Make r_tracker a hud element
This has been implemented in 3.6 https://github.com/ezQuake/ezquake-source/commit/22b3f1a14e0b55b43fb7c99e95eb2aed29f5bbd1
Mp3 playlist browser limitation
Closing: MP3 player no longer supported
Disable all logging for ruleset smackdown
Closing: implemented in 3.5-alpha16
alsa dmix support for hardware mixing emulation
Closing, sound is all via SDL2 now.
Pressing *console* in menus problem
Closing - can't replicate, console key seems to have been blocked from being processed when menu is up and server browser shows the search string - not aware of other instances (?) Will fix as individual bugs if it comes up again
CONFIGS: default.cfg doesn't get executed
Given my understanding of the issue from the commit history, what I've done is added back execution of default.cfg as long as it isn't in ./id1/pak0.pak (3.5-alpha13)
PARTICLES: trail bug when rewinding MVD
I couldn't replicate this bug or find the cause, but did find that multi-part gl_part_trails 1 trails trampled on the 'endpoint' of the trail, causing far more particles to be spawned than required. If a demo was paused, it could lead to the maximum number of particles being spawned, leading to no more particles being added when playback re-starts. This has been fixed in 3.5-alpha13 Am hoping that was the cause of the initial report, but will re-open on Github if it's reported again.
INPUT: hud_editor issue
Fixed in 3.5-alpha13: toggling console now exits hud editing mode, the same as pressing escape.
INPUT: mouse bugs in menu
CLOSING: I cannot replicate this, and with all input going via SDL in 3.0 onwards, the code that causes any issue will have been long gone.
INPUT: mouse has LOW 'resolution'
Closing - fixed in 3.5-alpha13 Mouse cursor was being tracked as float but rounded to int before renderered again as float. This rounding meant mouse cursor's resolution was essentially set by console scaling not screen resolution.
Z-BUFFER: Graphics Glitch with DM2 Secret Button walking down hall
Caused by 16-bit z-buffer and poor r_nearclip/r_farclip values. Have also reversed (and reduced maximum values) of gl_brushmodel_polygonoffsetso that objects are pulled towards you, rather than pushed away (3.5-alpha12)
Z-BUFFER: models and textures disapear
Closing - caused by 16 bit z-buffer and poor resolution due to r_nearclip 0.1 Have increased minimum r_nearclip value to 2.0 in 3.5-alpha12
PARTICLES: Torch flame slowly rises when first display
Closing - torch light replacement particle effect has been replaced in 3.5-alpha12 The corona bug - unless there is direct line of sight (traceline) between the player and the entity, the corona won't be renderered. I've added a slight adjustment for torches (so the flame is visible, rather than the torch stem) but this only improves the situation, doesn't fix it without image-processing.
md3 in software
Closing: software renderer removed in 3.0
hud_notify_mm_only
Closing: implemented as con_mm2_only
ezquake for linux with pulseaudio support
Closing - believe "sound in linux" was #1 reason for dimman etc converting ezQuake to SDL2 for 3.0
Option for widescreen FOV recalculation
Closing: fov calculations are done directly now, converting back from the 2.2 4:3 => 16:10 fov is in command calc_fov
Choose display monitor with multi-screens
Closing: vid_displaynumber x in ezQuake 3.0+
enable vid capturing in linux
Closing - direct ffmpeg integration won't ever be possible due to GPL & licensing issues. Some other options have been suggested, but recent ezQuake builds will produce .wav file alongside screenshots, so ffmpeg (or other encoder) can be run as a second step to produce video.
-conwidth and -conheight for software
Closing - no more software renderer
dinamically load .pak and .pk3 files
Looked into history of this: https://sourceforge.net/p/ezquake/bugs/415/ and https://github.com/ezQuake/ezquake-source/commit/7344bb5f62b6402ab6bbe48fee3aa51fef398637
only pk3 and pk4 are scanned at startup
Closing: can't vouch for the changelog, but FS_AddPak doesn't support .zip, .gz or .tar (doomwads should work tho) and FS_AddPathHandle() doesn't try either - in fact it has "//we could easily add zip, but it's friendlier not to" comment, which indicates the changelog is incorrect and this functionality deliberately doesn't exist.
