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  • #46
    Originally posted by the_f0qer View Post
    There was no typo, and I can assure you I was using -width and -height, and I went into video options to see if there was something overriding my command line, and 1024x768x32 was selected, but it looked like 640x480...
    Try it and go to Options -> Video Options and see what it says.

    3.70 has automatic conwidth/conheight sizing to avoid making the letters really tiny, so it might have looked like 640x480 because the HUD size/console size. This functionality to avoid super-tiny characters on, say, 1440 x 900 resolution.

    To get what I think you wanted:

    c:\quake\glpro370.exe -width 1024 -height 768 -conwidth 1024 -conheight 768

    /Note ProQuake and GLQuake use a terrible automatic conwidth of 640 if it isn't specified, which makes the characters look "scrunched" in 800x600 and 1024x768 unless u use conwidth/conheight
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #47
      Random fact: Baker compiled himself this proquake 3.70 only so he could implement cheats in it for himself and the other sns members while releasing a version without cheats but random mediocre benefits to the public :p
      e|------------------------0---------------
      B|---------------0^1----------------1----
      G|---------------2------2------0^2-------
      D|---------------2-------2--2-------------
      A|---------------0------------------------
      E|----------------------------------------

      Comment


      • #48
        I think it would be nice to implement a command like cl_centercrosshair 0/1. With this command you could have the crosshair as it was in the original quake, or you could have it automatically centered depending on what resoloution you are using. I know there's cl_crossx and cl_crossy, but I believe the values for these variables make different adjustments depending on what resoultion you are in. Qrack seems to center the crosshair by default, with cl_crossx = cl_crossy = 0.

        Comment


        • #49
          Originally posted by PapaSmurf View Post
          I think it would be nice to implement a command like cl_centercrosshair 0/1.
          That is in there :d It is in advanced settings -- you just change crosshair from off to on to centered.

          The classic "not centered" crosshair is the default.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #50
            Source code releases:

            1. Unofficial ProQuake 3.702 Source (Direct3D Build added)
            2. Unofficial ProQuake 3.703 Source (International keyboard support added)

            Using WinMerge or ExamDiff, these 2 sources can be compared to identify the changes necessary to implement DarkPlace's style international keyboard support in a Quake engine.

            International keyboard support means that someone using, say, a Brazilian keyboard or a German keyboard can use it without getting majorly confused by keys that type something else on-screen.

            RocketGuy verified it worked on his keyboard just fine.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #51
              Originally posted by Baker View Post
              Can you post the log? It would make the process of making the Linux compile work easier, it shouldn't be a great deal of work for me to fix that.
              Sure. The result of "make build_release":

              In file included from cl_demo.c:22:
              winquake.h:24:21: windows.h: No such file or directory
              winquake.h:28:19: ddraw.h: No such file or directory
              winquake.h:29:20: dsound.h: No such file or directory
              winquake.h:31:20: mgraph.h: No such file or directory
              winquake.h:52:26: macro "VID_LockBuffer" passed 1 arguments, but takes just 0
              winquake.h:53:28: macro "VID_UnlockBuffer" passed 1 arguments, but takes just 0
              distcc[13594] ERROR: compile cl_demo.c on pathfinder/2 failed
              make[1]: *** [releasei386-glibc/x11/cl_demo.o] Error 1
              make: *** [build_release] Error 2
              The problem is likely that you introduced a dependency on winquake.h (which is totally win32 specific) in source files that didn't originally have it (or you removed some OS-related IFDEFs.)

              That made the source win32 exclusive. At least that's what I think.

              Edit: I compared it to the Joequake 1329 source, and you removed

              #IFDEF _WIN32

              from winquake.h!

              :-D

              Just add that at the beginning of the file, and the #endif at the very end. Seems to compile now... testing...


