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Home Page: https://www.ezquake.com/
License: GNU General Public License v2.0
main ezQuake source code base
Home Page: https://www.ezquake.com/
License: GNU General Public License v2.0
In my QuakeWorld folder, these weird folders keep popping up:
ezq/
ezquak/
se/
servers.t/
servers.txt/
I can't reproduce it, though if I remove the folders they will reappear after a while at seemingly random times.
(Report from up2, via quakeworld.nu forums)
i found a bug with ezquake's cl_proxyaddr and sb_refresh stuff
if I use the console and sb_refresh then do connectbr, this is what happens:
"port number in prx userinfo key is invalid"
but when I go to the server browser, without refreshing, I can connect to the same server
By pressing "x" (use proxies to connect)
here's the cl_proxyaddr after I use the server browser and press x
This has always bothered me.
Notice how the slash and R are distorted http://i.imgur.com/yJ8uFrz.png
They wouldnt be distorted if I used a half resolution con_width/height.
www.quakeservers.net now has certificate from Let's Encrypt
Might need to recompile libcurl with ssl support?
eb is on the case
[qirex] ezq3 now longer seems to grap keyboard input fully
[qirex] i have keyboard shortcuts like win+u
[qirex] in my window manager
[qirex] but also have bound win+u in ezquake
[qirex] now the keybinding in ezquake no longer works
[qirex] in 2.2 that short cut did override the one from the window manager
[qirex] 3.0 no longer does
[qirex] Arch Linux
[qirex] wm is XMonad
[qirex] even in fullscreen ezquake doesn't get the win+... keys
Workaround is to set environment variable SDL_GRAB_KEYBOARD to 1
Equivalent hint is SDL_HINT_GRAB_KEYBOARD - doesn't appear to get used on Windows, need to check OSX.
Credit to qirex for reporting, then finding & testing the workaround.
See linked video. Just pressed ESC twice and then exit..
http://fzwoch.project-sheol.org/ezquake-osx-sdl2-togglemenu.mp4
gl_lightmode 2 is not described in help, but the menu in ezQuake allows the value so i assume it does something good.
On a similar note the values for cl_deadbodyfilter displays weirdly. Descriptions of values are there but not the actual values before them, probably because it's an integer instead of enum in the json.
Possible abuse of Github issues, but it seemed like a good way to get the attention of the active devs.
I propose a few social features added to the client in the form of a plugin.
Basic idea: Hook up the quake client to a web service. This would allow you to (from the QW client) say:
Of course there is so much more you could do (see below), but this would be a nice start.
What I think we'd need:
It could prove to be a nice demonstration of what's possible with plugins.
For example, when I load the quake client, an http request is made saying 'dies-el is online'. When I join a server an http request is made saying 'dies-el is playing at server with ip X'. When I leave, tell the server. When I quit, tell the server.
Now, this breaks down because Quake doesn't have a concept of usernames, you set your name when you join. Well, perhaps the first time you use the social features, you set yourself a username. That way, it doesn't matter what name you are playing under, you are still identifiable to your friends.
Future features:
I'll probably potter on with this idea myself if everyone thinks it's a horrible idea, but I thought I'd share it with the project in case anyone fancied lending a hand. I'm a total c noob, but I can handle the web side of things (e.g. setting up the web service with a nice restful api)
It would be really handy if the engine could print all the console stuff to stdout as well. That way users who launched it in a terminal window could easily do things, read, copy, paste etc.
Hi Team EzQuake <3
sorry, another little Bug i found.
open ezquake3
map dm4
now press exaclty once "W" or a movementkey of your choice
press tilde (to open console)
try to type the word "ok"
this results in my "ok" ending up as a "tk" with a colored "t"
E.g. /vid_displayfrequency
works immediately, but /s_desired_samples
does not.
Seems to be caused by S_SDL_Init() being called before Host_Init calls Cvar_Set() on all cvars, which clears the auto value.
