qbism Super8 changelog
See code commit comments for changes made after 2015-02-08
Use -sndspeed at command line to change default of 11025. vid_nativeaspect now also works for hud and menu aspect correction. Update credits.
save sbar_show_bg in config. remove fov compensation in view.c cl_nobob turns off bob even if cl_bobmodel is set.
video menu is more relevant. untested md2 model support. lowered model lighting… looks more balanced. added ffov_face cvar for fisheye cube fov added possibly useless info to .rc file.
Confirm alpha field exists in baseline Shorten map name text to fit on sbar Fix turbulent textures for non-vised maps
Additional game dirs with -game2 -game3 -game4 Remove padding in texture cache alloc.
Do away with per-entity drawspans. Doesn’t work when entity has mixed types. Current renderer is single-pass transparency.
macroize blend drawspans, minor cleanups
fix protocol bugs- alpha and spawnstatic clean up read/write angles and coords
Compress baseline signon message to keep it below 65K bytes on ‘telefragged’ map.
Looks like fence textures are licked. Note: Due to fences, it is indeed required to support both per-texture and per-entitiy alpha. This could also be done with glass, etc. with standardized texture naming.
Supporting both surface flags and entity flags (alpha). just a few fence ‘pops’ now.
‘D_SCAlloc: bad cache width’ error appears to be fixed thx to ericw CalcSurfaceExtents.
working on transparency
bsp2, fence, bmodel alpha continued.
refine fence and prevent zspan overdraw on translucent textures.
fence textures part 1, bsp2 part 2
Fixed back regular fog to work again.
Change build settings to avoid crash. -O3 is too aggressive. Memmove instead of memcpy in Cbuf_Execute, from QS Add skyfog key and r_skyfog cvar
Smaller default particle size. In the project, change optimization -O3 to -02 to solve console crash bug.
Floating point corruption (?) fixed by targeting Pentium 4 as minimum. See http://forums.inside3d.com/viewtopic.php?t=5488 Revert .vis search path to gamedir only. Many maps named ‘start’ in mods, and vis can’t distinguish. Tweak fviews ca…
colored light tweak (what’s new?)
mix blockcolors lights, finally. allow .vis from different game dir. (already allow .lit)
Stripped-down version of impulse12hack. For old mods.
update C:B project file. caculate video aspect for windowed modes
fix scr_ofsx,y,z move watcom project to C:B IDE
we don’t like q_free in load lit for some reason.
Increase underwater warp speed by 2
revert to bestcolor for GrabLightcolormap to fix certain crashes. fix model lighting: store current lightpoint with each entity. adjust effect dynamic light colors.
Increase number of vid modes in menu, plus add a 4th windowed mode.
Increase video mode slots from 21 to 27. Fix particle alpha formulas. Add fade-out to sticky particles. Revert joystick code to previous version.
Better joystick routines from directQ (somebody test it…) Modify volume scale of music player. It was too loud. (why is a scale even needed? grumble…)
clean up weapon bob a tad. ignoring if on ground or not.
more colored lighting changes. viewmodel bob.
Improved colored light saturation with a better formula and removed r_clcolorweight and r_clbaseweight cvars. Monster muzzleflash effect from DirectQ. Remove unfinished web download due to lack of interest as part of other possibly pointles…
missed a spot in vid_nativeaspect fix.
vid_nativeaspect overrides the value calculated. Increase fog density factor.
Remove stipple-alpha. This may be the culprit. Add alpha50map (50% alpha blend) to transparent water.
roll depth buffer pointers back from ‘unsigned’ because it CAN be negative.
Make savegame extension always “.sav” compatible with safe savenames (this is a bugfix because it was not completely implemented).
Use a preprocessor define ASM386 to activate assembly code option. Faster fog (but not spans). Update dynamic lights, etc for increase from 15bit to 18bit palmap (as seen in engoo).
