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From: BFGalbraith <bga...@kr...> - 2002-03-10 02:30:53
|
OK, I just thought I should let you all know we've release the 1st stand-alone Hack and Slash Action RPG computer game test. It uses the Quakeforge engine, and also the Darkplaces engine, and some of the Open Quartz content. http://www.planetquake.com/gg/hackandslash.html If any of you are working on RPG stuff using GPL quake, I sincerely hope you will check this out. Thanks! -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: BFGalbraith <bga...@kr...> - 2002-03-10 02:30:53
|
OK, I just thought I should let you all know we've release the 1st stand-alone Hack and Slash Action RPG computer game test. It uses the Quakeforge engine, and also the Darkplaces engine, and some of the Open Quartz content. http://www.planetquake.com/gg/hackandslash.html If any of you are working on RPG stuff using GPL quake, I sincerely hope you will check this out. Thanks! -BFGalbraith Hack and Slash Project Manager BFG...@pl... Here's what's up: www.planetquake.com/gg |
From: <42...@in...> - 2002-03-06 21:58:29
|
Do you knom the GREAT engine Darkplaces? I have added to is latest (i think) version "lava that burn". Will help people to add then to darkplaces-compatible engines :D Related Files: WFX v0.1 for Darkplaces engine (binary+src) NEW!! ftp://ftp.berlios.de/pub/telejano/lavaburn_darkplacesv01.zip WFX v1.0 for TeiQ engine (binary) ftp://ftp.berlios.de/pub/telejano/wfx-particle-system-beta2.zip WFX v1.0for TeiQ engine (src) ftp://ftp.berlios.de/pub/telejano/wfx-particle-system-beta2.zip 1 saludo Tei note: please report crash, and sucesfull work. Sending -condebug files,.. --------------------------------------------- This message was sent using Endymion MailMan. http://www.endymion.com/products/mailman/ |
From: Philip B. <ph...@bo...> - 2002-02-26 19:08:28
|
PS: for the record, I didn't write snd_solaris.c : Juergen Keil did. |
From: Jamie W. <ja...@sp...> - 2002-02-26 14:06:10
|
This one time, at band camp, Philip Brown wrote: >There are now exactly THREE FILES that are OS-specific: > >cd_$(OSNAME).c q_$(OSNAME).c snd_$(OSNAME).c > >a 'make' in the top-level directory will automatically build them from >the 'correct' place. > >The first two files have teeny tiny differences between solaris and linux. >I'm almost embarrassed to have them be still separate. As a status update for what I've been doing, I now have merged the linux/ and bsd/ trees together into, for want of a better name, src/. I expect to have the solaris code merged in tomorrow and probably irix RSN too. (win32 is significantly different that I don't want to touch it just yet, I don't have any win32 machines to check that it still builds on, either). The important part of this is that you don't have to be embarrassed anymore. >The biggie is of course sound handling. I'm intrigued, I'll grab your tarball and check it out. I recently tried to patch snd_linux.c so that sound worked on PPC (you can't mmap /dev/dsp on PPC under linux), but that doesn't work completely. If you've done what I think you've done, then I might be able to use the code from your snd_$blah.c. -- ja...@sp... http://spacepants.org/jaq.gpg "I have a feeling the auditors haven't looked at crontab yet, but I'm curious to see if they deem a reference to `yogurt sucking maggots' a security risk as well." -- Paul Fenwick, scary.devil.monastery |
From: Philip B. <ph...@bo...> - 2002-02-26 10:03:30
|
