORIG). + * code/client/snd_mem.c: see below. + * code/client/snd_dma.c: $SOS$ (CVS keyword). + + * code/client/cl_cin.c: they removed unused (REJECT). + * code/cgame/cg_servercmds.c: ORIG. compress, noTaunt etc. + * code/cgame/cg_main.c: ORIG. Conditonal branch, COM_Compress. + * code/cgame/cg_consolecmds.c: ORIG. Cvar values changed. + * code/cgame/cg_draw.c (CG_DrawTeamBackground): ORIG. + no reject but *.orig file created. I just mark spots were + code changed after verifying the patch succeeded. + + * code/cgame/cg_event.c: fixed reject (REJECT). + * code/botlib/: all *.rej here due to SOS/CVS $Keyword$. + TODO: preserve SOS comments/rev history somehow. + + * Patch: patching up to demo source. + ln -s sos001122-demo work + diff -urbB sos001119/ work > work.diff + ln -s cvs-1.26/ work + patch -p0 < work.diff > work.patch + find cvs1.26/ -name '*.rej' -print + + * CVS: going to check in this snapshot and tag it as + cvs tag id1-26w-loki001207 + to prepare for upgrading to RC4. I have already made + many more changes than I wanted to w/o getting any + closer to pinpointing the problem, I might as well + patch up to id's more current sources. + + * code/botlib/be_interface.c: initialize by memset. Turns + out that this fails in Export_BotLibSetup on BotSetupWeaponAI + loading "weapons.c" (from the pak, presumably) with an unknown + structure field number. Mismatch of datafiles vs. source again. + + TODO: id replaced memsets in later source. + TODO: have memsets on all exports and imports. + + * SOS: RC4 source should be tagged "1.27g RC4" (raduffy). + Unfortunately the Linux client doesn't care a bit. Show + History does work if from/to date differ by at least a + day, and it shows the tag on code/ (only that subtree), + but recursive get aborts halfway. + Manual: http://www.sourcegear.com/SOS/Doc/ + +2000-12-06 Bernd Kreimeier <bk@lokigames.com> + + * TEST: accepting missing shaders now. No bots, but I can + actually enter the game and play (more than can be said for + classic Q3 right now). + TODO: Error: BotStartFrame: bot library used before being setup + + * code/renderer/tr_shader.c: took out assertion for now... + * TEST: now missiopack/cgame loads + TODO: tr_shader.c:2275: R_FindShaderByName: failed + TODO: searches ui/assets/3_cursor2.TGA, has ui/assets/3_cursor3.tga + + * code/unix/Makefile (MPCGOBJ): ui_shared.o (duh). + DONE: /cgamei386.so: undefined symbol: PC_Float_Parse + + * code/botlib/be_ai_goal.c: initialize campspots etc. This + might or might not fix this one (didn't get back to gdb due + to mouse-only navigation). + DONE: 0x80d1d5b in BotFreeInfoEntities () at be_ai_goal.c:447 + + * TEST: this time with missionpack/cgame loading... noy + TODO: TA menu blocked after end of intro movie + TODO: console in_mouse 1 doesn't grap pointer even on vid_start? + + * code/cgame/cg_newdraw.c: -Werror. + * code/unix/Makefile (MPCGOBJ): cg_newdraw.o was missing (duh). + DONE: missionpack/cgamei386.so: undefined symbol: CG_OwnerDrawVisible" + + * code/ui/ui_shared.c:1309 assign after bail on NULL. + DONE: segfault in Item_SetFocus (item=0x0, x=0, y=0) + + * TEST: new set of DLL's (this time hopefully correct). + All baseq3/ DLL's load, as does the missionpack/ UI DLL. + The menus now work in both (TA seems mouse-only on everything + but "Quit"). Segfault on delayed TA "Quit" (stack fubared): + #5 0x809fc28 in VM_Call (vm=0x88408a0, callnum=3) at ..//qcommon/vm.c:617 + #6 0x805aafc in CL_KeyEvent (key=9, down=qtrue, time=128644) cl_keys.c:1194 + TODO: TA menu's w/o mouse? + TODO: Win32 goes submenus but does not unfold + TODO: Linux does not go submenus + + * code/ui/ui_main.c: see below. + TODO: LCC gets fits - operands of = have illegal types + TODO: 'pointer to const unsigned char' and 'pointer to const char' + * code/ui/ui_shared.c: see below. + * code/ui/ui_gameinfo.c: see below. + * code/ui/ui_atoms.c: see below. + * code/game/g_bot.c: more cruft. + * code/cgame/cg_draw.c: loads of functions modified for + MISSIONPACK that aren't used at all for MISSIONPACK anymore. + Development relics. + + * code/cgame/cg_consolecmds.c: -Werror. + Note: due to Makefile error never ever compiled... + + * code/unix/Makefile: fixed various dependency errors + for game and ui library. + TODO: create a new Makefile with patsubst and rules. + TODO: why C_ONLY in the i386 dedicated server? + + * code/unix/unix_main.c: use dlerror() excessively. + Littered more unused DLL related functions with assert(0). + TODO: clean up Sys_Load/UnloadDll (a real mess) + TODO: remove Zoid code cruft (unused per-DLL functions) + + * code/game/bg_misc.c: changed G_Printf for Com_Printf. + This was undefined in baseq3/uii386.so preventing loading. + + * TEST: +set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0 + Note: so far I used only the game DLL.. duh. + UI DLL fails to load: missing G_Printf. + + * code/unix/Makefile: -DMALLOC_CHECK in addition to + the -DZONE_DEBUG I have used since switching to calloc. + Using MALLOC_CHECK=1 for now, might use 2 if something + comes up. + + * code/renderer/tr_init.c (GL_SetDefaultState): it does get + called, but does not show up in the log. + + * TEST: tried executing a script - get bounced. + TODO: is there any way to jump into a map? + TODO: cl_cinematics 0 (supress all fullscreen RoQ) + Next: used r_logfile 200 in Win32 (RC4) and Linux. + There is a buckload of setup code seemingly not done + at all in Linux? Either that, or logging is enabled + with a delay in Linux. + + * code/unix/linux_glimp.c: fixed autorepeat (H2/Fakk2 way). + +2000-12-05 Bernd Kreimeier <bk@lokigames.com> + + * code/renderer/tr_mesh.c: added assert there. + * TEST: menus and in-game drawing are just as they were with + the initial SOS001119 port. In addition: + R_AddMD3Surfaces: no such frame 0 to -2147483477 + for 'models/players/xaero/upper.md3' + R_AddMD3Surfaces: no such frame -2147483477 to 171 + R_AddMD3Surfaces: no such frame 171 to -2147483498 + ad nauseam (used as my player model). + Triggered: haveing a trRefEntity_t *) 0x41dbbd00 with + frame = -2147483477. Might be a red herring (PRINT_DEVELOPER), + ignore for now. + + * code/ui/ui_main.c: missing return. + * code/ui/ui_shared.c: