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aardappel committed Sep 16, 2005
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16 changes: 9 additions & 7 deletions sauerbraten/docs/editref.html
Original file line number Diff line number Diff line change
Expand Up @@ -100,9 +100,9 @@
<li>
glass: a clip like material with a blended surface.</li>
</ul>
<pre>watercolour R G B</pre>
Changes the blended color of all water to RGB. This may be used to simulate various
lighting conditions for water.
<pre>watercolour R G B</pre>
Changes the blended color of all water to RGB. This may be used to simulate
various lighting conditions for water.
<pre>selextend</pre>
Extend current selection to include the cursor.
<pre>map name</pre>
Expand Down Expand Up @@ -195,10 +195,12 @@
but curves/arches are problematic, and may have to be redone. All entities are
converted though mapmodels may not be present, and light entities are useless
because of their 2d nature, so probably the first thing to do after converting
a map is /clearents light, and place some new lights. The importcube does not
automatically save the map, you still have to do a /savecurrentmap which will
create packages/cube/N.ogz. Waterlevel is also not supported, you will have to
add water using the new material system.</P>
a map is /clearents light, and place some new lights. Pickups and other items
may spawn inside the walls because they have no proper Z value, you may have to
correct these manually. The importcube command does not automatically save the
map, you still have to do a /savecurrentmap which will create
packages/cube/N.ogz. Reload the map to be able to pick up stuff. Waterlevel is
also not supported, you will have to add water using the new material system.</P>
<div>Lighting Commands</div>
<a name="lightingcommands"></a>
<pre>calclight</pre>
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5 changes: 4 additions & 1 deletion sauerbraten/docs/history.html
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Expand Up @@ -12,7 +12,10 @@
<LI>
fixed animation blending
<LI>
fixed being at the surface of water generating many sound events</LI></UL>
fixed being at the surface of water generating many sound events
<LI>
did an endless amount of more refactoring to seperate the game code out more.
Multiple "games" can now coexist in the same exe</LI></UL>
<div>2005_08_15_quakecon_edition</div>
<ul>
<LI>
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13 changes: 8 additions & 5 deletions src/OCTA_TODO.txt
Original file line number Diff line number Diff line change
@@ -1,4 +1,8 @@
gilt:
- loopi(3) disttonext = min(disttonext, 0.1f + fabs((float(lu[i]+(ray[i]>0?lusize:0))-v[i])/ray[i]));
does not cope with components of "ray" being 0, which is entirely legal (see dropenttofloor)
- connected push, and other tools that are geared towards easier editing of heightfields/terrain/rocks
- make it such that collision uses same quad->2tris subdivision as rendering

eihrul:
- physics dynamics that feel like cube
Expand All @@ -8,9 +12,10 @@ eihrul:
- an RGB that is stored as part of the map, and that is set as the color value for all water

aard:
- cube loader: dropent doesn't work again, ents only available after reload | import some sample cube maps
- make sauer inner directory
- wireframe mode
- cube loader: import some sample cube maps
- check connect/disconnect: possible to only half connect, or connect and have a ghost
- add http://oss.sgi.com/projects/ogl-sample/registry/EXT/wgl_multisample.txt
- all cfg stuff in menu
- new mapmodels/trees in menu -> new ones from last cube
- players more visible
Expand All @@ -37,12 +42,12 @@ aard:

- fix the two //BREAK

- finish gameplay seperation
- move some of the gameplay serverside
- bf mode
- start with rpg mode | clientside only, simplify

- system that does a calclight/savemap automatically for maps with no lighting, and and easy way to prune lighting information for release
- calclight while playing?

- more gameplay refactoring
- cube map loader
Expand All @@ -68,15 +73,13 @@ aard:
- (E) reduce geometry by merging surfaces and lightmaps
- factor out gamecode
- shader system
- (G) make it such that collision uses same quad->2tris subdivision as rendering
- LOD on VA's
- render entities at distance as sprites
- try out hardware occlusion queries before portals
- (E) sort the order of rendering mapmodels, so as to factor out glbindbuffer
- SP: add pistol ammo box... make monster use it? hmmm not more hitscan
- switch to new fmod api & 3d sound? not available for bsd? openal?

