On Sun, Mar 20, 2011 at 11:26 PM, uZu wrote:
> Hello,
>
> Le 17/03/2011 14:36, Michael Menegakis a écrit :
> > By the way, with minuscule performance impact you can have microsecond
> > definition support in FPS throttling and set FPS to any integer and
> > even fra
On Thu, Mar 17, 2011 at 4:09 PM, Thilo Schulz wrote:
> On Thursday, 17. March 2011 14:36:00 Michael Menegakis wrote:
> > By the way, with minuscule performance impact you can have microsecond
> > definition support in FPS throttling and set FPS to any integer and
> > even
By the way, with minuscule performance impact you can have microsecond
definition support in FPS throttling and set FPS to any integer and
even fractions.
I have done this here multiplatform
http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt
On Sat, Feb 19, 2011 at 2:07 AM,
On Wed, Jan 26, 2011 at 12:30 PM, Ben Noordhuis wrote:
> On Wed, Jan 26, 2011 at 11:03, Yasir I. Al-Dosary - zgzg2020™
>> Furthermore, I would like to skip those trap_ and go directly to the
>> function,
>> is that alright???
>
> You could if you linked engine and SDK into one big binary but why
On Sat, Jan 22, 2011 at 5:58 AM, Thilo Schulz wrote:
> On Saturday, 22. January 2011 04:43:37 eviljoel wrote:
>> Are you saying this to avoid complex programming
>
> Precisely.
And basically threading is an overkill if one just needs a tiny
subsystem that updates a couple of variables. Complexity
On Wed, Jan 5, 2011 at 8:49 PM, Daniel Gibson wrote:
> On Wed, Jan 5, 2011 at 7:38 PM, Michael Menegakis wrote:
>> On Wed, Jan 5, 2011 at 12:20 AM, Ryan C. Gordon wrote:
>>>
>>>> sold one to Urban Terror). Making more problems with GPL3 might be in
>>>&
On Wed, Jan 5, 2011 at 12:20 AM, Ryan C. Gordon wrote:
>
>> sold one to Urban Terror). Making more problems with GPL3 might be in
>> the same venue.
>
> I doubt it was malicious. While they're willing to sell someone an id Tech 3
> license, I don't imagine they even notice the revenue on their acc
On Tue, Jan 4, 2011 at 10:19 PM, Ryan C. Gordon wrote:
>
>> If Turtle Arena contains both GPLv2+ modules (from ioquake3) and GPLv3
>> modules
>> (from WolfET)
>
> I'm late to this discussion, but I wanted to throw in an important note:
>
> Enemy Territory, as far as I can tell, isn't compatible wi
On Thu, Dec 23, 2010 at 7:38 PM, Roman Tetelman wrote:
> char *name = InfoValueForKey( cl.gameState.stringData +
> cl.gameState.stringOffsets[ CS_PLAYERS + clientnum ], "n" );
You Sir are a magician.
Here's a printable version
for (i = 0; i < MAX_CLIENTS; i++)
On Thu, Dec 23, 2010 at 2:36 AM, Ryan Barton wrote:
> I usually join the server and push the tab key
Where is the array of char* saved for client access??
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I noticed there's CL_ServerStatus_f which it seems to be first sending
a request to a server, then waiting for it for a response and then
printing it in a certain way.
Is there a way without altering server code (or game code) to get
simply an array of char* of the player list names? (Ideally with
On Wed, Dec 15, 2010 at 9:42 AM, Michael Menegakis wrote:
> On Wed, Dec 15, 2010 at 1:51 AM, Ben Noordhuis wrote:
>> On Tue, Dec 14, 2010 at 23:45, Michael Menegakis wrote:
>>> It's not easy to make something on ioquake3 thread safe. e.g. Whenever
>>> i w
On Wed, Dec 15, 2010 at 1:51 AM, Ben Noordhuis wrote:
> On Tue, Dec 14, 2010 at 23:45, Michael Menegakis wrote:
>> It's not easy to make something on ioquake3 thread safe. e.g. Whenever
>> i want to print something from it I completely avoid Com_Printf (since
>> it
I have now a variant of ioquake3 that renders OpenGL Unicode fonts
with FTGL library:
http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt
It's mainly used to render Google Translation output of chat.