Faster fog Remove threading from flip and fog
Fixed warpspan GDI error, vid.width / vid.rowbytes mix-up. Remove threaded warp. This was a speed improvment. Return of asm for sevaral span loops.
add rc script (for icon) to watcom project
Updated codeblocks project. Building with TDM-GCC 4.8.1 does not require separate XP build, and the icore-optimized build options are actually slightly slower.
add watcom project
warp crash fixed for good I hope, was using vid.width instead of vid.rowbytes. Thanks to upside-down gdi buffer. ‘static’ local cachewidth in d_scan, a little speed gain.
various header and type cast corrections from Levent.
Fix the deathmatch hud overlay in a hackish way. Fix a few save vulnerabilities, such as enforce file extensions on .sav and .dem.
Fix glow_size protocol, hypothetically. Scale bgm volume.
fixed conflicting ‘host_frametime’ code, FQ and QIP. Removed QIP bits.
Just updating the CodeBlocks project file.
Fix automatic default mode set. Turn vid_nativeaspect into a cvar, so user can override if automatic guess is wrong. Clean out Flash code. It was based on Alchemy; if Flash ever comes back it will be flascc.
Color tweaking again. Updated project settings.
Add quick buffer flip, works with ddraw but not gdi. ddraw flipscreen src is ‘vid.buffer’ instead of ‘vidbuf’ for this to work.
Warp performance improvement- flipping buffer after warp effect is working now. However, vid mode change is disabled while underwater(otherwise crash). Change ‘unsigned char’ to ‘byte’ everywhere for consistency.
waterwarp is oscillating but making this commit anyway as a placeholder; trying to flip buffers rather than brute-force copy. Delete duplicate conproc.c in source. Make MIN_VID_WIDTH and MIN_VID_HEIGHT constants. Remove pixel_t, it’s just a…
Notify vid capture file open success or not.
Change bufferlength from int to unsigned int to maximize chaos. Actually make automatic screen aspect ratio work. Finish up 1366 resolution bitblt padding so that actually works.
Another incremental sprite speed improvement. Again from mankrip code.
Carry sprite span macro idea over to d_scan.c Revert fog dither and color calc to earlier version.
Optimized sprite drawing- loop unroll based on mankrip implementation. To-do: add optimization to transparent sprites.
Mankrip r_aclip.c (mdl_clip.c) subdiv16 drawsprite unroll- leilei post/ mankrip and drawspans16 code
Change writehelp to create s8report.txt diagnostic. Cvars to control threading. Continous battle with fog colors… or just changing tastes?
Dump a list of all cvars and help strings on exit to a text file. Activate pr_bitmap_builtin
add thread cvars
fixing particles and waterwarp for bitblt’s crazy inversion.
Switch from libwinpthread-1.dll to pthreadGC2.dll solved thread segfault. Tune number of threads for each of the three functions. Throw more statics in there.
optimize threads a little more and allow unthreaded functions with defines.
Get GDI video driver option working. Add callback to q_malloc.
D_PolysetCalcGradients optimized via inside3d tute by MK. Relocate several variable declarations in headers. Thanks to Levent.
fix rare threading crash with waterwarp. probably. Add a few more savegames to max
fix sound menu
Finish out cvar help text. Added “snd_” prefix to some of the ambiguous sound cvars.
minor messing with server build messages.
Add sbar_scale slider to video menu. Begin adding help strings to cvars. derp – I was wrong about COM_NiceFloatString,I was mis-using it. Added back!
use super8 mod dir if it exists, above id1 and below other mods.
Fight the too-darkness: boost colored lit at loadtime, allow 15 ambient in DM to avoid pitch-black.
Added sbar_scale cvar, fraction of fullscreen. Also scales menu. Maybe should rename it.
Use ddpal for vid capture (the ‘real’ palette in windows). Correct filenaming for avi and pcx capture when >100 files.
add multithreading to fog, underwater warp, and flipscreen. pull fog back off the backend, too many drawbacks for now.
Do mankrip warp tutorial (bigger waves!) Do fog before underwater warp
Fix cursor preview location in menu.