- connected push
- blend screen when inside a cube

p/p sel
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1 change: 0 additions & 1 deletion src/engine/lightmap.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -400,7 +400,6 @@ bool setup_surface(plane planes[2], int numplanes, vec v0, vec v1, vec v2, vec v
tl(0);
if(numplanes > 1)
{
ASSERT(tmin == 0);
tl = (uint)ceil((tmax + 1) * lpu);
tl = max(LM_MINH, tl);
vl = max(LM_MINH, vl);
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2 changes: 1 addition & 1 deletion src/engine/octarender.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1004,7 +1004,7 @@ void remipworld(int full)
loopi(8)
{
ivec o(i, 0, 0, 0, hdr.worldsize>>1);
remip(worldroot[i], o.x, o.y, o.z, hdr.worldsize>>2, full);
remip(worldroot[i], o.x, o.y, o.z, hdr.worldsize>>2, full!=0);
};
allchanged();
};
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6 changes: 3 additions & 3 deletions src/engine/physics.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -314,7 +314,7 @@ void dropenttofloor(entity *e)
e->o.y >= hdr.worldsize ||
e->o.z >= hdr.worldsize)
return;
vec v(0, 0, -1);
vec v(0.0001f, 0.0001f, -1);
if(raycube(true, e->o, v) >= hdr.worldsize)
return;
dynent d;
Expand All @@ -328,9 +328,9 @@ void dropenttofloor(entity *e)
}
else
{
d.radius = 4.0f;
d.radius = 1.0f;
d.eyeheight = 4.0f;
d.aboveeye = 2.0f;
d.aboveeye = 1.0f;
};
d.onfloor = 0.0f;
d.blocked = false;
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7 changes: 6 additions & 1 deletion src/engine/rendermodel.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,11 @@ model *loadmodel(char *name)
{
delete m;
m = new md3(name);
if(!(m->load())) fatal("could not load model", name);
if(!(m->load()))
{
conoutf("could not load model: %s", name);
return NULL;
};
};
mdllookup.access(m->name(), &m);
return m;
Expand All @@ -53,6 +57,7 @@ void clear_md2s()
void rendermodel(char *mdl, int anim, int varseed, int tex, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int basetime, dynent *d)
{
model *m = loadmodel(mdl);
if(!m) return;
vec center;
float radius = m->boundsphere(0/*frame*/, scale, center); // FIXME
if(isvisiblesphere(radius, center.x+x, center.z+z, center.y+y) == VFC_NOT_VISIBLE) return;
Expand Down
14 changes: 7 additions & 7 deletions vcpp/cube.vcproj
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@
FavorSizeOrSpeed="1"
OmitFramePointers="TRUE"
OptimizeForProcessor="2"
AdditionalIncludeDirectories="C:\w\sauerbraten\enet\include;C:\w\sauerbraten\include;C:\w\sauerbraten\src\engine;C:\w\sauerbraten\src\fpsgame;C:\w\sauerbraten\src\shared"
AdditionalIncludeDirectories="..\enet\include;..\include;..\src\engine;..\src\fpsgame;..\src\shared"
PreprocessorDefinitions="WIN32,NDEBUG,_CONSOLE"
StringPooling="TRUE"
MinimalRebuild="FALSE"
Expand All @@ -55,10 +55,10 @@
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="msvcrt.lib zlib.lib opengl32.lib glu32.lib SDLmain.lib SDL.lib SDL_image.lib ws2_32.lib SDL_mixer.lib fmodvc.lib winmm.lib"
OutputFile="c:\w\sauerbraten\sauerbraten\bin\sauerbraten.exe"
OutputFile="..\sauerbraten\bin\sauerbraten.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories="C:\w\sauerbraten\lib"
AdditionalLibraryDirectories="..\lib"
IgnoreAllDefaultLibraries="TRUE"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile=".\Release/cube.pdb"
Expand Down Expand Up @@ -106,7 +106,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="C:\w\sauerbraten\enet\include;C:\w\sauerbraten\include;C:\w\sauerbraten\src\engine;C:\w\sauerbraten\src\fpsgame;C:\w\sauerbraten\src\shared"
AdditionalIncludeDirectories="..\enet\include;..\include;..\src\engine;..\src\fpsgame;..\src\shared"
PreprocessorDefinitions="WIN32,_DEBUG,_CONSOLE"
BasicRuntimeChecks="1"
RuntimeLibrary="3"
Expand All @@ -126,10 +126,10 @@
Name="VCLinkerTool"
AdditionalOptions="/MACHINE:I386"
AdditionalDependencies="zlib.lib opengl32.lib glu32.lib SDLmain.lib SDL.lib SDL_image.lib SDL_mixer.lib ws2_32.lib winmm.lib"
OutputFile="c:\w\sauerbraten\sauerbraten\bin\cubed.exe"
OutputFile="..\sauerbraten\bin\sauerbraten_debug.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories="C:\w\sauerbraten\lib"
AdditionalLibraryDirectories="..\lib"
IgnoreAllDefaultLibraries="FALSE"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile=".\Debug/cube_debug.pdb"
Expand Down Expand Up @@ -178,7 +178,7 @@
FavorSizeOrSpeed="2"
OmitFramePointers="TRUE"
OptimizeForProcessor="2"
AdditionalIncludeDirectories="C:\w\sauerbraten\enet\include;C:\w\sauerbraten\include"
AdditionalIncludeDirectories="..\enet\include;..\include;..\src\engine;..\src\fpsgame;..\src\shared"
PreprocessorDefinitions="WIN32,NDEBUG,_CONSOLE,USE_ENET"
StringPooling="TRUE"
MinimalRebuild="FALSE"
Expand Down
54 changes: 27 additions & 27 deletions vcpp/sauerbraten.sln
Original file line number Diff line number Diff line change
@@ -1,27 +1,27 @@
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sauerbraten", "cube.vcproj", "{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Profile = Profile
Release = Release
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Debug.ActiveCfg = Debug|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Debug.Build.0 = Debug|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Profile.ActiveCfg = Profile|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Profile.Build.0 = Profile|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Release.ActiveCfg = Release|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Release.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
DPBuild = 5
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
GlobalSection(DevPartner Solution Properties) = postSolution
EndGlobalSection
EndGlobal
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sauerbraten", "cube.vcproj", "{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(DPCodeReviewSolutionGUID) = preSolution
DPCodeReviewSolutionGUID = {00000000-0000-0000-0000-000000000000}
EndGlobalSection
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Release = Release
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Debug.ActiveCfg = Debug|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Debug.Build.0 = Debug|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Release.ActiveCfg = Release|Win32
{06594C6D-6DA9-49DC-9A91-8F47221DDCFD}.Release.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
DPBuild = 5
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
GlobalSection(DevPartner Solution Properties) = postSolution
EndGlobalSection
EndGlobal

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