Age | Commit message (Collapse) | Author | Files | Lines |
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Give it a chance.
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All-In-One Audio Data pack containing sfx and music for Exult.
Provided by Nikolay Burkov in PR 49801.
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Changes:
10/21/10 v1.4.9rc1
Compatible with the stricter permissions of Windows Vista and
Windows 7
Rewrite of the Graphics system to allow switching to full screen
on modern systems
Better integration into Mac OS X with default location for the
supported games
Smooth scrolling (disabled by default, though)
Aspect correction is now supported
More data from the original has been decoded and thus improved
gameplay and combat
Two mods developed by our team member Marzo
- Keyring for BG which adds a large quest to obtain a SI-style
keyring, as well as a lot of other enhancements such as meditating
in the shrines and viewing the Codex
- SIfixes for SI which corrects many mistakes in the game, for
example
you can now cure Cantra when you play with this mod
In-game Notebook with support for automatic notes (notes created
by usecode)
Integrated Pentagram(tm) Audio system which means
- Real Roland MT32 device support
- Roland MT32 Emulation support
- Fluidsynth support
Removed dependency of the Audio system on SDL_Mixer
New shapes for paperdoll
Multi-map support for new games
Increased limits on resource sizes (shapes, frames, etc)
Moved hard-coded information to datafiles
Greatly improved compiler tools to ease new game development
Tons of work on our map editor Exult Studio and the ability to
develop new games and mods
Tons of bugfixes
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- Make sure that file is regular file when getting local hash
- Fixed crash in Downloader::checkStatus
- Ignore extras without filename
These are usually extras that haven't been released yet so they
can't be downloaded anyway
- Changed jsoncpp include path from <jsoncpp/json/json.h> to
<json/json.h>
- Added support for saving serial keys
Serials are saved to "serials.txt" when using --save-serials with
--download and listed in the output when used with --list-details
- Show more info on HTTP error in API::getResponse when using debug
build
- Added option to skip fast platform detection
--no-platform-detection skips the initial fast platform detection
and detects the supported platforms from game details which is
slower but more accurate.
Useful in case platform identifier is missing for some games in
the game shelf.
- Fixed downloader skipping some files because of uncleared API
error state
- Show url in http error messages
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This is a maintenance release for the stable 1.12.x series including a critical security fix, as well as an assortment of other bug fixes and improvements over version 1.12.1. We urge users of all previous versions to upgrade immediately.
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This is a convenient way to get the "wtf" programme and also its acronyms
database outside of NetBSD source tree. wtf is little shell script which
translates acronyms for you.
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non-pointer type.
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structures containing the va_list either.
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3.14.3:
* Translations:
** cs (Marek Cernocky)
** el (Efstathios Iosifidis)
** en_GB (Philip Withnall)
** eo (Daniel PUENTES, Kristjan SCHMIDT)
** es (Daniel Mustieles)
** eu (Inaki Larranaga Murgoitio)
** fr (Gerard Baylard, Erwan GEORGET)
** he (Yosef Or Boczko)
** hu (Balazs Ur)
** gl (Fran Dieguez)
** nb (Kjartan Maraas)
** pl (Piotr Drag, Aviary.pl)
** ru (Ivan Komaritsyn, Yuri Myasoedov)
** sk (Dusan Kazik)
** sl (Matej Urbancic)
** sv (Anders Jonsson)
** zh_TW (Chao-Hsiung Liao)
3.14.2.1:
* Revert string freeze break
3.14.2:
* Translations:
** hu (Gabor Kelemen)
** tr (Necdet Yucel, Muhammet Kara)
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Upstream changes (no English changelog):
20150208:
- fix a bug in textgosub insn with "_" clockstr insn strings
20150207:
- fix a bug that delay insn doesn't read an argument (enbugged in 20150102)
- implement textcolor insn
- fix a bug in textgosub insn that doesn't show text when there are multiple
charactors specified by clickstr insn
20150112:
- iOS 8 SDK changes
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- drop two patches, upstream corrected.
(the comments on patches were):
The key argument of std::map must not be const as it can't be assigned
internally otherwise.
