GithubHelp home page GithubHelp logo

man-at-arms / iortcw-archive Goto Github PK

View Code? Open in Web Editor NEW
0.0 0.0 0.0 35.46 MB

Automatically exported from code.google.com/p/iortcw

C++ 4.13% Makefile 0.36% C 94.13% Assembly 0.25% Objective-C 0.08% Perl 0.05% GLSL 0.32% HTML 0.37% Groff 0.11% Yacc 0.02% Shell 0.11% CMake 0.06%

iortcw-archive's People

Watchers

 avatar

iortcw-archive's Issues

Error when compiling iortcw/SP with MinGW

Hi,

Compiling r436 (svn): MP, exe and both renderers compiles fine. SP gives me an 
error.

I'm using MinGW on Windows 7 64-bit. No changes have been made. Neither to code 
nor Makefile or anything else.

Here is what MinGW gives me when compiling SP:

----------------------------------------------------

Building in build/release-mingw32-x86:
  PLATFORM: mingw32
  ARCH: x86
  FILE_ARCH: x86
  VERSION: 1.42
  COMPILE_PLATFORM: mingw32
  COMPILE_ARCH: x86
  CC: cc
  CXX: g++
  WINDRES: windres

  CFLAGS:
    -Wall
    -fno-strict-aliasing
    -DUSE_ICON
    -DWINVER=0x501
    -m32
    -DNO_GZIP
    -Icode/zlib
    -DUSE_INTERNAL_JPEG
    -Icode/jpeg-8c
    -DUSE_LOCAL_HEADERS
    -DPRODUCT_VERSION="1.42"
    -Wformat=2
    -Wformat-security
    -Wno-format-nonliteral
    -Wstrict-aliasing=2
    -Wmissing-format-attribute
    -Wdisabled-optimization
    -MMD
    -DNDEBUG
    -O3
    -march=i586
    -fno-omit-frame-pointer
    -falign-loops=2
    -funroll-loops
    -falign-jumps=2
    -falign-functions=2
    -fstrength-reduce
    -ffast-math

  CLIENT_CFLAGS:
    -DCURL_STATICLIB
    -Icode/SDL12/include
    -DUSE_OPENAL
    -DUSE_OPENAL_DLOPEN
    -DUSE_CURL
    -DUSE_CODEC_OPUS
    -DOPUS_BUILD
    -DHAVE_LRINTF
    -DFLOATING_POINT
    -DUSE_ALLOCA
    -Icode/opus-1.0.2/include
    -Icode/opus-1.0.2/celt
    -Icode/opus-1.0.2/silk
    -Icode/opus-1.0.2/silk/float
    -Icode/opusfile-0.2/include
    -Icode/libogg-1.3.0/include
    -DUSE_RENDERER_DLOPEN
    -DUSE_MUMBLE
    -DUSE_VOIP
    -DFLOATING_POINT
    -DUSE_ALLOCA
    -Icode/libspeex/include
    -DUSE_BLOOM

  SERVER_CFLAGS:
    -DUSE_VOIP

  LDFLAGS:

  LIBS:
    -lws2_32
    -lwinmm
    -lpsapi

  CLIENT_LIBS:
    -lgdi32
    -lole32
    code/libs/win32/libcurl.a
    -lmingw32
    code/libs/win32/libSDLmain.a
    code/libs/win32/libSDL.dll.a

  Output:
    ioWolfSP.x86.exe
    renderer_sp_opengl1_x86.dll
    renderer_sp_rend2_x86.dll
    main/cgamex86.dll
    main/qagamex86.dll
    main/uix86.dll