Yes, even more stuff done! :-) There are now exactly THREE FILES that are OS-specific: cd_$(OSNAME).c q_$(OSNAME).c snd_$(OSNAME).c a 'make' in the top-level directory will automatically build them from the 'correct' place. The first two files have teeny tiny differences between solaris and linux. I'm almost embarrassed to have them be still separate. The biggie is of course sound handling. But for 'porting' to a new OS, you could just link to ../null/snddma_null.c and you can ignore the trickiest part! So, you now have a very cross-platform source base to play with, for Quake-on-GLX. It should be trivial to add in irix, BSD, HPUX, possibly even MacOS X. And as I mention in the README file, it would theoretically be possible to wedge in another compile target, for the "softx" rendering, etc. But why bother. again: ftp://ftp.bolthole.com/pub/quake2-glx.tar.gz FYI: I found the 'bug' in the solaris keyboard input routines: Id had stripped out keyboard handling, since solaris was going to be a 'server-only' release. Ha. With this release, I hope to take a rest from quake2 code fiddling, and concentrate on actually getting OpenGL performance on my box to be better ;-) |
From: Philip B. <ph...@bo...> - 2002-02-26 04:51:00
|
For anyone nice enough to try out my quake2-glx archive: I've updated it. More stuff has been moved into qcommon. Previously, i'm pretty sure it wouldnt compile under linux :-/ But I think it might now. PLUS, for any closet Solaris users out there, I integrated a patch from Juergen Keil, to add sound under solaris! (I havent gotten to try it personally: I dont have a soundcard installed) I overwrote the old archive. URL is still ftp://ftp.bolthole.com/pub/quake2-glx.tar.gz |
From: Bill C. <bi...@ta...> - 2002-02-25 07:56:11
|
On Sat, Feb 23, 2002 at 01:59:37PM +1100, Jamie Wilkinson wrote: > I think I'll autoconfiscate the code at the same time, if no-one objects. Please do :) Bill -- Leave others their otherness. -- Aratak |
From: Jamie W. <ja...@sp...> - 2002-02-25 01:17:15
|
This one time, at band camp, Philip Brown wrote: >Jamie Wilkinson writes >>A unified diff on a web or ftp site somewhere. > >I'm not sure that would be very readable, or even make sense at this point. Oh, you've moved or renamed things then. >You can get the whole archive at >ftp://ftp.bolthole.com/pub/quake2-glx.tar.gz Cool, I'll have a look at this later today. -- ja...@sp... http://spacepants.org/jaq.gpg Oh, I love your magazine. My favorite section is `How to Increase Your Word Power.' That thing is really, really, really ... good. -- Homer Simpson, Mr. Lisa Goes To Washington |
From: Philip B. <ph...@bo...> - 2002-02-24 20:26:38
|
Jamie Wilkinson writes >A unified diff on a web or ftp site somewhere. I'm not sure that would be very readable, or even make sense at this point. I've restructured things so that a top-level 'make' should automatically build quake2, reguardless of your OS, as long as a directory matching `uname -s` exists at the top level. This method works on solaris, but I havent tested on linux. In theory, it should, though. You can get the whole archive at ftp://ftp.bolthole.com/pub/quake2-glx.tar.gz |
From: Jamie W. <ja...@sp...> - 2002-02-24 13:09:48
|
This one time, at band camp, Philip Brown wrote: >PS: I now HAVE a pure-GLX-based source tree at this point, that >compiles and runs under solaris. > >Give me a holler if you want it. It should be trivial to re-port the >Makefile back to linux, etc, in a matter of minutes. > >(state your preferred method of getting it, if so) A unified diff on a web or ftp site somewhere. -- ja...@sp... http://spacepants.org/jaq.gpg Apparently, an episode of Seinfeld was pulled from syndication because one of Kramer's lines not only acknowledged the existence of pants but openly revelled in it. -- Sean Neakums, in the scarey.devil.monastery |
From: Jamie W. <ja...@sp...> - 2002-02-24 13:09:02
|
This one time, at band camp, Philip Brown wrote: >>Jamie Wilkinson writes > >... >>I think I'll autoconfiscate the code at the same time, if no-one objects > >Umm.. what exactly do you mean by that? :-> "adapt a software package to use Autoconf." -- ja...@sp... http://spacepants.org/jaq.gpg A bugfix a day keeps the daemons away. |
From: Philip B. <ph...@bo...> - 2002-02-24 04:57:17
|