It's partly work in progress but it's at an operational state here.
It ha
On Sun, Dec 5, 2010 at 5:10 AM, Michael Menegakis wrote:
> On Sun, Dec 5, 2010 at 4:57 AM, Michael Menegakis wrote:
>> On Sat, Dec 4, 2010 at 5:25 PM, Michael Menegakis wrote:
>>> On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote:
>>>> On Sat, Dec 4, 2010
On Sun, Dec 5, 2010 at 4:57 AM, Michael Menegakis wrote:
> On Sat, Dec 4, 2010 at 5:25 PM, Michael Menegakis wrote:
>> On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote:
>>> On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote:
>>>> to lock rd_buff
On Sat, Dec 4, 2010 at 5:25 PM, Michael Menegakis wrote:
> On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote:
>> On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote:
>>> to lock rd_buffer
>>
>> More like the whole function from the inside now that I th
On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote:
> On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote:
>> to lock rd_buffer
>
> More like the whole function from the inside now that I think about it
Sorry for the spam. For future reference it seems that to make it
th
On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote:
> to lock rd_buffer
More like the whole function from the inside now that I think about it
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On Sat, Dec 4, 2010 at 3:24 PM, Michael Menegakis wrote:
> If not, which variable to we lock to make it?
Nevermind. I believe it isn't and one would have to lock rd_buffer
which resides in it for avoiding simultaneous writes. Though I'd
welcome a
If not, which variable to we lock to make it?
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On Thu, Dec 2, 2010 at 2:37 PM, Michael Menegakis wrote:
> On Thu, Dec 2, 2010 at 12:38 PM, Ben Noordhuis wrote:
>> On Thu, Dec 2, 2010 at 10:56, Michael Menegakis wrote:
>>> Is it doable? I made a routine to work with Google Translate on game
>>> chat (or explicitl
On Thu, Dec 2, 2010 at 12:38 PM, Ben Noordhuis wrote:
> On Thu, Dec 2, 2010 at 10:56, Michael Menegakis wrote:
>> Is it doable? I made a routine to work with Google Translate on game
>> chat (or explicitly with /translate ) but the main issue is that
>> mainly ASCII output i
On Thu, Dec 2, 2010 at 12:35 PM, Matthias Bentrup
wrote:
> 2010/12/2 Michael Menegakis
>>
>> Is it doable? I made a routine to work with Google Translate on game
>> chat (or explicitly with /translate ) but the main issue is that
>> mainly ASCII output is supported an
Is it doable? I made a routine to work with Google Translate on game
chat (or explicitly with /translate ) but the main issue is that
mainly ASCII output is supported and input is also problematic. It
basically limits the languages it support.
It's also important for other common uses; people simp
These are issues I discovered when I was developing ioq3-urt
(http://www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt)
that might be helpful to all developers. They aren't all, but I'll try
to include the most generic ones.
In random order:
1. Base sound repeat delay: The 'allowed'
referring to: http://bugzilla.icculus.org/show_bug.cgi?id=4358
I compiled a default windows binary with it but FPS is considerably
lower with it than other renderers, notably the base one.
Is there a specific setting to make it faster as the XReaL web pages
promise? Is it normal to be like that i
On Sat, Oct 9, 2010 at 5:38 AM, Egg Dog wrote:
> Has there been any additional work done on these releases yet?
> I have noticed the mercurial repositories have not had any commits aside
> from the initial release in August.
> I'm trying to wolfet on my lovely 64bit lunux system and not having a w
On Thu, Nov 4, 2010 at 7:24 AM, Russell Valentine
wrote:
> If you read the comments of the announcement, you'll see that since
> their mod is not GPL they had to keep it compatible with vanilla so they
> could "imagine" it is for the original vanilla engine even if people
> used ioq3 to play it.