Performance increase: Process fog on back-end (vid_win.c) and create warpbuffer only if dowarp. ‘takescreenshot’ flag to Start correcting menu, due to autoscale.
Needed another coloredlights check at R_LoadPalette_f. Can you tell I’m trying to get a release out?
Thought it would be good to add a loadpalette here, but nawww.
Let native screen resolution be the default. Change default windowed mode back to “0” (still some low-res screens out there!) Make build options consistent.
Automatically calculate fviews, the number of viewplanes for fisheye mode, based on ffov.
Move fog to FlipScreen, huge speed improvement; removes redundant loop through screen buffer. Remove stretched video mode. No longer needed visually thanks to scaling hud.
Minor fog tweak.
tweaking fog some more.
Change fog dithering, a few % faster. Minor HUD correction.
[r141] by hobgoblin
better key/ rune placement on sbar 4
[r140] by hobgoblin
Add 50% alphamap (originally created for colored lighting) to particles, water, and glass.
[r139] by hobgoblin
Optimize compiler options for gcc 4.80 based on timedemo fps comparisons.
[r138] by hobgoblin
fixed aspect calculation bug
[r137] by hobgoblin
[r136] by hobgoblin
Further scaled HUD stuff.
[r135] by hobgoblin
Scale status bar and menus based on Makaqu 1.6. Still needs a few more tweaks, like exit plaque
[r134] by hobgoblin
ummm… I don’t remember why 32000 stainmaps were ever needed, so scaled back to 2000.
[r133] by hobgoblin
Better dithering of colored-lit blocks
[r132] by hobgoblin
Messing with color formulas again. Finally realized, import .lit RGB as-is to preserve quality.
[r131] by hobgoblin
Improve/ speed up color dithering, especially dynamic lights.
[r130] by hobgoblin
Fake CD track playback is fixed
[r129] by hobgoblin
mp3 and ogg with “music” command, based on QuakeSpasm source.
[r128] by hobgoblin
Fix a couple errors in color mips.
[r127] by hobgoblin
More mips work
[r126] by hobgoblin
[r125] by hobgoblin
unroll mips0 and mips1
[r124] by hobgoblin
sv_freezephysics cvar, freeze almost all physics except players.
[r123] by hobgoblin
fix NO_LERP and model flags conflict.
[r122] by hobgoblin
pixelAspect is a function of vid_nativeaspect and rect size, unless in windowed mode.
[r121] by hobgoblin
Fixed mouse centering on initial map load, from Makaqu 1.6
[r120] by hobgoblin
Modify protocol to support both byte and short staticsound numbers. Keeps all NE_Ruins sounds but also supports Marcher’s stuffcmd byte.
[r119] by hobgoblin
Fix aspect ratio: Assume highest detected res is native
[r118] by hobgoblin
Don’t print unknown commands unless in developer mode.
[r117] by hobgoblin
Savegame exits directly after save rather than back through menus.
clean out modem and serial functions
GPL V3. Some code from other projects was GPL 3, so might as well move it all to 3. Nuke obsolete modem cvars.
Clear demo queue when appropriate w/ demo recording Fix alpha parsing of static entities Don’t output vid frames while console is down, and make console open/close instantly
video mode – intent is to default into one of the favorite full-screen modes. Still needs work.
Increase max pcx and avi captures to 1000 Merge movie.h with movie_avi.h
Add pause_demo from Baker’s FQ Mark V Add autogenerate file name for video record.