- Add buildlink to audio/libvorbis, sysutils/dbus
- Add sysutils/desktop-file-utils/desktopdb.mk to include
- Add post-patch: target to removed patched *.orig files
(otherwise those are installed)
- Adjust several REPLACE_PYTHON and REPLACE_BASH
- Add patch to correct missing shebang lines necessary for REPLACE_.*
Update 1.10.7 to 1.12.1
-----------------------
- changelog is too huge to list here, instead pick only for 1.12.1
from: http://www.wesnoth.org/
Wesnoth 1.12.1
Sunday, January 25 2015
Wesnoth 1.12.1 is now available. This is a maintenance release
for the stable 1.12.x series and, as such, it delivers an
assortment of bug fixes and other improvements over version
1.12.0. Check the forum thread for a list of the most notable
changes in this version.
As on previous occasions, we also offer two versions of the
changelog: a trimmed-down players changelog including only
those items considered to be relevant in regular gameplay, and
a more technical full changelog for enthusiasts and content
creators.
The source code, Windows, and Apple OS X packages are already
available on the downloads page. You may also find packages
for other platforms there as they become available. You may
comment on this release in the forums.
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memory and CPU time for certain input. Provide a variable
(CLANG_NO_VALUE_PROPAGATION_PASS) for selectively disabling it in those
places known to trigger it.
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Version 2.3.0 (feb.18th 2015)
New features:
* Grinder can now find the CA[] property (ChAracter set, e.g. "CA[big5]") in
the sgf and decode the file appropriate. However, some decodings are not
supported by Java, e.g. HZ / CA[hz-gb-2312] / ~{NbGeT49mJV~}
* When reading a file with no "CA[]" property set, we use the default of the
jvm to read the sgf (this was and is the default behaviour). You can set
a different character set as preferred default in the settings window.
The selection of a default decoding (settings) helps decoding files, if
MyGoGrinder is used in portable mode on different OSs: Linux and Mac
usually use UTF-8, while Windows uses the local decoding/encoding.
* If comments of sgf files are not displayed correctly, you can set the
decoding manually: you can switch the decoding ("View" menu -> "Change
text decoding") and you can also set this for all files of the current
folder - without subdirectories (Grinder will remember this).
* The settings file (mygrinder.ini) is now saved and read always with UTF-8
encoding, so that it doesn't matter which default decoding the machine
uses.
* Log files are now also always written with UTF-8 encoding, so that
messages with Russian, Chinese, Hebrew and Inuktitut characters can be
read side by side with Latin (ASCII) characters. The old logs and
settings are backed up.
* When importing tags from a file, you can select the decoding.
* You can let Grinder automatically move defect and unusable files to the
folders "defect" resp. "notsupported"; activate this manually in the
settings file (mygrinder.ini)! This will deactivate editing of defect
files.
* Changed display order of directories in the selection window: Java's file
lists were not sorted, when got from some file system: FAT32 (thumb
drive), ext4 (Linux). NTFS file systems gave an ordered list, so
possibly you didn't ever observe this. You can switch sorted display
off, if you liked the old unsorted list.
* If you want to use the wgf editor, you need to activate it's main window's
menue entry manually in the settings file: WGFFRAME.ENABLED=true
I took the check box out of the settings window.
Tweaks, bug fixes:
* I reduced the count of warning messages, if starting a new profile.
* "\" and "]" are now also handled correctly in the comment area of the main
window
* If there is an error in the sgf code or the file was not found (moved or
deleted), instead of "Exit" we use now a default code, so that the
program can continue normally.
* Refresh the directories view in the selection window without closing the
program
* While working on the code, I remembered a behaviour in Linux: if you make
a soft link to an external problems collection in your problems folder,
these problems are used as if they were inside your problems folder. So
stats files are created (but defect files cannot be moved). This doesn't
work in Windows!
* Sometimes, when deleting a tag in the selection window, the tags list was
suddenly empty (shock). This was just a refresh-display-problem -
seemingly solved
* I threw the MYGG_DEBUG... system variables out.
* ... and some more small tweaks and fixes, which I don't remember
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Changes:
- Miscellaneous minor gameplay improvements
- Fixes a crash with python 2.7
- Removes support for savefiles older than 0.28
- Rewrite of the graphics system (new widgets and dialogs, etc.)
- Various minor bugfixes
- Translation improvements
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not appear to be forthcoming.
Various code cleanup, minor bugfixes, etc. Audio now works on Banana Pi
if started with -sndspeed 44100.