(Auto values are just for informing the user, so this should have no effect on functionality)
Also happens when /gl_no24bit 1
set, as it disables external images. Should silently fail in this case.
Reported by mushi on Discord, very common when executing other people's .cfg files.
This was introduced in 3.0 to allow the LG beam color to be set without the need to replace textures.
Request is to allow all projectiles to have equivalent functionality.
Suggested by dev on Discord.
Reported by povohat.
(have fix, reporting for visibility)
I set "s_show 2", but it only prints the number of files playing, and not the names and left/right speaker info as the doc says.
OS: Linux. Both latest git build and 3.0 are affected.
When using a viewsize under 100 the fov doesn't calculate properly, it seems the fov is higher
Numpad isnt workning in last build.
If i change to in_builtinkeymap to 0 i can write witn the numpad in console, but still cant use it as teamsays.
This gets raised every time there is a tournament being streamed - people want to watch with their own HUD etc, but listen to the commentary, and they're out of sync.
There is qtv_buffertime (current upper limit of 10 seconds, may need to be increased) but also getting the two in sync - maybe automatic pause when the countdown ends, and player can push button to unpause as the game starts on the Twitch stream?
Feels like it's almost there but not quite usable...
dahmer and leopold noticed that the client might crash when alt-tabbing.
From quakeworld.nu thread (http://www.quakeworld.nu/forum/topic/6757/page/last#103084)
leopold:
dimman, for me and others ezquake 3 likes to crash on alt-tab. Here's a backtrace from gdb:
#0 0x00000eaf618fe7d6 in SCR_HUD_DrawGroup (hud=Variable "hud" is not available.
) at hud_common.c:2158
2158 if (pic != NULL && pic->height > 0)
(gdb) bt
#0 0x00000eaf618fe7d6 in SCR_HUD_DrawGroup (hud=Variable "hud" is not available.
) at hud_common.c:2158
#1 0x00000eaf618eb957 in HUD_DrawObject (hud=0xeb18bac2700) at hud.c:1452
#2 0x00000eaf618eba38 in HUD_Draw () at hud.c:1495
#3 0x00000eaf618d66af in SCR_DrawElements () at cl_screen.c:3316
#4 0x00000eaf618d73f4 in SCR_UpdateScreen () at cl_screen.c:3451
#5 0x00000eaf618c2977 in CL_Frame (time=Variable "time" is not available.
) at cl_main.c:2546
#6 0x00000eaf61840f18 in Host_Frame (time=0.0043760000000929722) at host.c:464
#7 0x00000eaf61985275 in main (argc=2, argv=0x7f7fffff78c8) at sys_posix.c:347
(gdb)
I guess pic is freed but not set to NULL and points to invalid memory.
I've tried binding Impulse 10 / 12 to my mouse wheel and to keys, but it doesn't switch weapons.
Using the 2016-06-16-62be229 build.
(So far two machines affected, both laptops with integrated Intel graphics)
Program continues to run as normal (can type /vid_fullscreen 0, /vid_restart to get back to desktop) but image is displayed for one frame, then screen is completely blank (not black - just grey, as though the monitor is not being used).
Known workarounds:
Can confirm this behaviour affects other fullscreen desktop applications, not just ezQuake.
Reported by sadhu on Discord
Using the same config as i have for ezQuake 2.x my 24-bit textures from nQuake/qw/textures/ will not get loaded in ezQuake 3.0.
I have gl_externaltextures_world set to 1 but still get the deault low res textures.
Version: nightly build ezquake-1df22c7
Affects every version up to and including 3.0
(have fix, reporting for visibility)
SB crashes on Windows, using alpha/latest and past versions.
It appears to crash more frequently when files.txt and the dummy are selected.
I suspected multithreading issue here, but also happens when only 1 core assigned.
Crash happens when refreshing.
I'm returning to QuakeWorld after not playing seriously for about 13 years and I really like the features and usability of eqQuake (via nQuake). But being female, I'm surprised it hasn't implemented a player gender cvar.