              Could you or someone else put the PQ 350 source in the download section? It's small.
              Last edited by golden_boy; 06-21-2007, 05:30 AM.
              Scout's Journey
              Rune of Earth Magic

              Comment


              • #52
                Next stop: sys_linux.c (why is that file suddenly 200 lines longer?!)

                Line 539: add: Variable not declared (first use in this function)
                Line 539: Syntax error before strcpy

                Since it said "Lord Havoc security fix" and I don't play online atm, I just commented that out.

                Then it compiled; however, at the linking stage, I get this nice set of errors:

                releasei386-glibc/x11/cl_main.o: In function `CL_EstablishConnection':
                /root/winquake/cl_main.c:192: undefined reference to `pq_cheatfree'
                releasei386-glibc/x11/cl_main.o: In function `CL_SignonReply':
                /root/winquake/cl_main.c:296: undefined reference to `pq_cheatfree'
                /root/winquake/cl_main.c:311: undefined reference to `Security_CRC_File'
                /root/winquake/cl_main.c:328: undefined reference to `Security_CRC'
                releasei386-glibc/x11/cl_main.o: In function `CL_RelinkEntities':
                /root/winquake/cl_main.c:763: undefined reference to `pq_cheatfree'
                releasei386-glibc/x11/common.o: In function `COM_ModelCRC':
                /root/winquake/common.c:1922: undefined reference to `Security_CRC'
                releasei386-glibc/x11/host.o: In function `SV_DropClient':
                /root/winquake/host.c:516: undefined reference to `qsmackActive'
                releasei386-glibc/x11/host.o: In function `Host_Init':
                /root/winquake/host.c:1035: undefined reference to `Security_Init'
                releasei386-glibc/x11/host_cmd.o: In function `Host_Status_f':
                /root/winquake/host_cmd.c:102: undefined reference to `pq_cheatfree'
                releasei386-glibc/x11/host_cmd.o: In function `Host_Cheatfree_f':
                /root/winquake/host_cmd.c:141: undefined reference to `pq_cheatfree'
                /root/winquake/host_cmd.c:143: undefined reference to `pq_cheatfree'
                releasei386-glibc/x11/host_cmd.o: In function `Host_Map_f':
                /root/winquake/host_cmd.c:347: undefined reference to `pq_cvar_cheatfree'
                /root/winquake/host_cmd.c:347: undefined reference to `pq_cheatfree'
                /root/winquake/host_cmd.c:347: undefined reference to `pq_cheatfreeEnabled'
                releasei386-glibc/x11/host_cmd.o: In function `Host_Spawn_f':
                /root/winquake/host_cmd.c:1432: undefined reference to `pq_cheatfree'
                /root/winquake/host_cmd.c:1441: undefined reference to `Security_Verify'
                releasei386-glibc/x11/menu.o: In function `M_Pref_AdjustSliders':
                /root/winquake/menu.c:1786: undefined reference to `cl_keypad'
                releasei386-glibc/x11/menu.o: In function `M_Print':
                /root/winquake/menu.c:124: undefined reference to `cl_keypad'
                releasei386-glibc/x11/net_dgrm.o: In function `Datagram_CheckNewConnections':
                /root/winquake/net_dgrm.c:1096: undefined reference to `pq_cheatfree'
                /root/winquake/net_dgrm.c:1290: undefined reference to `qsmackActive'
                /root/winquake/net_dgrm.c:1306: undefined reference to `pq_cheatfree'
                /root/winquake/net_dgrm.c:1355: undefined reference to `pq_cheatfree'
                /root/winquake/net_dgrm.c:1358: undefined reference to `net_seed'