More color rendition tweaks, this time to colormap generation, to improve gamma and contrast. Implemented demo rewind (and fast-forward) from ‘Fitzquake Mark V’ Implemented FQ host_frametime
Movie_UpdateScreen now includes gamma and stretched simplify GrabColormap. Story might not be over for this one. remove r_clbaseweight cvar, should always be 1
Fixed a silly bug in ParseWorldspawn, improved colored light formula for better rendition, and added “record demo any time” feature from ProQuake via Baker tute… now can start recording anytime during gameplay.
record demo any time
Match colored light intensity better to original during .lit loading. Change bestcolor distortion to favor value over hue. Load/savegame view angle fix thanks to mh. Fix window getting stuck when moved too far off-screen. Thanks to dreadlo…
Fixes: wizard trail (tracer), particle z-fighting w/ surfaces, r_part_sticky time works now.
additional worldspawn fields, untested: sky (or skybox), wateralpha, and palette.
load custom palette r_palette if it exists, during demo load
bring back vid_stretch_by_2 !!!
more particle tweaks, cvars
add cooler particle behavior based on engoo, remove alphamap checks and r_particlealpha
Prettied up fog code a bit more. Increased sample time for fps display.
Double showfps sample to 2 sec. minor fog tweak, I think…
pulling more out of the fog inner loop to boost speed.
find a new # for svc_localsound. Simply plays an S_LocalSound at target client.
Realigned new svc_commands (svc_fog, svc_skybox, svc_bf) w/ Fitzquake precedent
Removed framerate independent physics, not really needed thanks to physics fixes. And was creating jerky movement at low fps. Use cl_maxfps to control framerate (some engines have host_maxfps but it’s the same thing) Remove manual SSE opt…
qbism- reduce fog depth tests by half. Not visually noticeable, but big framerate improvement. SSE mathlib functions from Tenebrae. Optimize build for MMX,SSE,SSE2,SSE3 (pentium 4 or AMD 64 and up)
In a saint.bsp timedemo, 22% speed increase with Core2 optimization vs. Pentium. This using latest CodeBlocks Advanced + gcc-4.7.0 here: http://sourceforge.net/projects/cbadvanced
web download works under specific conditions, but otherwise crashes easily, such as web address that doesn’t exist. #ifdef’ed out of the compile by default. Define WEBDL to activate.
remove “palette” parameter from makemy15to8, try mh download progress… neither progress meter works but map will download
don’t load lits if dedicated server, set default download http to a real url
add mh’s cl_webdownload.cpp. Doesn’t need libcurl or other dlls. Still untested.
don’t load custom palette if ca_dedicated
added download of models, maps, and sounds from server. Based on Baker tute of Qrack feature. to be tested…
Add mankrip’s moving bmodel lighting fix, do DATAGRAM_MTU for any multiplayer including local (due to wireless), reduce removed ipx in dos
Add 15to8 lookup table from Engoo. Add fogmap lookup table. Continue tweaking fog
Improve the speed and quality of fog. The undesirable effect of color-banding is reduced.
first ‘batch’ of catch-up on the Flash build
Improve fog dithering
first pass at fog support. Makaqu-style layers plus added dithering, FitzQuake-style fog commands
palette loading clean-up, R_LoadPalette returns int
load palettes in a consistent way
removed a non-working alpha hack
improvement to colored lit plus more control with cvars – r_clintensity, r_clbaseweight, and r_clcolorweight (explained in source) Some other minor tweaks I don’t remember… diff…
signed rowbytes, tweaking colored light
add more docs, add colored dynamic lights to protocol (needs testing)
do a size check on .lit files
add back asm sound mixing
Add assembly back to win32 build. Improve colorblock dithering
colored dynamic lighting, remove ipx
Better light color flattening, color on models, color intensity cvar r_clintensity
lightmap + hue map = good, cheap, colored lights
remove sprite additive blend cvar. Doesn’t blend on alias models.
Reduced MIN memories back to original (started in the previous commit) Fix skymap and waterwarp in DOS Add back some spans assembler to DOS port
Add DOS port for DJGPP compiler Bugfix- Change localmodels (from 5 to 6 chars) so >999 will be null-terminated
Add svc_localsound on client side Fix command history save
Remember all chasecam settings
Bound pitch input, increase range -89 to 89 deg.