Upon dying in-game, I very quickly noticed the jarring obit "Lisa* was looking good until he killed himself," which prompted me to investigate gender settings. But there doesn't seem to be an option.
I see a brief reference to player gender in vx_tracker.c, but am unsure how that relates to the rest of the project. Could you kindly implement player gender in the future? It has been pretty standard in these games since at least Quake II, and it seems like it'd be simple to add. Thank you!
*Not my real name.
[LD] ezquake-linux-x86_64
.ezquake/common.o: In function `COM_GetUniqueTempFilename':
/home/calinou/Git/ezquake/common.c:374: warning: the use of `tempnam' is dangerous, better use `mkstemp'
/usr/bin/ld: .ezquake/sys_posix.o: undefined reference to symbol 'sem_post@@GLIBC_2.2.5'
/lib/x86_64-linux-gnu/libpthread.so.0: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
Makefile:396: recipe for target 'ezquake-linux-x86_64' failed
make: *** [ezquake-linux-x86_64] Error 1
Is there another way to do the equivalent of alt-tabbing?
From qirex:
20:35:21 < qirex> dimman: i've been retrying ezquake on linux
20:35:28 < qirex> vid_restart make it crash
20:35:37 < qirex> as well as vid_fullscreen 0
X Error of failed request: BadValue (integer parameter out of range for operation)
Major opcode of failed request: 151 (XFree86-VidModeExtension)
Minor opcode of failed request: 17 (XF86VidModeGetGammaRamp)
Value in failed request: 0x1e00009
Serial number of failed request: 307
Current serial number in output stream: 311
sys_disablewinkeys 1 allows me to bind things to the windows key. I have +ssg bound there now, and it usually works fine. In fact, it always works fine right after I start up the client. But for some undiscovered reason the functionality breaks after extended game sessions, causing one to be inadvertently task-switched to the Windows desktop, potentially in the middle of a match.
My best guess is that the functionality breaks due to something related to alt-tabbing to windows intermittently during the client session. Something related to that process must be "reactivating" the windows keys for some reason, as I don't think it happens until I've alt-tabbed during a session (though it's not very predictable when it will occur - I just alt-tabbed a few times and couldn't reproduce the bug).
Another (probably unrelated) task switching issue:
Sometimes, upon alt-tabbing, the Windows desktop will take on the same resolution as the QW client. I play in 800_600, with desktop at 1600 * 1200. Usually this works fine with alt-tabbing. However, sometimes, for some unknown reason, I alt-tab to find my desktop also at 800_600.
As far as when this error occurs, it's an all or nothing thing. If alt-tabbing is working fine when I start up the client, the error will not happen later in that session. However, if the error occurs it will begin with the very first alt-tab during a session, and for every alt-tab thereafter. The only workaround is to manually switch back the desktop resolution every time you alt-tab, or reboot Windows.
OS: Windows 7
Ezquake client: 3.0 Alpha R4606`A91749E Win32:GL (most recent one posted in qw.nu forums).
When I run the latest (as of today) compiled code from git and spits out the following code in the osx terminal form which I ran it.
2016-03-14 21:32:50.085 ezquake-darwin-x86_64-dev[72788:9406395] 21:32:50.085 WARNING: 140: This application, or a library it uses, is using the deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed in a future release. Also, this makes the host incompatible with version 3 audio units. Please transition to the API's in AudioComponent.h.
I can reproduce a crash by:
-opening EZQUAKE with gl_no24bit 1 (saved in config)
-game open & via console: gl_no24bit 0 , + vid_restart
-FOR EXAMPLE: now change gamma... type gl_ga (HIT TAB, to get autocompletion)
-crashes.
Crashes on other GL_ or Vid_ related commands then. Not sure about others.