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Changes:
* Added support for MacBinary resource files
* Updated README.joystick to reflect joystick support
* Fixed volume lockup bug on MacOS X
* Fixed network bug with more than one player
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release 0.2.1 (2011/03/15)
- added missing music playback to PC-CD SEQ cutscenes
- fixed some palette and sprite issues with Amiga data
release 0.2.0 (2011/03/11)
- added support for PC-CD SEQ cutscenes
- added support for Amiga data files (experimental)
- fixed minor sound glitches
release 0.1.9 (2007/03/16)
- fixed minor glitches in cutscenes
- fixed several Conrad moves
- fixed fast mode
- made game version autodetection defaulting to English
- added support for SegaCD speech files
release 0.1.8 (2005/08/31)
- fixed crash in MOD player
- fixed minor glitch with in-game save switches
release 0.1.7 (2005/08/24)
- improved in-game menu
- added autodetection for language of the game
- added support for Amiga music files
- added support for the protection screen (disabled by default)
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CHANGES SINCE 0.0.11
* Sound playing function could segfault. Fixed.
(Example: hitting [Down] in main menu!)
CHANGES SINCE 0.0.10
* Converted all BMPs to indexed (256 colors or less), reducing image files
by 1MB and removing white artifacts seen on 24bpp and 32bpp displays.
* Made some unloadable BMPs loadable again.
* Added configuration for joystick buttons and axes to Options screen.
(Values stored in config file (e.g., ~/.defendguinrc))
* Now keeps track of your highest score.
* Displays labels ("Player 1" and "Player 2") above score/levels on
main menu.
* Displays highest score on main menu.
* Does not display Player 2 stats on main menu after a 1-player game.
* Last scores and levels and high score are saved-to and
loaded-from ~/.defendguinrc
* Points awarded for shooting boss. Large bonus awarded for beating game.
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Changes:
* An OpenGL ES-compatible renderer.
* Port to SDL 2.
* Graphics performance improvements.
* Mapping documentation
* Configurable responsiveness of all three cameras via camera_*_speed
* Intelligent manual rotation behavior.
* Reworked configuration via joystick_axis_* and joystick_button_*
options in neverballrc.
* Configurable tilt responsiveness via mouse_response and joystick_response
options in neverballrc. Accustomed keyboard users may want to set
joystick_response to 50 to restore previous arrow key responsiveness.
* Move default camera keys from F1-F3 to 1-3.
* Automatically invalidate scores for older levels.
* Adjustable replay playback speed using the mouse wheel.
* Interpolate game state between updates for smooth display.
* Simulation and collision detection-related fixes.
* Rotating platforms!
* NeverballPack gamepack for Radiant:
* Tailored defaults.
* Built-in entity documentation.
* Custom Build menu options.
* Ability to load levels in standalone mode from the command line.
* Recognize .pk3 (a renamed .zip) as a package extension for Radiant
compatibility.
* Limit entity timer precision to milliseconds to fix a number of
timing-related bugs.
* New level sets / courses:
* Tones Levels, a level set by Ian Walker.
* Golf Jambalaya, a golf course by vidski.
* Reshaun's Easy-Putt, a golf course by Reshaun Francis.
* Updated level sets:
* Countless highscore and bug fixes.
* Some completely reworked levels.
* Four all-new Nevermania levels.
* New balls:
* Rift Ball, Octocat Ball, Melon Ball, Orange Ball, Diagonal Ball,
Cheese Ball, Catseye Ball, UFO Ball.
* Updated balls:
* Eyeball, Blinky.
* Countless translation updates.
* Language selection screen.
* Support for custom GUI themes. A GUI theme can be installed as any
Neverball package and selected via the theme option in neverballrc.
* Lighting adjustments to improve visibility in levels.
* Error logging to a text file in the user folder.
* Incremental loading of replays.
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Condensed changes:
* Translation updates
* Various code cleanup
* Fix movement using the diagonal keys on keypads
* Initialise the horizontal key movement speed properly
* Documentation improvements
* Add support for playing on a keyboard to the SDL backend.
* Add a new fourth level
* Various minor bugfixes
* Change the high scores file from a memory dump to plain text.
Users with an existing high scores file in memory dump format will
have their high scores file converted to plain text on startup.
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Changes:
Version 0.11.9
==============
- changed: opengamecache had to move to my own server. New address: ogc.gulpe.de:11111
- fixed: on certain networks, recvfrom hasen't returned. Even select
returns with data aviable recvfrom got stuck because of no data.