make[2]: Entering directory `/iortcw/sp'
CC code/client/cl_cgame.c
CC code/client/cl_cin.c
CC code/client/cl_console.c
CC code/client/cl_input.c
CC code/client/cl_keys.c
CC code/client/cl_main.c
CC code/client/cl_net_chan.c
CC code/client/cl_parse.c
CC code/client/cl_scrn.c
CC code/client/cl_ui.c
CC code/client/cl_avi.c
CC code/qcommon/cm_load.c
CC code/qcommon/cm_patch.c
CC code/qcommon/cm_polylib.c
CC code/qcommon/cm_test.c
CC code/qcommon/cm_trace.c
CC code/qcommon/cmd.c
CC code/qcommon/common.c
CC code/qcommon/cvar.c
CC code/qcommon/files.c
CC code/qcommon/md4.c
CC code/qcommon/md5.c
CC code/qcommon/msg.c
CC code/qcommon/net_chan.c
CC code/qcommon/net_ip.c
CC code/qcommon/huffman.c
CC code/client/snd_adpcm.c
CC code/client/snd_dma.c
CC code/client/snd_mem.c
CC code/client/snd_mix.c
CC code/client/snd_wavelet.c
CC code/client/snd_main.c
CC code/client/snd_codec.c
CC code/client/snd_codec_wav.c
CC code/client/snd_codec_ogg.c
CC code/client/snd_codec_opus.c
CC code/client/qal.c
CC code/client/snd_openal.c
CC code/client/cl_curl.c
CC code/server/sv_bot.c
CC code/server/sv_ccmds.c
CC code/server/sv_client.c
CC code/server/sv_game.c
CC code/server/sv_init.c
CC code/server/sv_main.c
CC code/server/sv_net_chan.c
CC code/server/sv_snapshot.c
CC code/server/sv_world.c
CC code/qcommon/q_math.c
CC code/qcommon/q_shared.c
CC code/qcommon/unzip.c
CC code/qcommon/ioapi.c
CC code/qcommon/puff.c
CC code/qcommon/vm.c
CC code/qcommon/vm_interpreted.c
BOT_CC code/botlib/be_aas_bspq3.c
BOT_CC code/botlib/be_aas_cluster.c
BOT_CC code/botlib/be_aas_debug.c
BOT_CC code/botlib/be_aas_entity.c
BOT_CC code/botlib/be_aas_file.c
BOT_CC code/botlib/be_aas_main.c
BOT_CC code/botlib/be_aas_move.c
BOT_CC code/botlib/be_aas_optimize.c
BOT_CC code/botlib/be_aas_reach.c
BOT_CC code/botlib/be_aas_route.c
BOT_CC code/botlib/be_aas_routealt.c
BOT_CC code/botlib/be_aas_routetable.c
BOT_CC code/botlib/be_aas_sample.c
BOT_CC code/botlib/be_ai_char.c
BOT_CC code/botlib/be_ai_chat.c
BOT_CC code/botlib/be_ai_gen.c
BOT_CC code/botlib/be_ai_goal.c
BOT_CC code/botlib/be_ai_move.c
BOT_CC code/botlib/be_ai_weap.c
BOT_CC code/botlib/be_ai_weight.c
BOT_CC code/botlib/be_ea.c
BOT_CC code/botlib/be_interface.c
BOT_CC code/botlib/l_crc.c
BOT_CC code/botlib/l_libvar.c
BOT_CC code/botlib/l_log.c
BOT_CC code/botlib/l_memory.c
BOT_CC code/botlib/l_precomp.c
BOT_CC code/botlib/l_script.c
BOT_CC code/botlib/l_struct.c
SPLINE_CXX code/splines/math_angles.cpp
make[2]: g++: Command not found
make[2]: *** [build/release-mingw32-x86/splines/math_angles.o] Error 127
make[2]: Leaving directory `/iortcw/sp'
make[1]: *** [targets] Error 2
make[1]: Leaving directory `/iortcw/sp'
make: *** [release] Error 2

----------------------------------------------------

Kind Regards

Original issue reported on code.google.com by [email protected] on 25 Nov 2013 at 10:02

VM_Create on UI failed

1. Compile SP
2. Copy in 1.41b .pk3 files plus release CD .pk3 files
3. Run iowolfsp.x86_64

Pertinent output:

ter)$ ./iowolfsp.x86_64
iortcw 1.42 linux-x86_64 May 10 2013
Have SSE support
----- FS_Startup -----
Current search path:
/home/matt/.iortcw/main
./main/sp_pak4.pk3 (21 files)
./main/sp_pak3.pk3 (14 files)
./main/sp_pak2.pk3 (232 files)
./main/sp_pak1.pk3 (1342 files)
./main/pak0.pk3 (4775 files)
./main

----------------------
6384 files in pk3 files
execing default.cfg
couldn't exec wolfconfig.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
Bypassing CD checks
----- Client Initialization -----
Couldn't read rtcwhistory.
Cmd_AddCommand: map_restart already defined
----- Initializing Renderer ----
Trying to load "renderer_sp_opengl1_x86_64.so" from "."...
-------------------------------
RTCWKEY found.
----- Client Initialization Complete -----
(skipped R_init and sound)
--------------------------------
----- Client Shutdown (Client fatal crashed: VM_Create on UI failed) -----
RE_Shutdown( 1 )
Hunk_Clear: reset the hunk ok
OpenAL capture device closed.
-----------------------
VM_Create on UI failed