Add little batch script to set version number
Reinstate original singleplayer menu and graphic
Fixed overbright issue with color-boosted palettes. Disabled “console save”, revert to basic “save” “load” menu.
add gnu.txt license to SVN
Change defaults- r_light_style 1, sbar 2, sbar_show_bg 0. Restore check to prevent sending server info twice.
Better ambient light on dynamic-lit models (r_light_style 1) Unwound some internal protocol changes to fix the imp fireball bug, whoo-hoo! Merge w/ previous build so affects many files… Reset palette between map loads, prevents carry-ove…
Add texture loading checks from bjp Just noticed Marcher’s imp triggers illegible server message on fireball spawn… sigh.
Added SV_LocalSound / PF_localsound from Timefrag. Sound to single client. Untested Load palette matching map name, if there is one. Get the Flash build caught-up to recent changes Fix gamma table forgetfulness
Check to prevent sending serverinfo twice. Update SV_SendServerinfo to handle extended sound and model limits.
Do a check for redundant serverinfo packet after signon. Prevents trashed sentinel, but doesn’t solve the bug itself.
Add more verbose memory checks and range checks – from mh and bjp code Add command session history save from ezQuake via Baker tute on inside3d Remove static entity and efrag limits – based on mh inside3d posts
see readme at qbism.com
Increase dlights and cleanup dlight code based on MH tute at inside3d.
use alphamap for menu background. r_fadecolor sets color from palette.
Change back to directdraw driver because DIB requires horizontal resolution to be multiple of 4. Save vid mode in config, allow window move when console, menu, or paused.
Moved to DIB version of vid_win.c vs. directdraw. For one thing, it allows window to be dragged when menu or console is down. Fixed lightmap issues in some maps, caused by insidious typo (arghhh! and whew!)
Revert portion of ‘reduced savegame’ to fix “closing brace without data” occurring on some big maps.
Added more great stuff from Fitzquake protocol.
add -sndspeed and snd_speed cvar
Changes prior to SVN revision log-
“Log time no see” heh. Moved new code comments to sourceforge svn
Added colored lights and other stuff
Need to check FOV fix, adjustment for screen proportion
Added Win32 asm build. Add back assembly for speed-up.
sv_localsound and command history save to file probably work now, needs testing
Bug: sv_localsound is missing the client side code (oops)
Bug: Command history won’t open existing file
Release build 41
Save all chase cam variables
Add a few custom palettes to the zip
Increase max pitch view to 89 degrees
Release build 39
Add automatic version script
Fixed overbright on ‘color boost’. Needed to color-adjust the colormap baseline.
Revert single-player menu back to standard. Todo- add back graphic menu.
r_light_style = 1 looks very good now. Added ambient light contribution to MK’s function. So ambient AND directional light from nearby dynamic lights.
Unwound some protocol changes to a point prior to fireball bug. So yeah, protocol is still a moving target.
Add texture loading checks from bjp
Just noticed Marcher’s imp triggers illegible server message on fireball spawn… sigh.
Added SV_LocalSound / PF_localsound from Timefrag. Sound to single client. Untested
Load palette matching map name, if there is one. The last color slot (transparency) is used for lighting color tint if it’s not the default color.
Get the Flash build caught-up to recent changes
Fix gamma table forgetfulness
Fixed a trash sentinel bug on some maps and give a more graceful and accurate host_error instead.
Check to prevent serverinfo sending twice during prespawn… ’cause this is bad, right?
Add more verbose memory checks and range checks – from mh and bjp code
Lightdata and visdata go to malloc rather than hunk_alloc
Add command session history save from ezQuake via Baker tute on inside3d
Remove static entity and efrag limits – based on mh inside3d posts
Proper increase of MAX_DLIGHTS and code cleanup based on MH tute.
Improved palette and gamma handling (gamma setting lost on palette load fixed)
Flipped from ddraw to DIB back to ddraw. Fixed ddraw so can move window when not focused.
Fixed a sneaky bug that was corrupting lightmaps in some maps. Woo-hoo!