Added MSG_DONTWAIT here as flag. (only on linux)
- fixed: counter pkg_lastid became > 32767 almost messages are lost
in cache managment
patch from: Michel Bernay
- fixed: bug with selecting a player gfx.
- got a big patch file from Michel Bernay which fixes:
fixed: bug about compute points of the winner in multiplayer mode
fixed: bug for server for coputing point (Suppress all process in
reception of playerdata)
fixed: bug in cache managment (lot of messages lost by function
rscachedel)
added: function to find who player is owner of explosion to compute
the killer
added: function in debug for display player statistics
changed: display points on general menu
changed: scorring now a unique players wins a round add 1 point
(bonus for victory) and numer of player killed by thge
winner
- Added Warning if a game get startet with only one player selected
Patch send in by: Carles Pina i Estany
- Added Joystick support - Patch send in by: Patrick Kirsch
Chenges i made to the patch: I open only once the joystick device.
Since after the patch the joystick got opened a few times without
closing it again. The setupmenu will display now the number of the
button which is selected for the function.
- Fixed BUG found by Lars Poeschel
One player could join without problems and if a second player joined
this network game, the server crashed in do_contest() accessing
illegal memory. The problem is that a contest packet is received with
to -1 and from 1. Then in the line
players[ct_pkg->to].net.flags &= (0xFF - NETF_firewall);
obviously illegal memory is accessed.
Fixed the check of the to parameter from the contest packet. The
server ignores now a to value of -1.
Version 0.11.8
================
14.12.2007
- Changed Docdir to $prefix/share/doc (Felipe Rafailov)
- Added some more resolutions. (requested by some users)
- Fixed BUG shown in: http://bugzilla.novell.com/show_bug.cgi?id=242031
(patch from: Petr Gajdos)
In network game i wanted to use all the time a different bomb
instead of the first free aviable. In the code i forgot to modify
some values. This patch should fix it now.
(player.c:player_findfreebomb) changed i to nr.
- Fixed some drawing issues with flying bombs.
- The last special item use was lost on clients in a network game.
special.use (was reset during special_clean)
special.clean variable added to save the cleaning state.
tested and works.
- Fixed: kicked bombs can travel in time. (map.bfield was set too early)
rewrote full bomb kicked system.
- Fixed: compile warning: packets.c(635): error #592: variable "s_mod" is
used before its value is set (reported by: David Binderman)
- Fixed: Special settings will be saved into the config file.
- Changed: all data will have thier own Makefile. So "make install" and
"make dist" won't copy the CVS dirs.
- Fixed: Second Player Problem
this fix includes that if a second player was used the game got somehow
very instable, because there have been no reset of all the game data.
playerselection works now much better. There have been problems with
some keys for the second player.
- Fixed: problem on slow networks with the loop that the selected player
gfx gots selected and deselected. (infinite loop on the network)
- Fixed: problem with overwriting the servers address on clients.
problem only seen on server who gets connected from two differen ip
addresses.
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Changes in 0.90.0
Fix issues on Windows systems with DPI scaling.
Unix/Mac user directories support. Disabled by default, 'make DO_USERDIRS=1' to enable it.
SDL2 support. Disabled by default, 'make USE_SDL2=1' to enable it.
Revised keyboard input code.
Revised/improved the 'game' command, i.e. on-the-fly mod changing. It now accepts an optional second argument for mission packs or quoth support i.e. -hipnotic, -rogue, or -quoth. For example, for WarpSpasm: "game warp -quoth"
Command line: "-game {quoth/hipnotic/rogue}" is now treated the same as -quoth, -hipnotic, or -rogue.
Console speed now resolution-independent.
Disabled gl_zfix, which caused glitches and is undesirable for new maps. Replacement .ent files to fix z-fighting for several id1 maps added to quakespasm.pak.
PF_VarString buffer bumped to 1024, avoids truncated centerprints from the 'In The Shadows' mod.
Support for opengl non-power-of-two-textures extension (disable with command line: "-notexturenpot".)
Support for OpenGL vertex buffer objects (VBO, OpenGL 1.5 or newer) for world and brush models (disable with command line: "-novbo".)
Antialiasing (FSAA) support (command line: -fsaa x, where x can be 0, 2, 4, 8).