Full article from http://www.urbanterror.info/news/home/
"Hi folks, Frozen Sand here with some important news about the next
release. Firstly, Urban Terror 4.2 is still coming. It’s got new maps,
new visuals, new weapons, a new renderer and of course, the passport
anticheat. It’s got the most new
Take a look at this question and answer.
http://gamedev.stackexchange.com/questions/3254/what-is-the-right-process-to-get-compatibility-or-at-least-a-workaround-for-the
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On Tue, Aug 17, 2010 at 7:27 PM, Zachary wrote:
> I don't have plans for new mailing lists yet.
> the ioquake3 list is fairly low volume.
ioidtech4 next time?
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On Mon, Aug 16, 2010 at 12:38 AM, Simon McVittie
wrote:
> (I've recently been working on enhancing ioquake3's com_standalone mode so we
> can use it as the OpenArena engine in Debian, and have got to the point where
> the same binary can run vanilla Quake 3 and OpenArena without OA-specific
Surpr
On Sat, Aug 14, 2010 at 2:03 PM, Enrico Zschemisch wrote:
> can someone please summarise the differences between Quake 3, RTCW and ET
> engines? All I can find is only minor differences...
'Cause that's the reality. They are basically different mods of id
tech 3. Quake3 arena has the "mod" baseq3
On Fri, Aug 13, 2010 at 12:29 PM, Martin Gerhardy
wrote:
> ensure that astyle is run over the files
Also, fork the linux kernel and blindly auto indent it all because
there is surely nothing those clueless programmers might want to say
by their indentation.
___
On Fri, Aug 13, 2010 at 12:24 AM, Zachary wrote:
> Great news everyone!
>
> As John Carmack just announced during QuakeCon, RTCW and Enemy Territory are
> open-source!
>
> Currently, I'm on my lunch break at my day job, but my intention is to have
> basic websites up for both projects tonight at
USE_OPENAL_DLOPEN is 0.
On Sat, Jul 31, 2010 at 7:02 PM, Michael Menegakis wrote:
> I tried building ioquake3 with OpenAL-soft statically but it gives its
> functions as undefined. I compiled OpenAL-Soft with "cmake .. -G "MSYS
> Makefiles" -DLIBTYPE=STATIC" an
I tried building ioquake3 with OpenAL-soft statically but it gives its
functions as undefined. I compiled OpenAL-Soft with "cmake .. -G "MSYS
Makefiles" -DLIBTYPE=STATIC" and it was fine. I had replaced include
files from latest version. I included the file in CLIENT_LIBS. Any
idea what might be wr
On Mon, Jul 19, 2010 at 11:49 AM, Ben Noordhuis wrote:
> On Mon, Jul 19, 2010 at 04:48, Michael Menegakis wrote:
>> Removing that "buffering" check completely I saw no crashes or CPU
>> increase when spamming audio on timescale 10. Is it needed?
>
> Not as such
Removing that "buffering" check completely I saw no crashes or CPU
increase when spamming audio on timescale 10. Is it needed?
On Mon, Jul 19, 2010 at 3:41 AM, Michael Menegakis wrote:
> I FOUND IT.
>
> changing to
>
> allowed = 12;
> if (entityNum == liste
2010 at 7:56 PM, Michael Menegakis wrote:
>
> When using the binary from the website, spamming an automatic weapon (e.g.
> G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur
> on openal. It gives the impression rate of fire is lower but it's
ok definitely a sound files / over time issue, on timescale 0.5 it does not
occur.
Easy way to reproduce here:
/devmap something in urban terror
get G36 weapon
spam it with /give ammo on a key
at about 2nd or 3rd clip it begins to lose sounds.