excess byte in initializer (which gcc + did not caught, but LCC did). Also LCC complains about + missing returns, but gcc doesn't (neither says unreacheable + code though). If necessary (MsVC?) guard with Q3_VM. + + * code/q3_ui/ui_ingame.c: see below. + * code/q3_ui/ui_atoms.c: voidfunc_f. LCC warns about conversion + from `pointer to void' to `pointer to void function(void)' + being compiler dependent. Casting NULL. Guess what, doesn't fix + it either. + TODO: do not use these cursed scripts to generate VM code, + we do not have proper rules for LCC/q3asm, thus the files never + get updated. + + * code/unix/Makefile: for paranoia's sake recreated the 1.17 + compile for the UI DLL (where only q_shared/math were actually + compiled as DO_SHLIB_CC. + Later: switched to different gcc. + + * STATIC: remaining problems are vmMain (same entry point for all + DLL's), could use cgMain, uiMain and gMain here for HARD_LINKED. + Note: I don't think id has used this in ages. + Plus all the collisions in *_syscalls.c, which simply can't be + fixed cheaply. None is the superset of 2 others, neither seems + w/o overlap to others. Full stop. + + * code/botlib/be_aas_move.c: see below. + * code/game/ai_dmq3.c: VEC_UP/DOWN, MOVEDIR_UP/DOWN now static. + See also game/g_utils.c for existing static duplicates. + + * code/game/q_shared.h: #define stricmp strcasecmp + * code/unix/Makefile: no mo' -Dstricmp=strcasecmp, see q_shared.h + Also: no mo' -I/usr/include/glide, no FX + TODO: are we building against system GL headers? ../Mesa/? + + * code/q3_ui/ui_atoms.c: comment on duplication + * code/cgame/cg_drawtools.c: use UI/CGAME_HARD_LINKED on UI duplicates + TODO: does this UI_ code in cg_drawtools/ui_atoms belong into ui_shared? + + * code/unix/Makefile: use -DQ3_STATIC + * code/game/q_shared.h (*_HARD_LINKED): trigger on Q3_STATIC + Later: collision between UI and CGAME is still there. This fixed + the Com_Error, Com_Printf issues though + + * code/unix/Makefile ($(B)/q3static/ai_vcmd.o): this file was + missing, hence undefined symbol. + ($(B)/baseq3/game/ai_vcmd.o): same here. + ($(B)/missionpack/game/ai_vcmd.o): same here. + + * STATIC: cg_syscalls.c, g_syscalls.c and ui_syscalls.c alias. + Multiply defined symbols: + Com_Error, Com_Printf + VEC_UP, VEC_DOWN + MOVEDIR_UP, MOVEDIR_DOWN + vmMain + dllEntry + PASSFLOAT + trap_Error + trap_Milliseconds + trap_Argc + trap_Argv + trap_FS_FOpenFile + trap_FS_Read + trap_FS_Write + trap_FS_FCloseFile + trap_FS_GetFileList + trap_R_RegisterModel + trap_R_RegisterSkin + trap_R_RegisterFont + trap_R_RegisterShaderNoMip + trap_R_ClearScene + trap_R_AddRefEntityToScene + trap_R_AddPolyToScene + trap_R_AddLightToScene + trap_R_RenderScene + trap_R_SetColor + trap_R_DrawStretchPic + trap_R_ModelBounds + trap_UpdateScree + trap_S_StartLocalSound + trap_S_RegisterSound + trap_Key_IsDown + trap_Key_GetCatcher + trap_Key_SetCatcher + trap_GetGlconfig + trap_PC_AddGlobalDefine + trap_PC_LoadSource + trap_PC_FreeSource + trap_PC_FreeSource + trap_PC_ReadToken + trap_PC_SourceFileAndLine + trap_S_StopBackgroundTrack + trap_S_StartBackgroundTrack + trap_RealTime + trap_CIN_PlayCinematic + trap_CIN_StopCinematic + trap_CIN_RunCinematic + trap_CIN_DrawCinematic + trap_CIN_SetExtents + trap_MemoryRemaining + trap_SendConsoleCommand + trap_Cvar_Register + trap_Cvar_Update + trap_Cvar_Set + trap_Cvar_VariableValue + trap_Cvar_VariableStringBuffer + trap_RealTime + trap_SnapVector // used in game/bg_*.c, needs conditional + More aliasing between ui_atoms.c and cg_drawtools.c: + UI_DrawBannerString + UI_ProportionalStringWidth + UI_ProportionalSizeScale + Undefined symbol: ai_team.o: In function `FindHumanTeamLeader': + ai_team.c:1899: undefined reference to `BotVoiceChat_Defend' + Note: + + * code/game/g_main.c: unused. + * code/game/g_arenas.c: unused. + * code/game/ai_team.c: init. + * code/game/ai_dmnet.c: /* in comment (odd). + Note: why do these come up now but not earlier? + TODO: the make dependencies might target wrong files. + + * code/unix/Makefile (TARGETS): added q3static. + Note: this is baseq3/ + + * TEST: +set r_logfile 100. It seems that the addition of + code (add an assertion etc.) changes the behavio of the binary. + The intro cinematics code seems to suffer first - didn't play, + then played, then (another assert added) doesn't play. Watch + out for (missionpack): + UI_CIN_PlayCinematic + SCR_PlayCinematic( mpintro.roq ) + trFMV::play(), playing mpintro.roq + Also fails to exit cleanly: break gives + #0 0x401919ee in __select () + #1 0x400bbcb8 in __DTOR_END__ () + #2 0x4004baa1 in _XSend () + #3 0x452b009f in GLXRenderFlush () + #4 0x804ce0c in _XRead () + #5 0x40680813 in ?? () + Stack is corrupted. + Note: ~/.q3a/gl.log + TODO: write per-frame files (see Heretic2) + TODO: add Heretic2 QGL (more detail) + + * code/unix/linux_qgl.c (QGL_EnableLogging): fixed countdown + (i.e. propagated changes from win32/, see Fakk2). + + * code/unix/linux_glimp.c: fixed QGL_EnableLogging argument + to avoid cast error (always qfalse). + + * code/unix/Makefile (DEBUG_CFLAGS): use ZONE_DEBUG. + + * code/qcommon/common.c: replaced malloc with calloc calls. + + * code/q3_ui/ui_local.h: have to use ui/ui_public.h + * code/cgame/cg_servercmds.c: requires ../ui/menudef.h + + * code/cgame/cg_consolecmds.c: ui/ui_shared.h is unique. + * code/q3_ui/ui_public.h: make sure this won't be compiled. + * code/client/client.h: we have to include ui/ui_public.h. + Note: id is obviously maintaing only the ui/ headers, so the + headers in q3_ui/ are deprecated. + + * code/renderer/tr_shader.c: added assertions (see Ryan's Fakk2 + problems with missing shaders). + + * code/game/g_cmds.c: below. + * code/game/ai_vcmd.c: below. + * code/game/ai_team.c: below. + * code/game/ai_dmnet.c: below. + * code/game/ai_dmq3.c: below. + * code/game/ai_chat.c: below. + * code/game/ai_cmd.c: ../../ui/menudef.h (new Q3TA script directory). + + * code/cgame/cg_newdraw.c: make sure it won't compile w/o MISSIONPACK. + + * code/cgame/cg_servercmds.c: below. + * code/cgame/cg_event.c: below. + * code/cgame/cg_consolecmds.c: below. + * code/client/keys.h: below. + * code/client/client.h: below. + * code/q3_ui/ui_local.h: