8/25/2023 0 Comments Open arena 0.8q_shared.c has a GLSL change to load those files.Do we need to change anything? I didn't make any changes related to ogg and instead used USE_CODEC_VORBIS=1 in Makefile.local We need a better way to force the value rather than hardcoding 140 all over the place. I did not remove cl_yawspeed and cl_pitchspeed.Here is my list of concerns after moving 0.8.8 to the latest ioquake3 I did a full merge with 0.8.8 and didn't use any of my 0.8.5 work. I moved all of the renderer changes to renderer_oa so the client builds renderer_opengl1_*.so and renderer_openarena1_*.so. I'm going to test it today if I have time. I made almost all of the changes last night. How much time do you think will you have to spend to merge OA 0.8.8 to ioquake3? Also, are you doing it all over again or are you porting the changes by diffing 0.8.5->0.8.8 and then applying to your OA 0.8.5 merge?I think a few days. Hairball, that's great that you are trying to merge the latest OA engine with ioquake3. How much time do you think will you have to spend to merge OA 0.8.8 to ioquake3? Also, are you doing it all over again or are you porting the changes by diffing 0.8.5->0.8.8 and then applying to your OA 0.8.5 about the OA gamecode, since you know better than anyone else the changes that have been made, do you think that using the same process described by hairball (see the readme of the OA 0.8.5 in the link above), would it be possible to also sync the OA gamecode with the latest ioquake3? But at least having an up-to-date engine would fix a lot of issues and security concerns, and would also allow to benefit from the very latest functionnalities such as the sv_dlrate, and would spare a lot of maintenance time in the future. Now, as you pointed out, this is only for the engine, as the OA gamecode is a lot more different from the original ioquake3. I think moving the code to github or gitorious or whatever would make your job a lot that's great news! And since you're maintaining a github mirror of ioquake3, once OA 0.8.8 is merged with ioquake3, it would be almost automatic to keep up with the latest ioquake3 revision!įor infos, here is the merged OA 0.8.5 with ioquake3 by hairball: I have a bunch of minor ioquake3 projects that I sync against the latest ioquake3 without any problems. ioquake3 doesn't have a git mirror (*sadface*) but I'm maintaining one in github. A lot of the makefile and standalone changes either don't have to be done or are easier now. Useless created a separate directory for his renderer and I think you could follow his example. The cl_renderer cvar lets you choose a renderer at runtime rather than having one compiled into the binary. You could then use other renderers when they are available (like Useless' opengl2 with VBO, GLSL, etc). With the new modular renderer, all of these renderer changes could be thrown into a new renderer so they don't conflict with upstream's. I think there are a number of changes that would make it easier to sync with upstream. I started the process of moving this to the latest ioquake3. Previous versions are overwritten when you update your application with new expansion files.There has been a lot of small adjustments up to the release but now that OpenArena 0.8.8 has been released the source is final too: One is the main expansion file and the other is the patch expansion file (if necessary). is your application's Java-style package name.įor each application, there are never more than two expansion files in this directory. is the path to the shared storage space. The specific location for your expansion files is: The patch expansion file is optional and intended for small updates to the main expansion file. The main expansion file is the primary expansion file for additional resources required by your application. Conceptually, each expansion file plays a different role: Developer will add one or two expansion files to the APK, each file can be up to 2GB. These files carry encrypted data including media and graphics that is not included in the APK file.
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