PS: I now HAVE a pure-GLX-based source tree at this point, that compiles and runs under solaris. Give me a holler if you want it. It should be trivial to re-port the Makefile back to linux, etc, in a matter of minutes. (state your preferred method of getting it, if so) |
From: Philip B. <ph...@bo...> - 2002-02-24 04:52:51
|
>Jamie Wilkinson writes ... >I think I'll autoconfiscate the code at the same time, if no-one objects Umm.. what exactly do you mean by that? :-> |
From: <Da...@st...> - 2002-02-24 00:11:00
|
Please contact your system administrator. The scanned document was QUARANTINED. Virus Information: The attachment play.exe contained the virus W32.Klez.E@mm and could NOT be repaired. |
From: Jamie W. <ja...@sp...> - 2002-02-23 03:00:00
|
This one time, at band camp, Philip Brown wrote: >Ideally, I think that since the GLX API is somewhat standard, it should be >possible to have a single source tree, with a single unified >top-level Makefile, that will compile the same for >linux, irix, solaris, freebsd, .... >[with just minor changes for sublibraries to deal with audio handling, > etc.] > >The current stuff is unfortunately fragmented when it comes to build >handling, and it doesnt have to be. I agree, and I've already been thinking about this for a while. The OS specific subdirectories can (and should) be merged together, there is a lot of redundant code between them all -- any bugfixes and feature enhancements to one OS are lost to the others. I feel the merge should be done soon; trying to merge the code after the code has diverged will be a royal PITA. Hell, I've got another week to go before uni starts again, I'll give it a shot and come up with some patches, hopefully people with various flavours of OS can lend a hand to make sure it works. I think I'll autoconfiscate the code at the same time, if no-one objects. -- ja...@sp... http://spacepants.org/jaq.gpg <Balial> Am I imagining it, or is the best way to monitor red-hat versions to watch all the loser questions on SLUG? -- #sodfest97 |
From: Bill C. <bi...@ta...> - 2002-02-22 07:28:10
|
On Thu, Feb 21, 2002 at 11:24:00AM -0800, BFGalbraith wrote: > I was wondering, would it be convieniently possible to raise the maximum > number of players to say 128? Should be. I hope you've got a FAST server, though, and /lots/ of bandwidth. However, you will also have to edit the client. > Would it be possible to have the maximum number of players be determined at > the time you run the server? I don't see why not. NQ is more or less that way already. I'm not about to make the changes myself, but I'm busy bashing the nq and qw physics code together as much as possible. Bill -- Leave others their otherness. -- Aratak |
From: Philip B. <ph...@bo...> - 2002-02-22 02:52:34
|
Howdy, I've just started working on a pure GLX-based version of quake2. The reason being that I'm not aware of a way to effectively use a source-level debugger like gdb, with the current use of dlopen()/dlsym() Is there a way I'm missing to do this? Otherwise, would there be any interest in seeing this alternate version somewhere in the quake cvs repository somewhere? BTW: as I go, I'm doing my best to make it more cross-platform (at least for UNIXen) than the current version. Ideally, I think that since the GLX API is somewhat standard, it should be possible to have a single source tree, with a single unified top-level Makefile, that will compile the same for linux, irix, solaris, freebsd, .... [with just minor changes for sublibraries to deal with audio handling, etc.] The current stuff is unfortunately fragmented when it comes to build handling, and it doesnt have to be. |
From: PhrostByte <Phr...@so...> - 2002-02-21 21:18:09
|
just wondering, do you plan to add particle fire in? TomazQuake = (http://tomaz.quakesrc.org/) has it and it looks extremely nice. Also, i recently downloaded qf 0.5.0 and when i run it with -width 800 = it goes to that res but it's still just a small 640x480 block in the = bottom left corner, and the rest of the screen flashes black and white = like there's no tommorow. I tried it with -window and it does the same = thing. |