Fence textures support.
Dynamic light speedup. Speedup loading of tga and pcx external images.
Brush model drawing speedup.
Support for BSP2 and 2PSB map formats.
Support for Opus, FLAC, and tracker music (S3M, IT, UMX, etc.), as compile-time options.
Music and sfx now mixed at 44100Hz to avoid downsampling music. Low-pass filter applied to the sfx if -sndspeed is 11025 (the default), to preserve the same sound quality as 0.85.9. New -mixspeed option sets the rate for mixing sfx and music, and output to the OS (default 44100), setting it to 11025 reverts to 0.85.9 behaviour. New snd_filterquality cvar, value can be between 1 (emulate OS X resampler) and 5 (emulate Windows resampler), controls the sound of the low-pass filter.
Better Hor+ field of view (FOV) scaling behavior.
Better cross-map demo playback support.
Fix screenshots when screen width isn't a multiple of 4.
Fix a lighting glitch due to floating point precision.
Fix a looping sounds glitch.
Fix a vulnerability in file extension handling. Tighten path handling safety.
Initialize opengl with 24-bit depth buffer at 32 bpp.
Reset all models upon gamedir changes. (Fixes failures with mods using custom content.)
Fix broken behavior upon gamedir changes if -basedir is specified on the command line.
NET_MAXMESSAGE and MAX_MSGLEN limits bumped to 64000.
MAX_EFRAGS bumped to 4096, and MAX_CHANNELS to 1024.
MAX_ENT_LEAFS bumped from 16 to 32 to work around disappearing or flickering brush models in some situations. Also, if an entity is visible from MAX_ENT_LEAFS or more leafs, we now always send it to the client.
Fix cvar cycle command not working sometimes.
Host_Error upon missing models. (Prevents segmentation faults.)
Change sv_aim default value to 1 (i.e. turn off autoaim)
Add 'prev' and 'next' keywords to the 'cd' command.
Work around a linux cdrom issue (playback might not start for a while after a stop).
Quakespasm content customization moved from engine-embedded into a new optional quakespasm.pak file.
Version bumped to 0.90.0 (because Quakespasm has a decent life of its own)
Other fixes and clean-ups.
Changes in 0.85.9
Fixes for several undefined behaviors in C code (gcc-4.8 support.)
Implemented Hor+ style field of view (FOV) scaling, useful for widescreen resolutions. Configured by new cvar fov_adapt: set it to 1 and your fov will be scaled automatically according to the resolution. Enabled by default.
Adjusted string buffers for PR_ValueString and friends to fix crashes with excessively long global strings seen in some rude mods.
Toned down warning messages from PF_VarString() a bit.
Fixed Fitzquake's map existence check in changelevel (used to leak file handles which would end up in a Sys_Error() due to consuming all free handles if many maps reside not in pak files.)
Fixes/cleanups in chat mode handling. Client no longer gets stuck in chat mode upon disconnect.
Mouse grab/key_dest fixes and key cleanups.
The "speedkey" now acts as "slowkey" when "always run" is on.
Support for demo recording after connection to server. (thanks to Baker for a patch)
Corner case fixes in COM_Parse() for quoted strings and support for C-style /*..*/ comments.
Changed lightmaps to GL_RGBA instead of GL_RGB.
Better parse for opengl extensions list (from quakeforge.)
Vsync saving/loading fixes.
Fixed pointfile loading.
Multiple cleanups in gl_vidsdl.c.
Opus music decoding support (as an optional patch only.)
Several other minor fixes/cleanups.
Changes in 0.85.8
Made Quake shareware 1.00 and 1.01 versions to be recognized properly.
Fixed control-character handling in unicode mode. Keyboard input tweaks.
Made the keypad keys to send separate key events in game mode.
Text pasting support from OS clipboard to console. (Windows and Mac OS X.)
Support for the Apple (Command) key on Mac OS X.
Fixed increased (more than 32) dynamic lights.
Music playback: Made sure that the file's channels count is supported.
Support for Solaris.
Switched to using libmad instead of libmpg123 for MP3 playback on Mac OS X.
Better support for building the Mac OS X version using a makefile, support for cross-compiling on Linux.
Fixed a minor intermissions glitch.
Increased string buffer size from 256 to 384 for PF_VarString to work around broken mods such as UQC.
Restored original behavior for Quake registered version detection.