On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis
On Sun, Jul 18, 2010 at 11:40 PM, |ALPHA| Mad Professor <
alpha.mad.profes...@gmail.com> wrote:
> Try fooling around with s_sdlChannels maybe?
>
that's just mono and stereo.
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2010/7/18 Thilo Schulz
> On Sunday, 18. July 2010 19:02:10 Michael Menegakis wrote:
> > Add: not there on an old binary without sdl.
>
> The sound mixer can only play a given number of sounds in parallel. If this
> number is exceeded, sounds will be dropped. This is normal beh
Add: not there on an old binary without sdl.
On Sun, Jul 18, 2010 at 7:57 PM, Michael Menegakis wrote:
> Add: This is on Windows 7 x64 and a common onboard realtek.
>
>
> On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis wrote:
>
>> When using the binary from the website,
Add: This is on Windows 7 x64 and a common onboard realtek.
On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis wrote:
> When using the binary from the website, spamming an automatic weapon (e.g.
> G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur
>
When using the binary from the website, spamming an automatic weapon (e.g.
G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur
on openal. It gives the impression rate of fire is lower but it's only the
audio, number of bullets still go down fast.
Do you know what may be ca
Is there a particular reason quality is fixed to 90? Can it get a
cl_aviMotionJpegQuality?
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Thanks. I also went and made the compiler warn about it.
Places where "warning: dereferencing type-punned pointer will break
strict-aliasing rules [-Wstrict-aliasing]" occurs on gcc 4.6.0:
code/qcommon/net_ip.c
code/renderer/tr_backend.c
code/renderer/tr_shade.c
code/renderer/tr_shade_calc.c:
cod
What is the portion of the code that is 'saved' by it?
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Latest source is in the same directory with the binary here:
http://forums.urbanterror.info/topic/11414-bumpmapping-modifications-enthusiastic-mappers-required/
This appears to be compatible with baseq3 at the moment.
It's pretty impressible work, check it out.
They are basing it on an earlier v
On Sat, Jun 5, 2010 at 8:53 PM, LinuxManMikeC wrote:
> So settle down on the drama before you wet yourself son. Go outside and
> play while the grownups fix the Internet.
OK, "linux Man Mike".
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On Sat, Jun 5, 2010 at 2:21 PM, Michael Menegakis wrote:
> On Fri, Jun 4, 2010 at 8:08 PM, eviljoel wrote:
>> Hello,
>>
>> Domain quakecon.org was having DNS problems as well. Possibly related.
>
> quake3arena.com remains still dead today though peculiarly it has a
&g
On Fri, Jun 4, 2010 at 8:08 PM, eviljoel wrote:
> Hello,
>
> Domain quakecon.org was having DNS problems as well. Possibly related.
quake3arena.com remains still dead today though peculiarly it has a
whois record with dns.
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On Fri, Jun 4, 2010 at 2:25 PM, Michael Menegakis wrote:
> I get errors about update.quake3arena.com today and the domain doesn't
> have a whois record.
Panic mode off. It appears its whois record was updated 2 June 2010.
Why it was dead (with no whois record at all) I h
I get errors about update.quake3arena.com today and the domain doesn't
have a whois record.
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On Mon, May 17, 2010 at 5:15 PM, Ludwig Nussel wrote:
> Michael Menegakis wrote:
>> Out of encyclopedic curiosity, why does it push a register twice? What
>> does it fix? Does it avoid a bug, or makes it faster? Does it apply to
>> all games?
>
> OP_BLOCK_COPY pus
On Mon, May 31, 2010 at 10:02 AM, Matthias Bentrup
wrote:
> the "fast" approximate sqrt may not be so fast on current CPUs. The
> fast sqrt has to move the value from an FPU or SSE register into an integer
> register and back, and these instructions have a high latency, while the
> built-in sqrt (
I know the usual 'it was originally for old processors and it may not
do much here [plus thread safe drivers appear to be rare]' but it
can't hurt to try. Furthermore, I noticed ioquake3 has edited the
original code for SDL hence there should deviation from original q3
GPL. Editing the #ifndef MAC
On Sat, May 29, 2010 at 4:55 PM, Thilo Schulz wrote:
> the max. relative error is 0.175% over all floats.