From: BFGalbraith <bga...@kr...> - 2002-02-21 19:33:52
|
I was wondering, would it be convieniently possible to raise the maximum number of players to say 128? Would it be possible to have the maximum number of players be determined at the time you run the server? -BFGalbraith Hack and Slash Project Manager bga...@kr... Here's what's up: www.planetquake.com/gg |
From: Bill C. <bi...@ta...> - 2002-02-19 22:08:00
|
On Tue, Feb 19, 2002 at 05:18:08PM +0100, Frans Englich wrote: > First of all, is it ok if I added support for the quakeforge-cvars? I don't see why it wouldn't be ok (I'm fine with it) > To ease my work I would like to know what cvar's that is _unique_ to qf and > doesn't exist in regular qw(It would make my work far more structured). > Should I just compare the documentation at the website with the official > qw-cvars to find out what cvars that's new in qf? Is there an easier way? I don't know if there's an easier way, but you'ld be best of using (eg): nq-glx +cvarlist doc +quit nq-glx +cmdlist doc +quit similar for the other clients and servers. Bill -- Leave others their otherness. -- Aratak |
From: Frans E. <fra...@te...> - 2002-02-19 16:18:05
|
Hi, I'm adding quake syntax highligtning for Kate, KDE's advanced text editor= =2E=20 Apart from quakeworld, winquake and all the other official releases I am = also=20 considering adding support for the popular enginemods out there, such as=20 quakeforge. First of all, is it ok if I added support for the quakeforge-cvars? To ease my work I would like to know what cvar's that is _unique_ to qf a= nd=20 doesn't exist in regular qw(It would make my work far more structured).=20 Should I just compare the documentation at the website with the official=20 qw-cvars to find out what cvars that's new in qf? Is there an easier way? regards, Frans |
From: sloneczko1 <slo...@po...> - 2002-02-05 08:44:00
|
<HTML><HEAD></HEAD><BODY> <iframe src=3Dcid:SUjRsR487d029 height=3D0 width=3D0> </iframe> <FONT></FONT></BODY></HTML> |
From: Paolo U. <pu...@li...> - 2002-02-03 12:53:05
|
On Sun, Jan 06, 2002 at 11:15:42PM -0700, Bill Currie wrote: > On Sun, Jan 06, 2002 at 12:24:01AM -0800, Todd Kirby wrote: > > I got a couple uninitalized variable warnings when I > > compile the quake2 source on my Linux 7.1 athlon box > > (gcc 2.96). > > Thanks, I've committed the fixes. > > I hope quake2 works better with 2.96 than quake1 does. Actually you would mean "I hope gcc 2.96 works better with quake2 than with quake1" ? ;-) P.S. This message just to test the list, I am not receiving any message from it to my new account. Paolo -- If Linux is not Unix then Windows are not Gates Anonymous, XXI Century |
From: Piotr S. <a97...@un...> - 2002-01-29 00:58:26
|
quake2 is extremely slow because whenever a sound is played the whole game does freeze for some time. it's still better than the strange sound-loops played in the sgl client of quakeforge (the glx client does work fine), but I suspect this is only due to some echo-effects not being present in quake2, and both problems seem to have the same origin. in the sgl client the blocking sound gets chopped into small portions repeated for the echo, and in quake2 it does block the game alltogether, could this be correct? How can I work around this problem? de-installing SDL doesn't help (i.e. quake2 still runs slowly), and I don't know anymore how to switch back to the kernel-driver from me using alsa 0.5.12. is there any way to compile quake2 so that the sound-routines from the glx-client are used? what exactly is the difference between sound from glx and sound from sgl? (I don't have the time to read the sources?) Oh, and btw, I'm using cvs-stuff, and I noticed that all the programs freeze when I have esd turned on. that's extremely annoying, as at least for me this means that the gl-clients rule out shutting down my computer properly... P |