include from ../q3_ui/ not ../ui/. + Note: id seems to intentionally use the header from the new ui/. + + * Makefile: checked -I$(UIDIR), there is no such. That means all + files include directly, which means all (including Q3) are using + the new ui/ headers. + +2000-12-04 Bernd Kreimeier <bk@lokigames.com> + + * RC4: released as 362101115 Dec 4 11:40 TA_Q3A_RC4.zip + + * TEST: the corrupted menu problem is back :-(. Looks like I am in + for a static link next. + + * code/unix/Makefile (clean2): fixed (not all new OBJ covered). + * code/q3_ui/ui_teamorders.c: -Werror. + * code/q3_ui/ui_team.c: -Werror. + * code/q3_ui/ui_qmenu.c (Bitmap_Draw): -Werror. + * code/q3_ui/ui_mods.c (UI_Mods_LoadModsFromFile): unused. -Werror. + * code/q3_ui/ui_controls2.c: -Werror. + * code/q3_ui/ui_atoms.c: -Werror + * code/null/null_client.c: -Werror. + * code/unix/linux_joystick.c: -Werror. + * code/unix/linux_glimp.c: -Werror. + * code/unix/linux_qgl.c: -Werror. + * code/unix/unix_shared.c: -Werror. + * code/unix/unix_net.c: -Werror. + * code/unix/linux_local.h: added missing prototypes. + * code/unix/unix_main.c: -Werror. Includes linux_local.h + * code/jpeg-6/jdmainct.c: see below. + * code/jpeg-6/jcmainct.c: variables called "main" (*moan*) + * code/jpeg-6/jcdctmgr.c (forward_DCT): -Werror. + * code/botlib/l_script.c (PS_ReadLiteral): -Werror + * code/botlib/l_precomp.c (PC_AddBuiltinDefines): -Werror. + * code/botlib/be_interface.c: -Werror. + * code/botlib/be_aas_reach.c: -Werror + * code/botlib/be_aas_cluster.c: -Werror + * code/game/be_aas.h: -Werror. + Note: MrElusive accumulates a lot of code history in nested comments, + which gcc doesn't like at all. #if 0'ed to avoid. + * code/qcommon/vm_interpreted.c: -Werror. + * code/qcommon/unzip.c: -Werror. + * code/cgame/cg_servercmds.c: -Werror. + * code/cgame/cg_main.c: -Werror. + * code/cgame/cg_drawtools.c: -Werror. + * code/game/bg_misc.c: -Werror. + * code/game/be_ai_move.h (bot_avoidspot_s): added. + * code/botlib/be_ai_move.c: removed typedef struct bot_avoidspot_s + * code/client/snd_mix.c: -Werror. + * code/qcommon/md4.c: -Werror. + * code/qcommon/common.c: -Werror. + * code/client/cl_keys.c: -Werror. + * code/client/cl_cin.c: -Werror, init local variables. + * code/unix/Makefile: -Werror. need -O for -Wall for uninitialized + Note: the above is the list of files that got touched during a pass + with -g -O -Werror -Wall flags (in the hope of finding uninitialized + memory and ambiguous statements). Most of the above are simply + unused variables (or even code). + + TEST: RC3 data files, but DLL's. + TODO: TA gets stuck in initial sound, doesn't play cinematics (sometimes) + TODO: Q3 intro movie looses sound after Sarge gets teleported + TODO: Q3 ingame renders world, weapon, muzzleflash, hud, can shoot, + TODO: but no movement, hud background is fubared. + + * code/cgame/cg_main.c: cg_singlePlayerActive + + * code/q3_ui/ui_login.c: doesn't seem to be used? + * code/game/g_rankings.c (G_RankRunFrame): doesn't seem to be used. + * code/q3_ui/ui.sh: disabled this. + * code/q3_ui/q3_ui.sh: changed include path to ../q3_ui/ (duh). + + * code/game/game.sh: changed include path to ../q3_ui/ which + is not in the Win32 batch file. + * code/cgame/cg_rankings.c: this does not seem to be included. + * code/cgame/cgame_ta.sh: added -DCGAME. Also added cg_syscalls.c + to build (also missing in Win32). + + * code/cgame/cgame.sh: added -DCGAME (see cgame.bat). Also + changed include path to ../q3_ui/ which is not in the Win32 + batch file. Also added cg_syscalls.c to build (missing in + Win32). + +2000-12-01 Bernd Kreimeier <bk@lokigames.com> + + * RC3: released as of sos001201 / Q3 1.27f + + * code/unix/Makefile: more fixes with clean build. The + changes made fix the menu rendering for Q3 but not TA. + Ingame graphics still broken. + + * code/game/game_ta.sh: created. Use game_ta.q3asm here. + * code/game/game.sh: no -DMISSIONPACK + * code/game/game_ta.q3asm: CR/LF, /. + + * code/cgame/cgame_ta.sh: created. Use cgame_ta.q3asm here. + * code/cgame/cgame.sh: no -DMISSIONPACK. No cg_newdraw, ui_shared. + * code/cgame/cgame.q3asm: No cg_newdraw, ui_shared. + CR/LF, /, cg_newDraw, and the output path/name. + + * code/q3_ui/q3_ui.q3asm: output to ui not q3_ui... + + * code/cgame/cg_event.c: cg_singlePlayerActive used here. + TODO: guard by MISSIONPACK + * code/cgame/cg_local.h: named q3print_t enum. Cvar + cg_singlePlayerActive for both Q3 and TA. + + + * code/unix/Makefile: cleanly separate B/baseq3/ and + B/missionpack/ subtrees during build. While new and old + UI are in separate directories, the cgame/ and game/ + are shared, with conditional -DMISSIONPACK compile + and different files includeds (cd_draw, cg_newdraw). + That means twice the number of targets (3 DLL's, 3 QVM's, + times two), and different build rules. + TODO: carefully check Win32 build for (other) conditionals + TODO: carefully check Win32 build for link lists + + * CVS: ui/, code/ui, botfiles/ and subdirectories are added. + The code/macosx/ directory turned out to be a real pain that + had to be edited manually, throwing out CVS/ directories in + the tree that had been created by SOS as they are in id's + repository: + code/macosx/Client/CVS + code/macosx/Client/PBUserInfo/CVS + code/macosx/Client/Quake3.nib/CVS + code/macosx/Common/CVS + code/macosx/DedicatedServer/CVS + code/macosx/DedicatedServer/PBUserInfo/CVS + Now tagged + cvs tag id1-26y-loki001119 + TODO: there are several new files not yet linked? + + * ChangeLog: merged the Changelog from the bk00119 working + branch (initial Q3TA port) based on sos001119 snapshot. Also + merged the source tree with cvs-1.17. + In the ChangeLog below *** MISSIONPACK *** indicates work + that was done on the branch (code-sos/ prefix in files). + The cvs update of this will be tagged with + cvs tag id1-26y-loki001119 + Use this tag to hunt for possible Linux fixes that got lost + (i.e. got dropped by id since id000516 and were thus not in + sos001119, but did not show in diff id000516 cvs1-17). + New directories in CVS: botfiles/, ui/. + Missing from SOS/Missionpack: SDK directories. + common, lcc, libs, q3asm, q3data, q3map, q3radiant. + + + * ssreport.txt: below. + Note: watch for files called "ssreport.txt", that's id ChangeLog. + * ui/ui_syscalls.asm: below. + * q3_ui/ui_syscalls.asm: below. + * game/g_syscalls.asm: below. + * cgame/cg_syscalls.asm: below. + * bspc/linux-i386.mak: below. + * bspc/lcc.mak: below. + * botlib/linux-i386.mak: below. + * botlib/lcc.mak: below. + * A3D/a3d_console_variables.txt: CR/LF issue (minimize diffs). + + * CVS: the checked bk001119 work copy of the sos001119 initial + checkout (completed with everything in the SOS "Missionpack" + tree, i.e. botfiles/ and botfiles.