Minor demo recording/playback tweaks.
Minor tweaks to the scale menu option.
unbindall before loading stored bindings (configurable by new cvar cfg_unbindall, enabled by default.)
New icon.
Miscellaneous source code cleanups.
Changes in 0.85.7
Added support for cross-level demo playback
gl_texturemode is reimplemented as a cvar with a callback and the setting is automatically saved to the config
Fixed execution of external files without a newline at the end
Reduced memory usage during reloading of textures
Fixed compilation on GNU/kFreeBSD (Debian bug #657793)
Fixed backspace key on Mac OS X
Disable mouse acceleration in Mac OS X
Worked around recursive calling of the anisotropic filter callback
Console word wrap and long input line fixes
Verified correct compilation by clang (using v3.0)
Several other small changes mostly invisible to the end-user
Changes in 0.85.6
More work for string buffer safety
Reverted v0.85.5 change of not allowing deathmatch and coop cvars to be set at the same time (was reported for possibility of causing compatibility issues with mods)
Several cleanups/changes in the cvar layer
Minor SDL video fixes.
Changes in 0.85.5
SDL input driver updated, adding native keymap and dead key support to the console
Fixed a crash in net play in maps with extended limits
Verified successful compilation using gcc-4.6.x
Added workaround against GL texture flicker (z fighting), controlled by new cvar 'gl_zfix'
Read video variables early so that a vid_restart isn't necessary after init
mlook and lookspring fixes
Added support for loading external entity files, controlled by new cvar 'external_ents'
Made mp3 playback to allocate system memory instead of zone
Some updates to the progs interpreter code
Fixed r_nolerp_list parsing code of fitzquake
Made sure that deathmatch and coop are not set at the same time
Several code updates from uHexen2 project, several code cleanups.
Changes in 0.85.4
Implemented music (OGG, MP3, WAV) playback
A better fix for the infamous SV_TouchLinks problem, no more hard lockups with maps such as "whiteroom"
Added support for mouse buttons 4 and 5
Fixed the "unalias" console command
Restored the "screen size" menu item
Fixed an erroneous protocol check in the server code
Raised the default zone memory size to 384 kb
Raised the default max_edicts from 1024 to 2048
Revised lit file loading, the lit file must be from the same game directory as the map itself or from a searchpath with a higher priority
Fixed rest of the compiler warnings
Other minor sound and cdaudio updates
Other, mostly user-invisible changes
Changes in 0.85.3
Fix the "-dedicated" option (thanks Oz) and add platform specific networking code (default) rather than SDL_net
Much needed OSX framework stuff from Kristian
Add a persistent history feature (thanks Baker)
Add a slider for scr_sbaralpha, which now defaults to 0.95 (slightly transparent, allowing for a nicer status bar)
Allow player messages longer than 32 chars
Sockaddr fix for FreeBSD/OSX/etc networking
Connect status bar size to the scale slider
Include an ISNAN (is not-a-number) fix to catch the occassional quake C bug giving traceline problems
Enumerate options menus
Add a "prev weapon" menu item (from Sander)
Small fix to Sound Block/Unblock on win32
Lots of code fixes (some from uhexen2)
Sys_Error calls Host_Shutdown
Added MS Visual Studio support
Add a "-cd" option to let the CD Player work in dedicated mode, and some other CD tweaks.
Changes in 0.85.2
Replace the old "Screen size" slider with a "Scale" slider
Don't constantly open and close condebug log
Heap of C clean-ups
Fix mapname sorting
Alias the "mods" command to "games"
Block/Unblock sound upon focus loss/gain
NAT fix (networking protocol fix)
SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an old fitzquake-0.85 bug which used to cause segfaults depending on the compiler.
Accept commandline options like "+connect ip:port"
Add OSX Makefile (tested?)
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buildlink3.mk.
Noted broken by joerg.
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ioquake3 is a game engine project which aims to build upon id Software's Quake
3 source code release. The source code was released on August 20, 2005 under
the GPL.
The project's goal is to create a bug-free, enhanced open source Quake 3
source code distribution upon which new games and projects can be based, as
well as an improved version (in relation to the original binaries) of the
engine for playing Quake III: Arena, the Team Arena expansion pack and all the
popular mods.
This version of the package is optimized for the Raspberry Pi.
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correctly. Fixes build with cwrappers.
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