Add more great protocol stuff from Fitzquake
More colormap gamma boost
Remove r_stereo_separation and lcd_x
Add grabcolormap, grabalphamap, and grabaddmap. Generates these maps instead of loading lmp files.
Add r_colmapred, r_colmapgreen, and r_colmapblue to give color tint to lighter colors in colormap regeneration (grabcolormap).
Add sbarup and sbardown
Remove fightoon stuff
Working on Commands and Variables list
Removed several unused commands and cvars
Set qbs8 protocol to 8888
Increase size of built-in windowed video modes.
Fixed nasty cvarlist crash
Fixed cshift hangover with a bonus color shift at respawn (or any recalc_refdef)
Added con_logcenterprint cvar like FQ
Extend ambient sound protocol from 256 to MAX_SOUNDS
Remove zone altogether
Fixed an occasional “trashed sentinel” crash at restart on roman1.bsp
Increase efrags and sound channels to accomodate sparcus10.bsp
Add ‘zonelist’ command
TODO: Fix animation interpolation in fisheye mode
Fixed-point D_DrawSpans based on Jakko Biker/ Dan East code in PocketQuake. Looks bad above 320×240 res.
Fix for very low res, untested, also from Dan East
Set physics to min(cl_maxfps.value, 72)
MH’s latest Host_ServerFrame, framerate-independent physics
engoo shadowhack, stainmap shadowhack. Just playing, may omit.
Load TGA skymaps
Removed reliance on ancient dxsdk (actually some time ago but now removed from compile search path)
Process input from keyboard/mouse/etc. before possible host_filtertime return, possibly improves responsiveness.
Change from mh’s dib vid_win.c to mh’s directx version, to allow vid modes that aren’t a multiple of 4. Silly dib.
Loadpalette loads tweaked palette lmp from /gfx and regenerates colormap.
Start alternate palette loading code. TODO- should become similar to loadsky, via map or keyboard.
Added FitzQ MTU limitation. Verify protocol OK in actual multiplayer.
Remove net_vcr code
Added r_fisheye and ffov (fisheye fov)
Deleted or implemented #ifdef Quake2 lines
Lightpoint interpolation on models
Boost max lighting in R_AliasSetupLighting
Add sv_cheats, including coop
Better particle sizing from Makaqu 1.4
Switch to square particles, remove aspect compensation. Faster speed, but kept alpha
Fixed rotating brush bug in Makaqu
Rotating brush fix – Avirox + Baker tute
Additional span loop tweaking from mh and mk.
Show fps as float
Change physics throttle to: servertime = 1/max(cl_maxfps.value, 20); Otherwise can slo-mo at low fps.
Fixed issue of transparent entities with non-alpha progs.dat. Hopefully did not break it for others.
Going w/ codeblocks, drop vc++
Remove d_fill.c from project (not used)
Change drawspans from 8 to 16, a little speed-up. Unroll inner loop thanks to mh, a little more speed-up!
AddMap from bpj to run quoth with a mod (dual mod directories)
Large Brushmodel Flickering/Not Visible Fix by mh.
Plays bigmaps! Release ‘Halloween Special’!
Plays mh’s 400 knights map
Clipnode fix (m_clipnotes) for SV_HullPointContents SV_RecursiveHullCheck needed for more than 32768 clipnodes in a map, thanks to mh! Fixed func_walls and func_plats seeming to behave like SOLID_NOT.
Expanded use of alpha to PF_makestatic and baseline entity creation. Added float alpha to entity_t.
Looks like bigmap support is working now for some maps. Sill testing. Just some minor completion to protocol thanks to Fitzquake and Baker documentation. Note, the protocol is similar but not identical to Fitzquake protocol.
Looked at issue with skyboxes- if map is compiled with a skybox set and properly formatted skybox is not present (requires pcx files!) it will crash. Should perhaps load a dummy texture instead. Some maps have tga skybox textures that will work after conversion to Quake-palletized pcx.
physics rate throttling based on mh idea and code. Used cl_maxfps with bounds instead of cvar
cut back min memory requirements a bit
note to self: gprof qbismS8debug.exe gmon.out >out.txt
Created Code::Blocks mingw project
Updated code-only alpha release.