fs_restart don't list pk3 files
Closing: think this is confusion/difference in what path and fs_restart are showing. Have removed "Opening: x.pak" and instead fs_restart immediately calls path (3.5-alpha12)
DEMO_CAPTURE: particles stay visible when fog is on
INPUT: hud_editor issue
PARTICLES: /amf_part_blood 1 doesn't work when hitting enemy with shaft
MATCHTOOLS: screenshot taken on join
PARTICLES: Rain doesn't work on some maps
PARTICLES: Torch flame slowly rises when first display
PARTICLES: trail bug when rewinding MVD
INPUT: mouse has LOW 'resolution'
INPUT: mouse bugs in menu
AUDIO: Soundtrigger play interjected by next chatsound
Toggleconsole not working on german keyboard
Z-BUFFER: models and textures disapear
NETWORKING/KTX: hang on "loading maps list"
demo_jump isn't always acurate
Closing: cannot replicate in 3.1, (multiple demo_jump then echo $demotime) - this was possibly fixed due to lots of rounding & timing errors I had to fix to make demo_capture consistent from 3.0-alpha to 3.1
Closing: not clear which version the bug existed on, deadkey detection is unfortunately bugged on SDL2 generally. A temporary workaround was put in place: https://github.com/ezQuake/ezquake-source/issues/101
CONFIGS: default.cfg doesn't get executed
WEAPONS: cl_weaponpreselect / cl_weaponhide does not work as expected (4 bugs here)
Z-BUFFER: Graphics Glitch with DM2 Secret Button walking down hall
gl_clear 0 gives flickering
Closing - I can't replicate this in recent builds, will re-open on github if a .qwd/.avi etc appears
Coronas fade in and out when moving
Closing - cannot replicate in recent builds
Disappearing coronas on rockets
Closing - cannot replicate in 3.5.
(Would be really good to get a demo of this though, if anyone can send a .qwd)
Torch Lighting acting weird
Should be fixed in 3.5-alpha10, coronas now linked to map areas/packets and removed as necessary.
cl_startupdemo goes to menu after key hit (server connecting
Fixed in 3.5-alpha10: if in startupdemo key_dest and external server browser sends command, reverts back to key_console.
gl_nailtrail drawing trails with different colors
Could not replicate, but nailtrails have been replaced in 3.5-alpha10, so don't think this should be valid now.
cl_startupdemo automatically goes to menu after key hit
Fixed in 3.5-alpha10
HUGE fps drops gl_part_trails
Closing - can now choose via r_railTrail (https://github.com/ezQuake/ezquake-source/commit/73eca138fa5efd06ac7225d741b26aae8c34c175)
AMFQuake: Lightning sparks inside walls
Haven't seen this happen - am going to guess it was possibly the same as https://sourceforge.net/p/ezquake/bugs/143/ ? Closing, will look into it if a demo is supplied to test on.
compiling from git on linux powerpc fails, must patch ioapi.h
4 years later, ciscon has checked and it compiles fine now.
healthdmg and armdmg shouldn't update on POV switch
Confirmed, fixed in 3.5-alpha10
Bloom and Multiview
Cannot replicate since multiview implementation change in 3.0.1 (all views rendered in single frame)
r_bloom & r_drawviewmodel are buggy (with sshot)
Confirmed, fixed in 3.5-alpha10. I believe the stronger effect is correct, you should then reduce with r_bloom_alpha & r_bloom_intensity
bloom changes itself
Confirmed, fixed in 3.5-alpha10. I believe the stronger effect is correct, you should then reduce with r_bloom_alpha & r_bloom_intensity
bloom changes itself(with screenshots)
Confirmed, fixed in 3.5-alpha10. I believe the stronger effect is actually correct, you should then reduce with r_bloom_alpha & r_bloom_intensity
Ezquake crashes on chat with bots
Closing: Fixed by Johnny_cz with https://github.com/ezQuake/ezquake-source/commit/0cb5c6df92e5ce9a09a971be561ed2f4169b1da3 There was another bug in that the tokenize() call killed the existing tokenize() when executing the user's command (leading to the server executing "say" in isolation and so the humans couldn't speak) - fixed in 3.5
doesn't show any text on mm2 before color codes
Closing - description says it was fixed in 1.9