Activity for ezQuake

  • meag meag modified ticket #465

    Make r_tracker a hud element

  • meag meag posted a comment on ticket #465

    This has been implemented in 3.6 https://github.com/ezQuake/ezquake-source/commit/22b3f1a14e0b55b43fb7c99e95eb2aed29f5bbd1

  • meag meag modified ticket #274

    Mp3 playlist browser limitation

  • meag meag posted a comment on ticket #274

    Closing: MP3 player no longer supported

  • meag meag modified ticket #138

    Disable all logging for ruleset smackdown

  • meag meag posted a comment on ticket #138

    Closing: implemented in 3.5-alpha16

  • meag meag modified ticket #199

    alsa dmix support for hardware mixing emulation

  • meag meag posted a comment on ticket #199

    Closing, sound is all via SDL2 now.

  • meag meag modified ticket #272

    Pressing *console* in menus problem

  • meag meag posted a comment on ticket #272

    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

  • meag meag modified ticket #535

    CONFIGS: default.cfg doesn't get executed

  • meag meag posted a comment on ticket #535

    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)

  • meag meag modified ticket #292

    PARTICLES: trail bug when rewinding MVD

  • meag meag posted a comment on ticket #292

    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.

  • meag meag modified ticket #244

    INPUT: hud_editor issue

  • meag meag posted a comment on ticket #244

    Fixed in 3.5-alpha13: toggling console now exits hud editing mode, the same as pressing escape.

  • meag meag modified ticket #472

    INPUT: mouse bugs in menu

  • meag meag posted a comment on ticket #472

    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.

  • meag meag modified ticket #397

    INPUT: mouse has LOW 'resolution'

  • meag meag posted a comment on ticket #397

    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.

  • meag meag modified ticket #543

    Z-BUFFER: Graphics Glitch with DM2 Secret Button walking down hall

  • meag meag posted a comment on ticket #543

    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)

  • meag meag modified ticket #491

    Z-BUFFER: models and textures disapear

  • meag meag posted a comment on ticket #491

    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

  • meag meag modified ticket #51

    PARTICLES: Torch flame slowly rises when first display

  • meag meag posted a comment on ticket #51

    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.

  • meag meag modified ticket #374

    md3 in software

  • meag meag posted a comment on ticket #374

    Closing: software renderer removed in 3.0

  • meag meag modified ticket #364

    hud_notify_mm_only

  • meag meag posted a comment on ticket #364

    Closing: implemented as con_mm2_only

  • meag meag modified ticket #328

    ezquake for linux with pulseaudio support

  • meag meag posted a comment on ticket #328

    Closing - believe "sound in linux" was #1 reason for dimman etc converting ezQuake to SDL2 for 3.0

  • meag meag modified ticket #329

    Option for widescreen FOV recalculation

  • meag meag posted a comment on ticket #329

    Closing: fov calculations are done directly now, converting back from the 2.2 4:3 => 16:10 fov is in command calc_fov

  • meag meag modified ticket #297

    Choose display monitor with multi-screens

  • meag meag posted a comment on ticket #297

    Closing: vid_displaynumber x in ezQuake 3.0+

  • meag meag modified ticket #264

    enable vid capturing in linux

  • meag meag posted a comment on ticket #264

    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.

  • meag meag modified ticket #51

    -conwidth and -conheight for software

  • meag meag posted a comment on ticket #51

    Closing - no more software renderer

  • meag meag modified ticket #460

    dinamically load .pak and .pk3 files

  • meag meag posted a comment on ticket #535

    Looked into history of this: https://sourceforge.net/p/ezquake/bugs/415/ and https://github.com/ezQuake/ezquake-source/commit/7344bb5f62b6402ab6bbe48fee3aa51fef398637

  • meag meag modified ticket #355

    only pk3 and pk4 are scanned at startup

  • meag meag posted a comment on ticket #355

    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.

  • meag meag modified ticket #354

    fs_restart don't list pk3 files

  • meag meag posted a comment on ticket #354

    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)

  • meag meag modified ticket #526

    DEMO_CAPTURE: particles stay visible when fog is on

  • meag meag modified ticket #244

    INPUT: hud_editor issue

  • meag meag modified ticket #29

    PARTICLES: /amf_part_blood 1 doesn't work when hitting enemy with shaft

  • meag meag modified ticket #217

    MATCHTOOLS: screenshot taken on join

  • meag meag modified ticket #4

    PARTICLES: Rain doesn't work on some maps

  • meag meag modified ticket #51

    PARTICLES: Torch flame slowly rises when first display

  • meag meag modified ticket #292

    PARTICLES: trail bug when rewinding MVD

  • meag meag modified ticket #397

    INPUT: mouse has LOW 'resolution'