* added), copied over the + cvs-1.17 checkout. + Note: in these cases, BEWARE ui -> q3_ui/ links, and different + ChangeLogs. Also "make clean" helps. + + * unix/unix_net.c: below. + * unix/unix_main.c: below. + * unix/matha.s: below. + * unix/linux_qgl.c: below. + * unix/linux_glimp.c: see also linux_joystick.c. + * server/sv_client.c: below. + * renderer/tr_surface.c: below. + * renderer/qgl.h: below. + * qcommon/qcommon.h: below. + * qcommon/files.c: below. + * qcommon/common.c: below. + * q3_ui/ui_demo2.c: below. + * mac/mac_net.c: below. + * mac/mac_glimp2.c: below. + * game/surfaceflags.h: below. + * game/bg_lib.c: checked against id00516/cvs-1.17a diff. + * bspc/bspc.c: TH_AASToTetrahedrons call removed since id000516. + Note: our final compare of id000516 against cvs-1.17a, making sure + that all these differences are in bk001119 (initial Q3TA port). + If id branched the Q3TA base off before id000516 we might be screwed. + Note: I do not diff against bk000520, which had some minor changes + against id000516 (check VectorArrayNormalize, OTConfiguration), which + seem consistent with me taking a pre-id000516 source snapshot for that + working branch. + +2000-11-30 Bernd Kreimeier <bk@lokigames.com> + + * TEST: compiled using the symbolic link ui/ -> q3_ui/. + Had to undo one CVS change, regarding + code/cgame/cg_syscalls.asm + code/game/g_syscalls.asm + code/q3_ui/ui_syscalls.asm + These files are neither generated by Win32 cgame.bat + nor cgame.sh (etc.), thus seemingly maintained by hand. + cvs tag pr1-17-loki001130b + should be used if somebody needs this 1.17 snapshot + (which, remember, is post-release, with additional fixes). + Later: + cvs tag pr1-17-loki001130c + includes the full ChangeLog (duh). + + * CVS: up until cvs-1.17-001130, code/ui/ contained the + Q3 code for the UI QVM/DLL. In Q3TA, this code has been + moved to code/q3_ui/, while at the same time the new + (scripting driven) UI code for Q3TA was maintained in + code/ui/. To preserve the history of code/ui/, it has been + renamed to q3/ui/ in the CVSROOT. + Note: this will BREAK all cvs-1.17 and before checkouts. + To compile earlier versions, move or link q3_ui/ to ui/. + The code has been tagged + cvs tag pr1-17-loki001130 + after the change. + DONE: remove code/*/vm/*.asm from CVSROOT + Note: this includes code/*/*.asm files (from *_syscalls.c). + These were originally tracked in CVS, but if we need + comparison of q3asm output or QVM files we can rely + on the Win32 and Linux SDK now. These files have been + physically removed from CVS now, followed by + cvs tag pr1-17-loki001130a + +2000-11-30 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK *** + + * RC2: new ZIP file (another 360M for convenience). + + * SOS: new CVS module, Quake3_sos. This will be used to track + the unchanged SOS checkouts from id. As their repository + is read-only, and there is no estimate on when changes might + be backpropagated there, I will track their changes in a + separate module, and update our local Quake3 module + accordingly. This is effectively "tracking 3rd party" + w/o import and half-automated, forced mergers - in other + words, we now branch starting with our post-1.17 changes, + for the benefit of moving at all. + Baseline is a slightly changed PR-1.17 id000516 source dump + (essentially ui/ moved to q3_ui for continuity, and CR/LF etc.). + cvs import Quake3_sos id000516 pr1-17-win32 + cvs import Quake3_sos sos001119 pr1-26-win32 + cvs import Quake3_sos sos001120 pr1-26-win32-001120 + cvs import Quake3_sos sos001121 pr1-26-win32-001121 + cvs import Quake3_sos sos001122 pr1-26-win32-001122 + cvs import Quake3_sos sos001122-demo pr1-26-win32-demo + This is about the 1.26w Team Arena Win32 demo release, give or + take a couple of lines. Has Q3_VERSION "Q3 Team Arena Demo 1.27b". + cvs import Quake3_sos sos001123 pr1-26-win32-001123 + cvs import Quake3_sos sos001126 pr1-26-win32-001126 + Now track id versions (see code/game/q_shared.h:Q3_VERSION) + cvs import Quake3_sos sos001128 pr1-27c-win32-001128 + With 1.27d they switched from Demo to full version (RC1). + cvs import Quake3_sos sos001129 pr1-27d-win32-001129 + cvs import Quake3_sos sos001130a pr1-27d-win32-001130a + Now switched to 1.27e. This import is done from the SOS + working directory. + cvs import Quake3_sos sos001130b pr1-27e-win32-001130b + Note: SoS created rwx attributes which are luckily fixed + automagically during import. It is also seemingly incapable + to compare files, and leave files that have not changed the + hell alone. I can't do cvs update due to the $..$ tags in + the original files (which CVS can't be told to ignore), + so I have to do import (creating a load of vendor tagged + branches), but at least cvsweb and cvs get the revisions + right. + + * code-sos/unix/Makefile: added linux_joystick + * code-sos/unix/linux_local.h: match mac/ and win32/, for prototypes. + + * code-sos/unix/linux_joystick.c: new file, code from linux_glimp.c + Note: decided to separate this, as (a) we might edit/extend + a lot, (b), it's not in the id tree, (c) it's not GL, (d) + there might be even more oddball devices. Anything that + cuts down on diffs. + + * code-sos/unix/linux_glimp.c (Q_stristr): const return (cvs1.17). + Also (XLateKey): added more keyboard mappings (ASCII on + upper row digits) (cvs1.17). Added in the minimal joystick + hooks (cvars, function calls). Fixed joystick cvar naming + to match win32 (kept joystick_threshold). + TODO: joystick stubs for dedicated? + + * CVS: I have to move up to 1.27d (data, Win32 networking). + With exception of linux_glimp.c (mostly joystick code), + all cvs1.17 