(Windows 7, 64bit, latest+nightly)
I've found some variables that are very close to what I wanted for them to do for mvd_auto_track_custom (%C and %c), although, instead of considering "what I did in this entire run" or "how much time I survived in this run", it uses "what I already did in this run" or "how much time I'm surviving". I want to use (%C-3)/%c) in the second specified way, with it, I will be able to see players that did at least 3 kills, but it will be focusing the player who did those kills in less time. In this case, a cvar that changes the behavior of the tracker by using all they did in a run instead of what they currently did in the run I watch, I think a cvar would be better because I don't find anything to mix variables from the first method with the second method, not sure if there is anything that would be good to mix.
%c is a time value which starts at 0, meaning that if you pick any variable and divide by it, you will get an division by 0 error in the console, in those cases, just giving 0 in the result of division will solve the problem.
The frag variables should have a damage version of them so that it is possible to consider players that causes damage but doesn't kill other players as trackeable/skilled players, also one damage variable that picks damage but only the damage that wasn't healed by the damaged player.
(ezquake version 3.0.1-dev R4865 ............) (date of the source is 05-07-2016)
On startup, Colemak layout works fine, but when the connection window that asks whether to [j]oin or to [o]bserve etc... comes up, it's on qwerty mode.
Had several ocasions when then suddenly the console is only working in qwerty mode also, but can't yet figure out how it happened.
Small additional issue: i have the backspace function remapped to CapsLock (kind of a colemak default) and in ezQuake it doesn't work. no biggie but would be amazing to have it working.
Loving ezQ3 a lot so far <3
have a good day!
Dev version of ezquake does not compile on Debian testing.
Debian switched to libpng16 and png.h is now in /usr/include/libpng16/png.h
but I get this in console:
make: *** No rule to make target '/usr/include/libpng12/png.h', needed by '.ezquake/cl_main.o'. Stop.
On OS X, Option+Key no longer works.
Expected Typing "this" holding option to produce alternate color (gold/red) text.
This broke with:
6ac7059 Initial changes to support non-american keyboard layouts & cyrillic characters.
hi,
I compiled ezquake from source, which runs fine — except the mouse cursor doesn't disappear in the game. the menu looks fine, though.
unrelatedly, I used to use the version of ezquake that comes with nQuake, but the latest one doesn't work in os x yosemite. that one – IIRC – comes as an *.app
that let's you change settings (like resolution, etc.) before you launch the actual game. — is that nQuake-specific or is there also a way to make an *.app
when compiling ezquake from source? (I couldn't find any information on this).
When values superior to 2 is set, it doesn't draw anything (since it only checks "==" conditions in SCR_HUD_DrawTeamHoldInfo )
This fix should be trivial to implant:
In hud_common.c, line 4858:
else if(hud_teamholdinfo_style->value == HUD_TEAMHOLDINFO_STYLE_PERCENT_BARS2)
should be fixed by using:
else if(hud_teamholdinfo_style->value >= HUD_TEAMHOLDINFO_STYLE_PERCENT_BARS2)
Reported by raket on IRC. He's been doing testing on why fodquake sometimes gave him 25ms ping to UK server, but generally 38ms. Had previously worked out that fodquake randomises the clientport with each connection.
[raket] could you make clientport to a variable?
[raket] i ran ezquake -> 38ms in uk, started fodquake -> started tcpdump in a window
[raket] reconnected till i got 25ms
[raket] than run ezquake -clientport port, and 25ms
Looks like this is about hitting some kind of QoS sweetspot that might be outwith the user's control.
I'd love to try this out on OS X -- but there aren't any build instructions. I can paste my build errors if that'd help.
Installed nQuake (ezQuake), tried to run it, and it crashes with the following error:
Process: EZQuake-GL [51086]
Path: /Users/USER/*/EZQuake-GL.app/Contents/MacOS/EZQuake-GL
Identifier: net.sf.ezquakegl
Version: ???