                /root/winquake/net_dgrm.c:1290: undefined reference to `qsmackAddr'
                releasei386-glibc/x11/net_dgrm.o: In function `_Datagram_Connect':
                /root/winquake/net_dgrm.c:1660: undefined reference to `pq_cheatfree'
                releasei386-glibc/x11/net_dgrm.o: In function `Datagram_Connect':
                /root/winquake/net_dgrm.c:1645: undefined reference to `pq_cheatfreeEnabled'
                /root/winquake/net_dgrm.c:1647: undefined reference to `pq_cheatfree'
                /root/winquake/net_dgrm.c:1648: undefined reference to `net_seed'
                /root/winquake/net_dgrm.c:1649: undefined reference to `Security_SetSeed'
                releasei386-glibc/x11/net_main.o: In function `NET_Connect':
                /root/winquake/net_main.c:454: undefined reference to `pq_cheatfree'
                releasei386-glibc/x11/net_main.o: In function `_lrotr':
                /root/winquake/net_main.c:122: undefined reference to `net_seed'
                releasei386-glibc/x11/net_main.o: In function `NET_Connect':
                /root/winquake/net_main.c:121: undefined reference to `Security_SetSeed'
                releasei386-glibc/x11/net_main.o: In function `NET_GetMessage':
                /root/winquake/net_main.c:609: undefined reference to `pq_cheatfree'
                /root/winquake/net_main.c:612: undefined reference to `Security_Decode'
                releasei386-glibc/x11/net_main.o: In function `NET_SendMessage':
                /root/winquake/net_main.c:688: undefined reference to `pq_cheatfree'
                /root/winquake/net_main.c:693: undefined reference to `Security_Encode'
                releasei386-glibc/x11/net_main.o: In function `NET_SendUnreliableMessage':
                /root/winquake/net_main.c:735: undefined reference to `pq_cheatfree'
                /root/winquake/net_main.c:740: undefined reference to `Security_Encode'
                releasei386-glibc/x11/net_main.o: In function `NET_Init':
                /root/winquake/net_main.c:976: undefined reference to `pq_cheatfreeEnabled'
                /root/winquake/net_main.c:980: undefined reference to `net_seed'
                /root/winquake/net_main.c:982: undefined reference to `net_seed'
                /root/winquake/net_main.c:983: undefined reference to `net_seed'
                /root/winquake/net_main.c:985: undefined reference to `net_seed'
                /root/winquake/net_main.c:985: undefined reference to `Security_SetSeed'
                /root/winquake/net_main.c:984: undefined reference to `net_seed'
                /root/winquake/net_main.c:981: undefined reference to `net_seed'
                releasei386-glibc/x11/net_udp.o: In function `UDP_Init':
                /root/winquake/net_udp.c:99: undefined reference to `qsmackAddr'
                /root/winquake/net_udp.c:107: undefined reference to `qsmackAddr'
                releasei386-glibc/x11/sv_main.o: In function `SV_CheckForNewClients':
                /root/winquake/sv_main.c:351: undefined reference to `qsmackActive'
                releasei386-glibc/x11/sv_main.o: In function `SV_SpawnServer':
                /root/winquake/sv_main.c:1240: undefined reference to `pq_cheatfreeEnabled'
                releasei386-glibc/x11/view.o: In function `V_CalcRefdef':
                /root/winquake/view.c:1006: undefined reference to `pq_cheatfree'
                collect2: ld returned 1 exit status
                distcc[14146] ERROR: compile (null) on localhost failed
                make[1]: *** [releasei386-glibc/bin/quake.x11] Error 1
                make: *** [build_release] Error 2
                Something to do with the cheatfree stuff?