changes should now be in the work snapshot + based on the first sos001119 we got from id. There are + also some additional changes in there already, thus I'll + move the (buggy) 1.26 snapshot into CVS before adding even + more differences. + + +2000-11-29 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK *** + + * RC1: TeamArena_Q3A_RC1.zip. Source has moved from + Q3VERSION "Q3 Team Arena Demo 1.27c" to "Q3 1.27d" now. + + * code-sos/qcommon/common.c: added Com_InitPushEvent(). Also + increased MAX_PUSHED_EVENTS to 256. + Note: this is another case of buffer memory not zero'ed. + Com_EventLoop, fixed evTime to evType in debug print. + + * TEST: baseq3/ + +set sv_pure 0 +set vm_game 0 +set in_mouse 0 +set developer 2 + TODO: Team Arena in menu leads to RE_Shutdown(1) and locks + TODO: can't play game + TODO: shaders can't load *.tga, *.jpg files are there + TODO: DO_CC linking for DLL's, DO_SHLIB_CC only for export? + TODO: ERROR: Bad player movement angle + TODO: Warning: cvar "..." given initial values: "..." and "..." + TODO: TA demo ERROR: CL_ParseServerMessage: Illegible server message + TODO: WARNING: Com_PushEvent overflow + + * code-sos/qcommon/files.c: add NULL filter for our Sys_ListFiles calls. + * unix/unix_shared.c (Sys_ListFiles): signature has changed, + additional Sys_ListFiles argument now. + + * code-sos/unix/unix_net.c (Sys_GetPacket): see below (readcount=0). + * code-sos/unix/unix_main.c: see below (Mike's and my changes to DLL + loading, my event buffer clear fixes). + * code-sos/unix/linux_qgl.c (QGL_Init): see below (__FX__ guards). + TODO: abstract WGL/GLX and end unfortunate QGL duplication. + TODO: spice up QGL with Linux H2 full version. + * code-sos/q3_ui/ui_demo2.c: fix on demo names - no Q_strupr(demoname). + Note: in CVS this fix is in ui/ui_demo2.c. CVS is screwed by + id choosing the old name for new directory... + TODO: manual intervention on "ui goes q3_ui" in CVSROOT? + * renderer/qgl.h: see below (__FX__ guards). + * qcommon/files.c: migrated in the 1.17cvs changes against the + id000516 code dump, i.e. the (not marked - boo hiss) mkv changes. + Note: all the above is based on a diff of the last id code dump + pre-1.17 against our CVS, with those fixes now migrated into the + sos1.26 snapshot. + TODO: move in joystick code. + TODO: replace XAutoRepeatOn/Off with filter (focus). + TODO: DGA 2.0 and such. + + * code-sos/game/q_shared.c: valid compare for NULL strings + * code-sos/unix/unix_main.c: QRTLD, and now using RTLD_NOW. + Note: it is a bad idea to load game DLL's that are missing symbols. + + * code-sos/ui/ui_main.c: see below. + * code-sos/game/g_main.c: see below. + * code-sos/q3_ui/ui_main.c: see below. + * code-sos/cgame/cg_main.c: made cvarTable and cvarTableSize static. This resolved + a segfault related to traversing the UI table during Init. + Note: there is a segfault related to this variable being out of bounds. + Different struct size in global variables possible aliasing between the + DLL's. + + * code-sos/unix/unix_main.c (Sys_Error): assert(0), no exit in debug. + * code-sos/game/q_shared.c: now aborts on NULL destination. Also DPrintf's + on bogus excess copies. + TODO: make all those string functions safe, at least assert. + * code-sos/server/sv_init.c: comment in SV_Init + // init the botlib here because we need the pre-compiler in the UI + Called in qcommon/common.c:Com_Init, were CL_Init is called afterwards... + * code-sos/server/sv_bot.c: the botlib_import is filled here. + * code-sos/unix/unix_main.c (Sys_GetBotLibAPI): RTLD_NOW. Which is for naught, + as this code is not used and has never been used. assert(0) + + * code-sos/botlib/be_interface.c: botimport supposed to be set here. + * code-sos/botlib/l_memory.c: segfault with q3_ui/ DLL. + #1 0x80e23ec in GetMemory (size=35) at ..//botlib/l_memory.c:331 + 331 ptr = botimport.GetMemory(size + sizeof(unsigned long int)); + as botimport is completely NULL'ed. + + * code-sos/q3_ui/q3_ui.sh: created from ui/ui.sh 1.17 + + * code-sos/q3_ui/q3_ui.q3asm: unfubared (CR/LF, / path). + + * code-sos/unix/Makefile: added q3_ui/ make targets (basically + ui/ targets from CVS 1.17 Makefile for starters). + + * code-sos/q3_ui/: this is the old UI code, which does not use + ../ui/menus.txt (see ui/ui_main.c). In other words, + the code in ui/ now has to be compiled or qvm'ed + for missionpack/, but to create the necessary DLL or + QVM modules for baseq3/ we need to use q3_ui/. + + +2000-11-27 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK *** + + * code-sos/game/bg_lib.c: ld problem with a custom "tan(..)" + TODO: loooking forward to SIGFPE on this code base. + + * code-sos/ui/ui_util.c: this file is empty. + + * code-sos/ui/ui.sh: new files: + ui_shared.c + ui_util.c + Replaced by the /ui/*.menu files: + q3lcc: can't find `../ui_cdkey.c' + q3lcc: can't find `../ui_ingame.c' + etc. + + * code-sos/cgame/cgame.q3asm: added cg_newdraw entry. + Also added ui_shared entry. + * cgame/cgame.sh: added cg_newdraw.c entry. + Also added ../ui/ui_shared.c entry. + + * code-sos/cgame/cg_newdraw.c: renamed (was cg_newDraw.c mixed case). + Note: the infidels have taken over. + + * cgame/cgame.sh: added -DMISSIONPACK. + Note: w/o, q3lcc complains + ../cg_event.c:204: undeclared identifier `cg_singlePlayerActive' + ../cg_event.c:204: left operand of . has incompatible type `int' + which indicates that this source does not compile w/o MISSIONPACK + anymore. The baseq3/pak4.pk3 file in the Q3TA snapshot archives + are dated + 284464 11-10-00 14:02 vm/cgame.qvm + 463940 11-14-00 14:47 vm/qagame.qvm + 271596 11-14-00 14:48 vm/ui.qvm + the code dump is from 11-19. + Note: Make does not abort on q3lcc complains + + * code-sos/game/game.sh: also added ai_vcmd.c entry. + + * code-sos/ui/ui.q3asm: fubared (below). In addition, this is + the only one to have a + -o "/tmp/quake3/missionpack/vm/ui" + line in it. Given that the other 2 QVM modules are + also dependend on -DMISSIONPACK, this seems a real mess. + For now using the same path as the other 3. + * code-sos/cgame/cgame.q3asm: below. + * code-sos/game/game.q3asm: fubared. Fixed CR/LF and \ in paths + again (read by q3asm called by game.sh called by