Code Type: X86 (Native)
Parent Process: ??? [1]
Responsible: EZQuake-GL [51086]
User ID: 504
Date/Time: 2016-06-22 21:48:56.573 -0700
OS Version: Mac OS X 10.10.5 (14F1021)
Report Version: 11
Anonymous UUID: E77358BA-B254-B53F-E419-BC9920A02B6B
Sleep/Wake UUID: E973E0B9-6B6A-4BE2-BCEB-69E8A7F0CC69
Time Awake Since Boot: 49000 seconds
Time Since Wake: 1900 seconds
Crashed Thread: 0
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Application Specific Information:
dyld: launch, loading dependent libraries
Dyld Error Message:
Library not loaded: @executable_path/../Frameworks/Growl.framework/Versions/A/Growl
Referenced from: /Users/USER/*/EZQuake-GL.app/Contents/MacOS/EZQuake-GL
Reason: image not found
If I'm reading this right, it appears to be quitting because it depends on Growl (which isn't installed)?!
In vanilla Quake the powerup (Quad, Pent) items have no dynamic lightning, it is only when they are picked up that the player itself is surrounded by it.
Please add an option to disable dynamic lightning on the items themselves.
Client can crash when calling SDL_GL_DeleteContext()
The passed parameter is correct, SDL calls wglDeleteContext(), and the access violation is in nvoglv32.dll
Internet searches indicate that this can happen if textures/buffers/gl-objects are not freed before calling wglDeleteContext.
Struggling to find exact steps to reproduce. Also reported by locust.
Requested by Trickle on quakeworld.nu
Reported by cosmos on IRC. Can't replicate locally, but fixed by removing cl_onload "sb_refresh"
. cosmos could reproduce in 2.2 and 3.0, cursor would blink 5 or 6 times then the client would crash.
Config entries:
//Server Browser
sb_autohide "1"
sb_autoupdate "1"
sb_findroutes "1"
sb_hidedead "1"
sb_hideempty "1"
sb_hidefull "0"
sb_hidehighping "0"
sb_hidenotempty "0"
sb_ignore_proxy ""
sb_inforetries "1"
sb_infospersec "200"
sb_infotimeout "400"
sb_listcache "0"
sb_liveupdate "2"
sb_mastercache "1"
sb_masterretries "3"
sb_mastertimeout "1000"
sb_nosockraw "0"
sb_pinglimit "80"
sb_pings "1"
sb_pingspersec "200"
sb_pingtimeout "400"
sb_proxinfopersec "10"
sb_proxretries "3"
sb_proxtimeout "1000"
sb_qtvlist_url "http://qtv.quakeworld.nu/?rss"
sb_showaddress "0"
sb_showfraglimit "0"
sb_showgamedir "0"
sb_showmap "1"
sb_showping "1"
sb_showplayers "1"
sb_showproxies "0"
sb_showtimelimit "0"
sb_sortplayers "92"
sb_sortservers "32"
sb_sortsources "3"
sb_sourcevalidity "30"
sb_status "1"
cl_onload "sb_refresh"
sb_sourceunmarkall
sb_sourcemark "QuakeServers URL"
sb_sourcemark "QuakeServers.net"
sb_sourcemark "Asgaard"
sb_sourcemark "Global"
sb_sourcemark "Poland"
sb_sourcemark "European Servers"
sb_sourcemark "Europe 4on4"
sb_sourcemark "World Qizmos"
Hi Team Ezquake 💃
well the title basically sais it.
Also i wasnt sure if REQ or BUG
If i could request something to fix this bug^^, it probably would be:
Could you please disable the Serverbrowser from accepting "console key" in my case "^" as a valid filter option?
link to thread http://www.quakeworld.nu/forum/topic/6780/server-browser-issue
When starting ezQuake and seeing the console upon startup, ezQuake won't detect that my keyboard layout is Swedish.
When entering game (/map dm3) the keymap is correct.
Version: ezQuake 3.0 r4844~7f46613
Bogo fixed this for posix: 6926046
Windows still has this problem. Currently only used for server browser & match tools, both of which are being reviewed soon anyway.
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