Reset ent->baseline.effects on server and client side whenever effects change. So only sends an update if effects change. Todo- This optimization is sensitive to dropped packets.
Changed QB_PROTOCOL to send a long (4-byte) message for effects as required for modelflags extension.
Added dp_extension sv_modelflags_as_effects, so qc can now change these effects. See my tute on inside3d!
The one-line ProQuake NAT Fix thanks to Baker, untested.
Fixed loadsky sprintf problem with a Q_ function.
Custom chase thanks to frag.machine tute
Additional dp_extensions: drawonlytoclient nodrawtoclient exteriormodeltoclient
(drawonlytoclient is untested)
Added sorting from Reckless
Change fps from 20 to 60 in Flash project(!)
Added define FLASHDEMO for compiling a demo-only-mode Flash port. FIXME/ limitation- only plays one demo.
Start cleaning up GL and DC ifdefs
Start cleaning unused functions/cvars- vid_unlockbuffer, showturtle, etc.
Misc. clean-up, getting ready to release alpha.
Simplify video modes menu, no more setting defaults.
Do away with Draw_BeginDisc. It errored out on alt-tab, etc. Not really needed nowadays.
Normalize console drop-down speed to be consistent at all resolutions. From GoldQuake.
Melded mh vid_win.c, no more MGL
Converted mh touch fix (teleporters, etc)
Finished adding MOVETYPE_FOLLOW and MOVETYPE_BOUNCEMISSILE, tested with Junrall’s RicoSpikes, fun!
Extended coordinate range (long instead of short) – JTR quakesrc tute
Audio sample rate to 44100
Increased max_model upper limit via protocol change.
Undid dynamic efrags.
Flash does not seem happy with dynamic memory allocation.
“map *” + TAB lists all maps!
Finally fixed crash during waypoint loading, thanks Spike + inside3d!
…had to undo dynamic zone
Increased zone buffer to 256k
Added svc_say, TODO intent is to print this differently in future
Un-ifdefed MOVETYPE_BOUNCEMISSILE, needs testing
Added FOV slider, and move view model based on FOV
qc compiler: fteqcc.exe
qc editor: qcIDE
c compiler: VC++ 2008
map editor: Quark
Added console backscrolling (from FETT- quakesrc.org tute)
Added teleporting projectiles (from Ursader- inside3d tute)
Game starts with menu instead of credits.
Adjusted engine limits upward, looking at QSB, Qrack, and Fitzquake, but below the threshold of crashing Flash.
Merged-in Makaqu 1.3 (qbS8 originally based on 1.2) The difference is mainly entity effects. Did not merge input changes between 1.2 and 1.3.
EF_REFLECTION, EF_CELSHADING, and EF_ADDITIVE confirmed to work in a simple test on rotating items. EF_SHADOW was strange, item mostly invisible, then crash… need to learn more about it!
clean out i386 ifdefs (assembler)
Replacements: Q_strncpy, Q_strlen, Q_atof, Q_strcat, Q_strcmp, (Q_memcpy, Q_memset later removed, not needed)
Q_strcasecmp, Q_strncasecmp, Q_strcpy
Added parameter tab completion from Qrack (mostly orignally from Joequake). Tested with maps, even finds maps in wads! Need to test other tab-complete items.
Change Sys_FloatTime to Sys_DoubleTime (which is what it is…)
Added Baker save avi capture tute. Works best in windowed mode with capture_hack set to 1 or more.
Added movetype_follow from Darkplaces, but untested yet.
Stainmaps adapted from fteqw. Commented with ftestain.
add QB_PROTOCOL for more entities and sounds (needs testing)
FOV fix for widescreen (mh)
Command and cvar listing for tab autocomplete (partial featureset of joequake/qrack)
Centerprint logging to console (fitzquake)