make). + * unix/Makefile: updated fpor DLL/QVM. + Note: also shell scripts to use q3lcc not lcc. + + +2000-11-27 Bernd Kreimeier <bk@lokigames.com> + + * code/unix/Makefile: now expects a run/ directory + relative (between this, the Loki standards, and the + utility code in the same repository, it's ever so + slightly less dorky). + TODO: fix broken copyfiles target etc.pp. + + * code/game/bg_lib.c: turns out the changes I + undid 001120 were affecting original Zoid + Linux port related defines, which break VM + compile. Mike fixed those (which I unfixed + when referring to the latest id code that does + not contain these patches). However, they + duplicate ANSI libc symbols, so the guards might + be wrong. The symbols are missing when compiling + for VM, so I now use the existing lcc -DQ3_VM + flag: + //#if !defined ( _MSC_VER ) && ! defined ( __linux__ ) + #if defined ( Q3_VM ) + This will break DLL compile on non-ANSI platforms, + which will have to be added to the conditional then. + + * code/ui/ui.sh: below. + * code/game/game.sh: below. + * code/cgame/cgame.sh: Linux SDK installs q3lcc to + avoid collisions with regular lcc pre-installs. The + scripts fail with "lcc not found", but do not abort + the Makefile. + Note: now that VM code gets actually built, there + are errors: + g_main:648 ERROR: symbol vsprintf undefined + bg_pmove:1221 ERROR: symbol abs undefined + q_math:4309 ERROR: symbol fabs undefined + q_shared:2801 ERROR: symbol tolower undefined + q_shared:2862 ERROR: symbol toupper undefined + ai_dmq3:208 ERROR: symbol atoi undefined + ai_cmd:4951 ERROR: symbol sscanf undefined + + +2000-11-20 Bernd Kreimeier <bk@lokigames.com> + + * TEST: test compile of pr-1.17+cvs fixes segfaults due + to new baseq3/pak4.pk3 + Note: to self ... 1.17 is not compatible with new files. + Checking into CVS next. + + * code/: changes applied by us that are not in id's code base + affect q_shared.c (NULL in Q_stricmp), files.c (FIXME fs_cdpath, + Sys_ConcatenateFileList, ui_demo2.c (demo no tolower on linux). + In unix/ linux_glimp.c (joystick code), qgl.h, linux_qgl.c (__FX__), + unix_main.c (dlopen bug and event buffers), unix_net.c (readcount), + matha.s (assembly warning). + + * code/server/sv_client.c (SV_WriteDownloadToClient): + No effective change on FS_SV_FOpenFileRead call, they reworked + autodownload some more seemingly. + + * code/renderer/tr_surface.c: VectorArrayNormalize + + * code/qcommon/qcommon.h: see below. + * code/qcommon/files.c: Com_ReadConfigs removed. + * code/qcommon/common.c: removed Com_ReadConfigs, + textual replacement of body in Com_Init. + + * code/mac/mac_net.c: not applied (undone by id) + OTConfiguration *config <> OTConfigurationRef config + + * code/mac/mac_glimp2.c: r_colorbits->integer > 16 + * code/game/surfaceflags.h (CONTENTS_BOTCLIP): added. + + * code/game/q_shared.h: not applied (undone by id) + #if defined(ppc) || defined(__ppc) || defined(__ppc__) + #define idppc 1 + #else + #define idppc 0 + #endif + + * code/game/q_math.c: added another CPP line to guard + BoxOnPlaneSide, removed WIN32 guard. + TODO: this could be broken code guarded in all current + compiles... + + * code/game/bg_lib.c: left Q#_VM guard for typedef cmp_t + Added !defined( __linux__ ) for tolower and atoi. + Note: the changes above relate to the very last code update + from id prior to the 6 month blackout, which were not in + CVS when Michael made his updates. Needed to establish the + baseline for the new patch. Source dump 1.17.00520, against + SOS 1.26w-001119 version. + +2000-11-20 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK *** + + * TEST: running against the data up to TeamArena_Q3A_001109.zip + Hunk_Clear: reset the hunk ok + Program received signal SIGBUS, Bus error. + "q3dm2", killBots==qtrue + #0 CM_ClearMap () at ..//qcommon/cm_load.c:644 + #1 0x80884a7 in SV_Map_f () at ..//server/sv_ccmds.c:159 + #2 0x8072579 in Cmd_ExecuteString (text=0xbffff4b0 "spmap q3dm2") at ..//qcommon/cmd.c:591 + #3 0x8071dfe in Cbuf_Execute () at ..//qcommon/cmd.c:190 + #4 0x80763f7 in Com_Frame () at ..//qcommon/common.c:2547 + #5 0x8130d6b in main (argc=13, argv=0xbffff984) at ..//unix/unix_main.c:953 + #6 0x40100cb3 in __libc_start_main (main=0x8130bc4 <main> + Not reproducible (screen stayed black). + + * TEST: +set developer 1, same for Win32 and Linux: + Can't find gfx/misc/flare.tga + Can't find gfx/misc/sun.tga + Can't find gfx/misc/console02.tga + Can't find vm/ui.map + Can't find textures/sfx/logo512.tga + Can't find gfx/colors/black.tga + Can't find models/mapobjects/banner/banner5_2.md3 + Can't find models/mapobjects/banner/banner5_1.md3 + Can't find textures/sfx/firegorre2.tga + Can't find textures/sfx/bolts.tga + Can't find menu/art/unknownmap.tga + + * Q3TA: after nearly 6 months, a code update from id. SOS access + even. Got it to compile, link and start, but its currently broken + (menu doesn't render in full, can't get into game etc.). Need + a baseline 1.17 to diff against. Last code dump was May 16, with + bspc code updated May 19. Checking working directory of bk000520 + against CVS next (Mike's fixes never made it into id's codebase + or a post 1.17 release, neither did my fixes as released in the + point release version 1.17). + +2000-11-19 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK *** + + * TEST: Win32 install as tested with 1.26w. quake3.x86 (Q3A game) + Warning: cvar "r_uifullscreen" given initial values: "1" and "0" + Warning: cvar "r_inGameVideo" given initial values: "1" and "0" + ^3WARNING: sound/feedback/hit.wav is a 8 bit wav file + (on windows, sound/weapons/weapon_hover.wav is missing...) + Menu only partially displayed in TA and baseq3 play, menu itself + seems to work. Freetype? + WARNING: Com_PushEvent overflow + + * code-sos/game/game.sh: not in SOS, moved in from CVS snapshot. + + * code-sos/qcommon/common.c: conditional DEDICATED to get rid off + CL_ShutdownCGame/CL_ShutdownUI/CIN_CloseAllVideos. + Same for UI_usesUniqueCDKey: dedicated server does not + write CD key file. + TODO: check whether there is an unneeded "read CD key" + for dedicated server. + + * code-sos/null/null_client.c (CL_ShutdownAll): added dummy. + + * code-sos/unix/Makefile: