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From: Nelson R. <pal...@lo...> - 1999-12-24 01:16:57
|
On Thu, 23 Dec 1999, absolute wrote: > >Return-Path: <abs...@sq...> > >From: AbsoluteK <abs...@sq...> > >To: pal...@so... > >Subject: Quake Source Repository > >Date: Thu, 23 Dec 1999 02:42:04 -0500 > > > >Hi, > >I started up another project on SourceForge called OpenQuake. I didn't > realize > >until one of your developers told me, that this one was already active and > was > >here first. I'm not sure how far along you've gotten in your project, but > >through some tweaking I've at least been able to get the source to compile > >easily. > > > >The real reason I'm emailing you is to ask if I may be of some assistance in > >joining your project. I may not be that much of a C/C++ programmer, but I can > >do web pages/sites, in fact I already run a web site hosting service for a > club > >one I'm in (you can check it out at www.squadron.org). If you need any help > >doing your project website, I would be glad to help. > > > >Thanks, > >Chase Hargraves > > > Yes. In fact, a lot of people have pointing out the need to collaborate on one project for this. I'm trying to set up a system to turn this into a living breathing project. I've got someone on webpage design already, but if you want to help out that'd be great. He's got some stuff up at: http://underlevel.net/quake/ I'll add you to the project. Also, I'd be interested in getting the CVS updated with your latest work on getting Quake to compile. Hold off on patching it, someone else has what might be a more well developed set of fixes to make it compilable. I'll let you know how that turns out. -- "Guns don't kill people. It's those damn bullets. Guns just make them go really really fast." -- Jake Johanson |
From: Blue L. <bl...@ca...> - 1999-12-24 00:59:02
|
Just got Q1 compiled on Linux, and was wondering if I should post a Makefile patch and quick readme for it? Is anyone planning on splitting the source out and using GNU configure? -- Blue Lang, Unix Systems Administrator, QSP Inc. - Raleigh, NC Phone: 919.875.6994 |
From: Forever s. I be. <zi...@li...> - 1999-12-23 23:19:43
|
There seems to be some confusion that this is a difficult, or at least a non-trivial thing to fix... It's seems to be a simple incompatibility between binutils versions.. grep "jmp.*(.*,.*)" *.s add * to word after jump... ex: (zinx@bliss)/tri/src/quake/q1/WinQuake$ grep "jmp.*(.*,.*)" *.s d_parta.s: jmp DP_EntryTable-4(,%eax,4) d_polysa.s: jmp aff8entryvec_table(,%eax,4) math.s: jmp Ljmptab(,%eax,4) becomes: d_parta.s: jmp *DP_EntryTable-4(,%eax,4) d_polysa.s: jmp *aff8entryvec_table(,%eax,4) math.s: jmp *Ljmptab(,%eax,4) All done. Don't blame me if this doesn't work for binutils other than version 2.9.5.0.16, though :) -- Zinx Verituse (finger @bliss.penguinpowered.com for pgp/gpg keys)(new jul10/99) pgp9FE5C9747EB8FF329BB13199C4008E67/gpg574673A12184A27A9EC0EDCCE132BCEF921B1558 0"2-1=0>0:1(2<192:0?0;0A0@2=0<0=1.0A2=0<2A0-">:#v_52*,@ 55*-3*\68*-+, v > |
From: Michael P. <mp...@ma...> - 1999-12-23 18:09:08
|
Here's a message I sent to the mesa mailing list: I just got the latest Mesa from the 3_2 (stable) branch and compiled it with the voodoo driver enabled (I have a voodoo 3) Then I compiled glquake.glx from the recently released quake source (after some minor Makefile tweaking) so it used mesa 3.1...and it doesnn't quite work: glquake launch then the keyboard doesnn't answer...hopefully ctrl-c works. I launched a map with glquake.glx +map dm4, then the map launch, still no keyboard and all i've got is a bunch of flashing (and wrong) textures...at this point the game didnn't crashed (the sound is playing fine) but ctrl-c and now it's crashed... I don't know if this is a mesa or glquake bug... -- il fait bo! |
From: Omnibus <om...@ku...> - 1999-12-23 16:42:01
|
I just wanted to let everyone know that the registration for quakeforge.net is complete. Though we do not have a page up yet, www.quakeforge.net will point at quake.sourceforge.net, which is where the project page will be hosted for the time being. I will also be doing email accounts/forwarding for developers in the quake source project. Happy Holidays! -Omnibus -- Generic signatures goes here -> |
From: Conan F. <con...@ho...> - 1999-12-23 09:41:33
|
FYI, ----- Original Message ----- From: Dave Kirsch <zo...@id...> To: Conan Ford <con...@ho...> Sent: Thursday, December 23, 1999 1:56 AM Subject: Re: q1 source code release error with Redhat 6.1 > Don't compile common.c with optimizations--egcs breaks it. > > /// Zoid. > > > On Thu, 23 Dec 1999, Conan Ford wrote: > > > Hi, > > > > I know you're not going to be supporting the source code, but I think I > > found a problem that will affect the majority of the i386 LINUX systems as > > far as a bad compile. > > > > In the release Q1 source code, under i386 LINUX (Redhat 6.1) / gcc version > > egcs-2.91.66 19990314/Linux (egcs-1.1.2 release), everything compiles fine, > > but run time, when you run qwsv or qwcl, you get an error like: > > > > Fatal error: ./id1/pak0.pak has 50417664 files > > > > I traced it back to QW/client/common.c > > > > Seems that in the routine that reads a pak file header, that reads the first > > 12 bytes, two values are getting assigned negative values (!). I'd bet it's > > either a little/big endian issue, or a signed/unsigned integer issue. > > > > Anyways, thought you might find it interesting, as a lot of people will be > > trying to get it to work under RedHat LINUX, and it won't work for them. I > > also tried it on a Redhat 6.0 system, with the same results. > > > > > > > > --- > > Conan Ford - con...@ho... - PGP-key on keyservers > > PGP Fingerprint: DDF8 74E4 7374 527A 053A A4C2 2ABB BBB0 C961 7286 > > > > > > > |