                For example pq_cheatfree is declared in security.h, which is included by quakedef.h, which in turn is included by cl_main.c and almost everything else in that list.

                There is an #if defined _WIN32 in there, but tbh I'm pretty busy atm so I'll leave that to you.

                good luck.
                Scout's Journey
                Rune of Earth Magic

                Comment


                • #53
                  More input from Gunter here:
                  http://www.divstudios.po.gs/fvf/foru...hp?p=3649#3649

                  Comment


                  • #54
                    Around Monday/Tuesday, the Linux should be buildable (I hope, I'm pretty confident it will if pq350 builds on Linux fine).

                    I need to take a look at the following 5 files:

                    cl_demo.c
                    cmd.c
                    gl_main.c
                    vid_linuxglx.c
                    vid_linux.c
                    host_cmd.c
                    in_win.c
                    sys_linux.c

                    The real work I need to do is in vid_linuxglx.c and vid_linux.c. I should be able to use JoeQuake as a guide on how to implement the maplist/demolist/time commands so they work on Linux.

                    I know of an old machine someone has that is really useless (Win 98 ), I'll see if I can install Linux on it so I can learn to do this firsthand.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #55
                      Get a Knoppix DVD, or a Ubuntu live CD. Boot from the CD, and bam, your own linux system.

                      Use a USB stick to transfer the files. Most linuxes these days find them automatically. Then you can test-compile.

                      More elegant would be a virtual machine running Ubuntu.

                      Anyway your work is much appreciated Baker. :-)
                      Scout's Journey
                      Rune of Earth Magic

                      Comment


                      • #56
                        Originally posted by golden_boy View Post
                        More elegant would be a virtual machine running Ubuntu.
                        vmware server is free. but I dont like the feel of ubuntu in vmware, lag a bit.

                        Comment


                        • #57
                          Originally posted by Tei View Post
                          vmware server is free. but I dont like the feel of ubuntu in vmware, lag a bit.
                          He only needs the compiler (gcc) and stuff, perhaps a text editor (nano is a super-simple one), which is all non-graphical. No need for kde/gnome, or even X. A root console is enough. I don't think that would lag much.

                          Baker, if you want graphical tools (cut & paste comes to mind), scite and nedit are very good editors with syntax highlighting, tabs etc.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • #58
                            Version 3.75 - doesn't have as much I wanted it but at least some difficult to solve puzzles are gone.

                            Download: ProQuake 3.75 - Unofficial - Zip format - 0.8 MB (with Direct3D build included)

                            New
                            ------------
                            - Automatic DarkPlaces-style international keyboard support (for non-US keyboard users).
                            - And now the ALT bronzing in console works with the above (it didn't before)
                            - Cmdlist and cvarlist are now sorted
                            - The Direct3d build is included for the unlucky that can't use OpenGL
                            - wqpro chase_active 1 bug has been fixed (from Enhanced GLQuake) -- it wasn't really a ProQuake bug as it turns out but rather that id Software's source release didn't use the same code as their WinQuake did.
                            - FOV > 90 now draws the weapon model in wqpro (use r_drawviewmodel 0 if you use a higher FOV and don't want the weapon model drawn).
                            - Demo rewind and demo fast forward (from JoeQuake, cl_demorewind 0 or 1, cl_demospeed {0 to 20}). Pause key will now pause demos.
                            - wqpro will not go white screen with gamma 0; historical annoyance with DOS Quake and WinQuake where you can accidentally cause the screen to be all white and unable to read anything (so you have to exit out and edit your config).
                            - Pressing TAB in single player to show scores will display the difficulty level on-screen.
                            - 32MB is the default hunk allocation

                            There are several others things I wanted to put in this: DarkPlaces high precision aim, vsync on|off in-client, get it in shape for compiling on Linux, etc. Maybe some of these will be done tomorrow. The source is available as usual.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #59
                              what is darkplaces high precision aim, and how is it different than proquake's high precision aim?

                              also, i get a lot of graphic artifacts with your proquake that I don't get with proquake 3.50 or qrack. by artifacts, I mean white dots appear and dissappear in the seems between textures on maps. It's almost like a twinkling effect. This isn't the first time i've seen it, I believe glquake would do this sometimes, not exactly sure what would be causing this.

                              this is what I mean:

                              Last edited by PapaSmurf; 06-26-2007, 09:44 AM. Reason: added image

                              Comment


                              • #60
                                Baker - cool, I'll try out PQ again when you get in the DP aim.

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