  • meag meag modified ticket #472

    INPUT: mouse bugs in menu

  • meag meag modified ticket #490

    AUDIO: Soundtrigger play interjected by next chatsound

  • meag meag modified ticket #530

    Toggleconsole not working on german keyboard

  • meag meag modified ticket #491

    Z-BUFFER: models and textures disapear

  • meag meag modified ticket #517

    NETWORKING/KTX: hang on "loading maps list"

  • meag meag modified ticket #521

    demo_jump isn't always acurate

  • meag meag posted a comment on ticket #521

    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

  • meag meag posted a comment on ticket #530

    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

  • meag meag modified ticket #535

    CONFIGS: default.cfg doesn't get executed

  • meag meag modified ticket #539

    WEAPONS: cl_weaponpreselect / cl_weaponhide does not work as expected (4 bugs here)

  • meag meag modified ticket #543

    Z-BUFFER: Graphics Glitch with DM2 Secret Button walking down hall

  • meag meag modified ticket #207

    gl_clear 0 gives flickering

  • meag meag posted a comment on ticket #207

    Closing - I can't replicate this in recent builds, will re-open on github if a .qwd/.avi etc appears

  • meag meag modified ticket #352

    Coronas fade in and out when moving

  • meag meag posted a comment on ticket #352

    Closing - cannot replicate in recent builds

  • meag meag modified ticket #321

    Disappearing coronas on rockets

  • meag meag posted a comment on ticket #321

    Closing - cannot replicate in 3.5.

  • meag meag posted a comment on ticket #155

    (Would be really good to get a demo of this though, if anyone can send a .qwd)

  • meag meag modified ticket #155

    Torch Lighting acting weird

  • meag meag posted a comment on ticket #155

    Should be fixed in 3.5-alpha10, coronas now linked to map areas/packets and removed as necessary.

  • meag meag modified ticket #468

    cl_startupdemo goes to menu after key hit (server connecting

  • meag meag posted a comment on ticket #468

    Fixed in 3.5-alpha10: if in startupdemo key_dest and external server browser sends command, reverts back to key_console.

  • meag meag modified ticket #226

    gl_nailtrail drawing trails with different colors

  • meag meag posted a comment on ticket #226

    Could not replicate, but nailtrails have been replaced in 3.5-alpha10, so don't think this should be valid now.

  • meag meag modified ticket #467

    cl_startupdemo automatically goes to menu after key hit

  • meag meag posted a comment on ticket #467

    Fixed in 3.5-alpha10

  • meag meag modified ticket #256

    HUGE fps drops gl_part_trails

  • meag meag posted a comment on ticket #256

    Closing - can now choose via r_railTrail (https://github.com/ezQuake/ezquake-source/commit/73eca138fa5efd06ac7225d741b26aae8c34c175)

  • meag meag modified ticket #5

    AMFQuake: Lightning sparks inside walls

  • meag meag posted a comment on ticket #5

    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.

  • meag meag modified ticket #552

    compiling from git on linux powerpc fails, must patch ioapi.h

  • meag meag posted a comment on ticket #552

    4 years later, ciscon has checked and it compiles fine now.

  • meag meag modified ticket #146

    healthdmg and armdmg shouldn't update on POV switch

  • meag meag posted a comment on ticket #146

    Confirmed, fixed in 3.5-alpha10

  • meag meag modified ticket #250

    Bloom and Multiview

  • meag meag posted a comment on ticket #250

    Cannot replicate since multiview implementation change in 3.0.1 (all views rendered in single frame)

  • meag meag modified ticket #393

    r_bloom & r_drawviewmodel are buggy (with sshot)

  • meag meag posted a comment on ticket #393

    Confirmed, fixed in 3.5-alpha10. I believe the stronger effect is correct, you should then reduce with r_bloom_alpha & r_bloom_intensity

  • meag meag modified ticket #296

    bloom changes itself

  • meag meag posted a comment on ticket #296

    Confirmed, fixed in 3.5-alpha10. I believe the stronger effect is correct, you should then reduce with r_bloom_alpha & r_bloom_intensity

  • meag meag modified ticket #297

    bloom changes itself(with screenshots)

  • meag meag posted a comment on ticket #297

    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

  • meag meag modified ticket #386

    Ezquake crashes on chat with bots

  • meag meag posted a comment on ticket #386

    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

  • meag meag modified ticket #351

    doesn't show any text on mm2 before color codes

  • meag meag posted a comment on ticket #351

    Closing - description says it was fixed in 1.9

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