OK, that's relatively, not completely marginal. If one is going to go
with a 'safe' approach (since I noticed if it's replaced with sqrt()
benchmarking doesn't show anything noticeable) do th
On Sat, May 29, 2010 at 5:46 PM, Ryan wrote:
>> a probability to create inconsistencies or at least visual
>> discrepancies?
>
> No
Why?
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By s
On Sat, May 29, 2010 at 3:52 PM, Thilo Schulz wrote:
> This "hack" is actually an approximation of the inverse square root function,
> by means of the Newton-Raphson-iteration which is broken off after the first
> iteration. The trick lies in choosing a good initial value for that iteration.
> I h
On Sat, May 29, 2010 at 1:58 PM, Tei wrote:
> I don't even know what are you talking about, but I am going to pretend to.
http://en.wikipedia.org/wiki/Fast_inverse_square_root
Whole glorious wikipedia article with pictures and all. [Unlike this project :|)
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Is it in the end result of the gameplay completely safe? Does it have
a probability to create inconsistencies or at least visual
discrepancies?
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if you changed that var put it back 'cause here it makes it not work
while it was working with it off.
On Sat, May 22, 2010 at 3:37 PM, Dominic Fandrey wrote:
> On 22/05/2010 13:49, Ben Noordhuis wrote:
>>> Currently r_gamma has no effect on my system. Also, everything is
>>> very dark with r_ove
For a few years now there've been some 'historical' compiler options
on the Makefile. I've noticed 'unroll loops' may slow it down here, at
least marginally, and someone else had said he noticed the same. The
gcc manual reports it may or may not make it faster, I guess the 'not'
got the better of i
By the way, there was apparently a q3 GPL modification that added
motion blur, in the 'q3mme' project, or 'Quake3 Movemaker's Edition'.
http://q3mme.proboards.com/index.cgi
They appear to have binaries still available.
But the source was only released for an early version [without motion
blur] [
I know one case wine is needed: Someone wrote an exceptionally complex
audio engine for ioquake3 that remained closed source on the DLL.
http://forums.urbanterror.info/topic/8709-ikalizer-new-audio-engine-surround-sound-urbanterror-v02200b-newpatch/
It has HRTF and other effects that OpenAL-soft
Out of encyclopedic curiosity, why does it push a register twice? What
does it fix? Does it avoid a bug, or makes it faster? Does it apply to
all games?
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I sounds easy to be implemented by someone already versed in the
renderer. Is it easily possible? Has it been considered?
It might help against "panning" on low FPS.
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On Wed, May 5, 2010 at 1:30 PM, Tei wrote:
> Quake3 is relevant because is the *absolute best* engine you can want
> for the type of gameplay you have in Quake3 Arena. Bots skirmish.
> Theres a perfect fit gameplay-engine here.
I read such replies and I feel like someone's trying to sell the g
"Caps Lock" and "Num Lock" can not be used as normal binds since they
do not send a KEYUP event until the key is pressed again."
That's actually easily reversed with an environmental variable:
SDL_DISABLE_LOCK_KEYS
case 1:
SDL_NoLockKeys = S
On Wed, May 5, 2010 at 1:30 PM, Tei wrote:
> recently Unreal has "open" his engine
IIRC it has a hilarious clause that you have to pay almost all of your
profits if not more (a large percentage on gross) in case you go
commercial.
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An issue might be that people await for Doom3/Next id software GPL
release and may be afraid whatever such effort may by put to waste by
'ooh, shiny, forget ioq3, jump into iod3'.
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ok, will anyone do anything, practically? 'cause the project seems
inactive lately.
On Sun, May 2, 2010 at 12:54 PM, Zachary wrote:
>
> On May 2, 2010, at 1:01 AM, m...@rq3.com wrote:
>> ioq3 should be the one-stop shop for most projects starting off.