server/sv_net_chan.o for dedicated server. + + * code-sos/null/null_snddma.c: fixed S_RegisterSound signature. + + * code-sos/client/snd_mix.c: snd_p, snd_linear_count, snd_out + can't be static, as used by unix/snd_mixa.s. + + * code-sos/unix/Makefile: added to the executable target: + renderer/tr_font.c + client/cl_net_chan.c + server/sv_net_chan.c + Also added a lot of jc*.c files to build, to fix unresolved + symbol errors. + TODO: is there unused jpeg-6/jd*.o code linked in now? + + * code-sos/ft2/smooth.c: includes ftgrays.c, ftsmooth.c + + * code-sos/ft2/truetype.c: ttdriver.c, ttpload.c, ttgload.c, ttobjs.c. + Also (see ftoption.h) TT_CONFIG_OPTION_BYTECODE_INTERPRETER ttinterp.c + + * code-sos/ft2/sfnt.c: includes ttload.c, ttcmap.c, sfobjs.c, + sfdriver.c. lso (see ftoption.h) + TT_CONFIG_OPTION_EMBEDDED_BITMAPS ttsbit.c + TT_CONFIG_OPTION_POSTSCRIPT_NAMES ttpost.c + + * code-sos/ft2/ftbase.c: includes ftcalc.c, ftobjs.c, ftstream.c, + ftlist.c, ftoutln.c, ftextend.c, ftnames.c. + + * code-sos/ft2/autohint.c: includes ahangles.c, ahglyph.c, ahglobal.c, + ahhint.c, ahmodule.c. + + * code-sos/unix/Makefile: added ft2/ to client objects, took out + ftraster.c/ftrend1.c (see below), added -DFT_FLAT_COMPILE. + * ft2/ftsmooth.c: -DFT_FLAT_COMPILE required. + * ft2/raster1.c: -DFT_FLAT_COMPILE required. + Note: this includes ftraster.c/ftrend1.c. + + * code-sos/qcommon/vm_x86.c: _ftol is missing, ftolPtr only defined + for Win32, but used in generic code. Workaround for now. + TODO: find good Linux ftol, or use old solution. + + * SoS checkout. chown -R a+w * recode ibmpc:lat1 */*.h */*.c + +2000-06-30 Michael Vance <briraeos@lokigames.com> + + * misc: Spoke with Leonardo about qvm mess. + + * ui/ui.sh: Created to build much like the ui.bat script. + + * ui/ui.q3asm: Use linux style paths. + + * game/game.sh: Created to build much like the game.bat script. + + * game/game.q3asm: Use linux style paths. + + * cgame/cgame.sh: Created to build much like the cgame.bat script. + + * cgame/cgame.q3asm: Use linux systel paths. + + * unix/Makefile: Use the new .sh scripts to build the QVM files. + + * lcc/etc/linux.c: Build .asm files instead of .s files. + + * misc: QVMs now load properly, with minor glitches that should + hopefully be solvable. The new build scripts conflict with the + .asm files already in CVS, as the generated byte code is slightly + different in some cases. + +2000-06-29 Michael Vance <briareos@lokigames.com> + + * lcc/makefile: Tweaked to automatically include the system + compiler's header location. Added an install directory. + + * lcc/custom.mk: Added a build directory. + + * lcc/etc/linux.c: Numerous small tweaks to make compiling the VM + code a much simpler task. + + * q3asm/Makefile: Created. + + * q3asm/q3asm.c: Fixed uninitialized variable in + HashString(). Fixed off by one in argument parsing. + + * misc: Had Brian remove the Xmd.h include from glx.h so that we can + build Quake3 on XFree86 4.0 systems. + + * wine: Attempted to build with lcc.exe and q3asm.exe using wine, + also did not work. This is in contrast to MikeP's .qvms, which + seem to work. + +2000-06-28 Michael Vance <briareos@lokigames.com> + + * common/files.c: Fixed Mods menu behaviour. + + * unix/linux_qgl.c: Guarded references to fxMesa. + + * renderer/qgl.h: Guarded references to fxMesa. + + * ui/ui_demo2.c: Don't convert filename to uppercase. + +2000-05-07 Bernd Kreimeier <bk@lokigames.com> + + * common/cmdlib.c: windowism, not guarded. Added WIN32 around "ATOM a". + + * q3map/Makefile: Linux Makefile. + + * q3map/Makefile.irix: "makefile" in original code, Irix-only Makefile. + Just fixed some redundant TAB that GNU make despises about as much as I + despise GNU Make, and changed to a relative path. + +2000-05-01 Bernd Kreimeier <bk@lokigames.com> + + * q3radiant/: updated with Q3Radiant198b3-src.zip. + Tagged (globally) as q3radiant-198b3. + Kept the old files + 3DFXCamWnd.h + 3DFXCamWnd.cpp + MainFrm2.cpp + New files + Shaders.h + misc/ (contributed special TGA resources, don't relly belong) + Removed: + pName + Changed filenames to previous case: + UNNAMED.MAP -> unnamed.map + RES/BMP0002.BMP -> RES/bmp00002.bmp + Changed: + changelog.txt -> ChangeLog + +2000-04-28 Bernd Kreimeier <bk@lokigames.com> + + * CVS: bk000425 modified sources. This replaces the unix/ directory + which is not yet in id's SourceSafe. Two check-ins, due to minor + changes in an attempt to nail the Voodoo3 related crashes (driver + problems, not a Q3 issue). Undid some of the QFL changes for PI + and the log bug fix - put back in (TODO). Also includes: + * Quake3/code/botlib/be_aas_sample.c: single file update from Robert. + + * CVS: id000423 code dumps (two of them). Applying Loki patches. + Tagged for the final version (all patches). + + * CVS: id000422 code dump. This did not include the 1.16n fixes + used for Linux, and was the first dump for the 1.17 security fix + release. + Note: forgot to check in the ft2/ headers themselves, but they + are not used in the current codebase anyway. Are added in next + dump. Also there is use of CVS/CVS-like $Keyword$ patterns in + some files, and between their revisions and ours we fuck this up. + Also, id ZIP files create write protected sources, have to do + chmod -R a+w Quake3/ to work and overwrite files. + + * CVS: bk000315 modified source. This version was the 1.16n release. + Note: the changes applied here are not in the subsequent code dumps + of id. If you want to compile the Linux version as released you + have to use bk-tagged versions until the patches are merged in by + Robert Duffy. + + * CVS: id000314 engine code dump, same procedure as below, tag. + Note: this version added vm/ sudirectories with assembly files + for cgame, game, ui. CVS tag id000314. + + * CVS: id000304 engine code dump. Now there is a problem, as CVS + was used in the Mac sources. Do + find . -name 'CVS' -exec rm -r {} \; + before cvs update, then tagged: + cvs -d /loki/cvsroot/ tag id000304 Quake3/ + + * CVS: checked in a source snapshot of the id00303 engine code + and the id0003029 tools code. The tool sources are not fully in + sync, and we have only partial source from earlier