From: Ben C. <co...@mi...> - 1999-12-23 07:51:51
|
People, I would like to ask a question, How does Micro Assembler fit into the whole Visual Studio? I already have VC++ 6.0, and was wondering about MASM. Is it just an additional tool that a)I missed upon installation (though I did go back yesterday and check the installation options) b)an additional tool on either the VC CD, or the MSDN CD c) a tool that can be downloaded from Microsoft or d)another seperate commercial product that is part of Visual Studio? As you can understand, it makes compiling Quake just a bit harder without MASM any thoughts would be appreciated, Ben Carson |
From: Michael B. <mi...@es...> - 1999-12-23 06:22:41
|
If anybody here has any idea :) ----- Forwarded message from mi...@es... ----- Date: Thu, 23 Dec 1999 19:20:29 +1300 To: zo...@id... Subject: Quake 1 source and 3dfxgl minport. User-Agent: Mutt/1.0i To build "glquake.3dfxgl" for linux i386, the makefile says thus: TDFXGL_DIR = /home/zoid/3dfxgl ... TDFXGLLDFLAGS=-L$(TDFXGL_DIR)/release$(ARCH)$(GLIBC) -l3dfxgl -lglide2x -ldl ... $(BUILDDIR)/bin/glquake.3dfxgl : $(GLQUAKE_OBJS) $(GLSVGA_OBJS) $(CC) $(CFLAGS) -o $@ $(GLQUAKE_OBJS) $(GLSVGA_OBJS) \ $(TDFXGLLDFLAGS) $(SVGALDFLAGS) $(LDFLAGS) ^^^^^^^^^^^^^^^^ As a general enquiry, is this library available for linking against? (I gather it lives in your home dir.) Some fellow Debian developers and I have gotten quite close to making the sources 100% buildable, apart from this and 2 or 3 other minor details. (namely math.s) Michael Beattie (mi...@es...) ----------------------------------------------------------------------------- Cat Game #1: Hah - made you look! ----------------------------------------------------------------------------- Debian GNU/Linux.... Ooohh You are missing out! ----- End forwarded message ----- |
From: Nelson R. <pal...@lo...> - 1999-12-22 20:45:42
|
Hear Ye, Hear Ye, welcome to the first posting on quake-devel. ;-) The first task to tackle for this project is that of cleaning up the code. We welcome submissions of new features, but care will be taken to make sure it does not complicate the code further before we finish getting it in order. We need to establish a standard for writing code, I will be posting a document on this shortly. The webpage should be going up in a few days. I'm working out the details, we plan to use zope. The CVS tree is up, it's 11mb in all. (Compressed it's roughly 3mb) A zip, and gzip/bz2 tarballs are also available now. We're registering a domain name to point to quake.sourceforge.net, it should be up in a day or so. We are also setting up email addys through that domain and those will be available around the same time. I've recieved several interesting announcements of new pieces of the tree already being worked on. Joystick code, network code, the masm assembly, the QuakeC interpreter, new free maps/textures, etc. Looks like this is going to turn into a busy project rather quickly, I look forward to it. Here's to the Quake, cheers. Merry Christmas, happy holidays, and happy new years everyone. Sincerely, Nelson Rush -- "Walk softly and carry a big stick." |
From: Nelson R. <pal...@lo...> - 1999-12-22 20:41:14
|
Hear Ye, Hear Ye, welcome to the first posting on quake-devel. ;-) The first task to tackle for this project is that of cleaning up the code. We welcome submissions of new features, but care will be taken to make sure it does not complicate the code further before we finish getting it in order. We need to establish a standard for writing code, I will be posting a document on this shortly. The webpage should be going up in a few days. I'm working out the details, we plan to use zope. The CVS tree is up, it's 11mb in all. (Compressed it's roughly 3mb) A zip, and gzip/bz2 tarballs are also available now. We're registering a domain name to point to quake.sourceforge.net, it should be up in a day or so. We are also setting up email addys through that domain and those will be available around the same time. I've recieved several interesting announcements of new pieces of the tree already being worked on. Joystick code, network code, the masm assembly, the QuakeC interpreter, etc. Looks like this is going to turn into a busy project rather quickly, I look forward to it. Here's to the Quake, cheers. Merry Christmas, happy holidays, and happy new years everyone. Sincerely, Nelson Rush -- "Walk softly and carry a big stick." |