>
> Yep.
> __
If art assets are very bound to the renderer type, doesn't this become
a bit impractical in the real world? If a dev team is going to use
only a specific renderer for their art assets and that dev team has
the control of the client that their users will receive, doesn't this
whole operation becomes
That way autodownloading can override a main installation right?
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I remember I had looked into it but it wasn't apparent at all how to
do it. Anyone having an idea?
If not with a proper q3config saving etc., at least with a proper kill.
[in code, I know there's no such a way already].
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im Angus wrote:
> On 07/04/2010 11:57, Michael Menegakis wrote:
>>
>> Has anyone started such a work? I noticed SDL1.2 does not use WM_INPUT
>> for Mouse movement on Windows so I got interested. [SDL1.3 does]
>
> I would be surprised if it actually makes that much differ
Has anyone started such a work? I noticed SDL1.2 does not use WM_INPUT
for Mouse movement on Windows so I got interested. [SDL1.3 does]
Alternatively, has anyone managed to hack WM_INPUT on SDL1.2?
Context on Input:
http://msdn.microsoft.com/en-us/library/ee418864%28v=VS.85%29.aspx
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On Fri, Apr 2, 2010 at 7:10 PM, Edson Alves Pereira wrote:
> I suggest you, go to
>
> Cmd_ExecuteString (text=0x28f484 "ut_weaptoggle") at
> code/qcommon/cmd.c:
>
> and check it code!
I went there and the code is unmodified.
(and the other obvious places on the trace)
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Forgot to mention, it does not appear on a x86_64 client.
On Fri, Apr 2, 2010 at 10:02 AM, Michael Menegakis wrote:
> By running a [black box] command in urban terror, without the
> arguments it usually requires, it crashes the client with
>
> #0 0x32643db5 in ?? ()
> #1 0x0046
By running a [black box] command in urban terror, without the
arguments it usually requires, it crashes the client with
#0 0x32643db5 in ?? ()
#1 0x0046aa00 in VM_Call (vm=0x1ef1d10, callnum=2) at code/qcommon/vm.c:771
#2 0x0040a1a0 in CL_GameCommand () at code/client/cl_cgame.c:791
#3 0x00431
Are the underlying protocols stable enough nowadays to make a cross platform
version of something like that for ioquake3?
I mean, it already has VoIP right?
On Wed, Mar 31, 2010 at 11:14 PM, Patrick Baggett wrote:
> In theory, this isn't too hard (well, at least the case of a camera in the
> co
On Sun, Feb 28, 2010 at 11:00 AM, Ludwig Nussel wrote:
> Michael Menegakis wrote:
>> - Makefile attempts to be multi-platform and multi-arch (mainly by
>> replacing an uname check with a gcc -v check to avoid MSYS' uname
>> which prints i686 regardless. This can
http://forums.urbanterror.info/topic/15530-urbanterror-passport-anti-cheat/page__st__390
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I want to drop a general note and I say I think a lot of thinking is
spent in this list about 'surface' things while no much is going on
code-wise.
On Fri, Mar 19, 2010 at 5:57 PM, Matt Turner wrote:
> On Fri, Mar 19, 2010 at 11:53 AM, Ryan C. Gordon wrote:
>> If it comes down to working around
On Fri, Mar 19, 2010 at 1:57 AM, Ryan C. Gordon wrote:
> This is why I chose hg over git for the SDL project...
> http://lists.libsdl.org/pipermail/sdl-libsdl.org/2010-February/075192.html
Since your reasons include ease of use and support, git has a very,
very, very strong point. The bulk of mos
On Wed, Mar 17, 2010 at 3:41 PM, Michael Menegakis wrote:
> On Wed, Mar 17, 2010 at 3:00 PM, Michael Menegakis wrote:
>> I notice SDL_EnableKeyRepeat is apparently effectively called in EVERY
>> frame (from IN_ProcessEvents()).