engine revisions. + The engine source marks where Loki took over from Dave Kirsch. + This snapshot (with all temporary and bogus files) is imported + and tagged using: + cvs -d /loki/cvsroot import Quake3 id000303 initial + + Modules: + code: the Q3 engine code, including a jpeg-6/ copy + common: code shared by tools + libs: code shared by tools, inlcuding a jpeg6/ copy + q3asm: VM bytecode assembly + q3data: misc. Q3 data conversions + q3map: BSP builder + q3radiant: Win32 editor, as is + lcc: C compiler for q3asm + + The sources have not been cleaned up, and binary files have not been + removed. The Q3Radiant code base might exhibit mixed case asmbiguities + in the future, and future source dumps might come from SourceForge + instead. + +2000-04-25 Bernd Kreimeier <bk@lokigames.com> + + * q3code.id000425/unix/Makefile: relative path, relocatable. + Note: first code merge with id, finally :-). + +2000-04-24 Bernd Kreimeier <bk@lokigames.com> + + * q3code.bk000422/unix/matha.s: in C(BoxOnPlaneSide) + the following line triggers assembler warning: + "missing prefix `*' in absolute indirect address, maybe misassembled!" + jmp Ljmptab(,%eax,4) + + + * q3code.bk000422/unix/Makefile (MOUNT_DIR): rember to change. + TODO: fix this bloody Makefile to be relocatable, damnit. + + * q3code.bk000422/cgame/cg_event.c: applied JCash fix again + (see EV_EVENT_BITS below). Send e-mail to verify. + + * q3code.bk000422/renderer/tr_image.c: "../jpeg-6/jpeglib.h" again. + + * q3code.bk000422/: created from the id dump of today, lacking + all but one of my changes (sigh). Swapped unix/ competely, takes + care of 90%. Submitted all changes again to Robert... + +2000-04-19 Bernd Kreimeier <bk@lokigames.com> + + * q3code.bk000315/unix/linux_glimp.c (GLimp_EndFrame): + QGL_EnableLogging( r_logFile->value ) doesn't work? + + * q3code.bk000315/unix/linux_qgl.c: GLimp_LogNewFrame() is + obsolete. QGL_EnableLogging was out of sync with Win32 and + did not support the new framecounter decrement logic. + +2000-04-03 Bernd Kreimeier <bk@lokigames.com> + + * q3code.bk000315/server/sv_snapshot.c: svs.nextSnapshotEntities + is a signed integer unconditionally incremented, which gets + negative and causes a segfaulting indexing an array. Added reset + to counter. Might fail if snapshot numbers are supposed to + monotonically increase. + +2000-04-02 Bernd Kreimeier <bk@lokigames.com> + + * q3code.bk000315/client/cl_parse.c (CL_ParseServerMessage): + assert(0) on Illegible message (remember to +set in_mouse 0). + TODO: have to add a dump message function, it's unreadable. + + * botlib/be_ai_goal.c (InitLevelItemHeap): loop counter -2 + left -2 with uninitialized next, and -1 disconnected. Removed + redundant memset. There is an item alloc leak I suspect, as + max_levelitems 1024 merely delayed the overflow error. + +2000-04-01 Bernd Kreimeier <bk@lokigames.com> + + * botlib/be_ai_goal.c (InitLevelItemHeap): still segfaults. + Not memsetting the entire item heap. As items are cleared + on return, that leaves only memory corruption? + Later: upped max_levelitems from 256 to 1024 + Later: client dies on connect: + Error: CL_ParseServerMessage: Illegible server message 255 + + +2000-03-31 Bernd Kreimeier <bk@lokigames.com> + + * botlib/be_ai_goal.c: initializing global vars. + Segfault in AllocLevelItem () + at /home/bk/Games/Quake3/q3code/botlib/be_ai_goal.c:364 + I suspect that the initial freelevelitems setting is at + the end of the list and eventually exposed. + + * cgame/cg_event.c: according to Johmn Cash: + itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0 + Quote: "This causes itemNum to be invalid about half the time, + preventing any client side effect tied to the item from occurring." + +2000-03-06 Bernd Kreimeier <bk@lokigames.com> + + * qcommon/common.c: set pushEvent buffer and indices + to zero in Com_Init(). + + * q3code/qcommon/qcommon.h: made SE_NONE (and for paranoia + also NA_BOT) explicitely set to zero. + +2000-02-27 Bernd Kreimeier <bk@lokigames.com> + + * unix/Makefile: added dmalloc in an attempt to get on + the Z_Free bug. Futile. Despite stripping dmalloc debug + token down to essentials, I get a (seemingly bogus or + unrelated): + debug-malloc library: dumping program, fatal error + Error: possibly bad .c filename pointer (err 24) + + +2000-02-26 Bernd Kreimeier <bk@lokigames.com> + + * qcommon/common.c: various debug builts to isolate the + Z_Free bug. It reproducibly happens on some machines + with SE_PACKET, but the packets themselves look + thoroughly corrupted. + +2000-02-21 Bernd Kreimeier <bk@lokigames.com> + + * qcommon/common.c (Com_EventLoop): possible problem + here, pointer does not get cleared. + + * unix/linux_glimp.c (InitSig): no signal handler. + * common/common.c: dump in Com_Error for debug. + +2000-02-17 Bernd Kreimeier <bk@lokigames.com> + + * q3code: new dump from Zoid. Repeat tr_image.c fix. + + * unix/Makefile: added client/snd_adpcm.c (linkage errors). + Later: added entire JPDIR and rules, for tr_image.c. + Later: had to fix fules for game/ai_*.c files. + Later: removed ui/ui_quit.o (n/a) + Later: took out -mpentiumpro -march=pentiumpro + + * renderer/tr_image.c: windowism in #include path (see below). + #include "..\jpeg-6\jpeglib.h" + +1999-12-27 Bernd Kreimeier <bk@lokigames.com> + + * Alpha: tried a dedicated server compile. Segfaults in + ../qcommon/files.c:1682, a paksort function doing pointer + fiddling. + + * Makefile.alpha: created. + Note: want to take the SDL/Setup autoconf ASAP. + + * unix/unix_main.c: fixed __axp__ to __alpha__, guarded + _FPU_SETCW. + + * qcommon/vm_alpha.c: dummy, created. + * qcommon/vm_null.c: dummy, created. + +1999-12-04 Bernd Kreimeier <bk@lokigames.com> + + * renderer/tr_image.c: windowism in #include path. + #include "..\jpeg-6\jpeglib.h" + + * Revision 1.11: from Zoid by e-mail. + Note: threw away my playground copy, starting with the + ZIP file. Zoid's using CVS now, but we can't remote + access it. Thus did the + "find . -name 'CVS' -exec rm -rf {} \;" + and then track it as 3rd party source by + + + * ChangeLog: created. Now starting to track Q3A source. + +--------- q3code log --------------------------------------------- |