>
> ah. a workaround i noticed is to put a b
On Wed, Mar 17, 2010 at 3:00 PM, Michael Menegakis wrote:
> I notice SDL_EnableKeyRepeat is apparently effectively called in EVERY
> frame (from IN_ProcessEvents()).
ah. a workaround i noticed is to put a boolean to qfalse each time
Key_SetCatcher() is called hence to save the cpu cycles
On Wed, Mar 17, 2010 at 2:31 PM, Michael Menegakis wrote:
> //WINAPI: "0 (approximately 2.5 repetitions per second)[400ms]
> through 31 (approximately 30 repetitions per second)[33ms]"
> speed = 400 - speed * 12;
That may be more accurate with rint(400 - (f
I'm not 100% sure I didn't miss something but it appears SDL does not
support dynamic repeats and delays of keyboard input from OSes.
This appears to be doing it for Windows:
(by replacing SDL_EnableKeyRepeat with it with #ifdef _WIN32 in
appropriate places)
static void SDL_EnableKeyRepeatWin (v
On Wed, Mar 10, 2010 at 11:32 PM, Joerg Dietrich
wrote:
> Matt Turner schrieb:
>> On Wed, Mar 10, 2010 at 4:13 PM, Joerg Dietrich
>> wrote:
>>> I beg to differ. Maybe a bit redundant but not irrelevant.
>>> Zack wrote about the problems of publishing on the PS3.
>>> But this is a Sony-problem not
On Tue, Mar 9, 2010 at 10:04 AM, Dominic Fandrey wrote:
> On 09/03/2010 08:53, Michael Menegakis wrote:
>> On Tue, Mar 9, 2010 at 9:32 AM, Dominic Fandrey wrote:
>>> On 09/03/2010 06:30, Michael Menegakis wrote:
>>>> On Sat, Mar 6, 2010 at 1:44 PM, Ludwig Nuss
On Tue, Mar 9, 2010 at 9:32 AM, Dominic Fandrey wrote:
> On 09/03/2010 06:30, Michael Menegakis wrote:
>> On Sat, Mar 6, 2010 at 1:44 PM, Ludwig Nussel wrote:
>>> So, has anyone tried the new build yet?
>>> http://www.ioquake3.org/files/angst/ioquake3-1.36_SVN17
On Sat, Mar 6, 2010 at 1:44 PM, Ludwig Nussel wrote:
> So, has anyone tried the new build yet?
> http://www.ioquake3.org/files/angst/ioquake3-1.36_SVN1778-18.3.x86_64.exe
> http://www.ioquake3.org/files/angst/ioquake3-1.36_SVN1778-15.2.x86.exe
This one appears to be working fine
http://www.ioquak
On Sat, Mar 6, 2010 at 8:38 PM, Przemyslaw Iskra wrote:
> On Sat, Mar 06, 2010 at 07:57:31PM +0200, Michael Menegakis wrote:
>> On Wed, Mar 3, 2010 at 5:12 AM, Michael Menegakis wrote:
>> > I wonder if we could be saving the binary of vm compilation on the
>> > user di
On Wed, Mar 3, 2010 at 5:12 AM, Michael Menegakis wrote:
> I wonder if we could be saving the binary of vm compilation on the
> user dir after initial run so that it's 'super fast' next time.
> vm86_64 takes a few seconds even on a relatively modern computers so
>
On Sat, Mar 6, 2010 at 1:49 PM, Ludwig Nussel wrote:
> Michael Menegakis wrote:
>> I wonder if we could be saving the binary of vm compilation on the
>> user dir after initial run so that it's 'super fast' next time.
>> vm86_64 takes a few seconds even on a
I wonder if we could be saving the binary of vm compilation on the
user dir after initial run so that it's 'super fast' next time.
vm86_64 takes a few seconds even on a relatively modern computers so
it might be very noticeable speedup.
Just making sure it's technically feasible.
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