Now, I've added some debugging information, and I see it examine all the pk3 
files:

MC - calling release VM_Create
MC - examining 
MC - examining ./main/sp_pak4.pk3
MC - examining ./main/sp_pak3.pk3
MC - examining ./main/sp_pak2.pk3
MC - examining ./main/sp_pak1.pk3
MC - examining ./main/pak0.pk3
MC - examining 
MC - retval = -1
MC - returning NULL

And, I've verified that it's looking for the release bits:

        Com_Printf("MC - calling release VM_Create\n");
    uivm = VM_Create( "ui", CL_UISystemCalls, Cvar_VariableValue( "vm_ui" ) );

(You can see the printf emitted above)

I've verified the checksums match what the 1.41b install document says, namely:

pak0.pk3        ce92b11df889cb0a045762bb5fd7cde5
sp_pak1.pk3     a0d3fe956f85f40c8efd6babe0d09832
mp_pak0.pk3     62641cffd9a8ad0f62cc1cca867d51f8

and I've copied over the packs from a fresh uncompress of 1.41b, which uses a 
shar to test the integrity of the archive.

I'm running this from the build/release-linux-x86_64 subdir, so it should have 
everything it was supposed to have.

Any ideas?

Original issue reported on code.google.com by [email protected] on 10 May 2013 at 3:41

Burning bug in game saves

What steps will reproduce the problem?
1. Play a SP map with flamer units, eg. crypt2 (flame zombies)
2. Get burnt by a flame zombie, wait for the burning to disappear and then save 
the game at any point later.
3. Exit the game, relaunch the game and then load the save file. 

What is the expected output? What do you see instead?
When you load the save game, your character will be on fire until death (BUG).

Note: reloading the save file in the same game session (without exiting) 
doesn't result in this bug.
Note: this bug does not occur in the vanilla game (1.41).

What version of the product are you using? On what operating system?
1.42b iortcw (x64 bit), 1.41 wolfenstein. Windows 7 (x64 bit).

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 4 Apr 2015 at 8:43

Fails to run on 256MB Raspberry Pi

What steps will reproduce the problem?
1. Run single player iortcw. 

What is the expected output? What do you see instead?

Fails to allocate a 256MB hunk and exits.

What version of the product are you using? On what operating system?

Latest Raspbian (2014/01/07).


Original issue reported on code.google.com by [email protected] on 13 Feb 2014 at 11:34

Some door's cannot be opened, problem with jumping

What steps will reproduce the problem?
1. Load attached savegame
2. Try to open door in the front of you, try to jump
3.

What is the expected output? What do you see instead?
Some doors (not the wooden ones) won't open after loading from savegame. This 
makes ending the level impossible.

What version of the product are you using? On what operating system?
I tried the latest svn version. iortcw was used on 64-bit Fedora 20 (and was 
compiled as 64-bit)

Please provide any additional information below.
There is also problem with freezing mouse buttons. Buttons may hang with 
unpressed or pressed state (so you cannot shoot or cannot stop shooting). I 
have seen very similar issue with yamagi quake2. In that case the solution was 
to compile the game with SDL 1.2 instead of SDL 2.0.

Original issue reported on code.google.com by [email protected] on 16 Nov 2014 at 11:24

Attachments:

SP: VM_Call in CL_InitCGame takes 126 seconds to process

Hi, 

I'm using r291, everything works fine & SP game is smooth.

But, it takes 2 minutes to start a level.

I added some "Com_Printf( "CL_InitCGame: %5.2f seconds\n", ( t2 - t1 ) / 1000.0 
);" like code in CL_InitCGame and
I found that

"VM_Call( cgvm, CG_INIT, clc.serverMessageSequence, 
clc.lastExecutedServerCommand, clc.clientNum );" took 2 long minutes.

I only started looking at the code today, so I haven't looked further.



Original issue reported on code.google.com by [email protected] on 14 Jun 2013 at 2:37

SP: Fix loading route cache on 64 bit client

There are pointers in the structures saved in the route cache, so 64 bit thinks 
structure is larger then 32 bit. Causes issues reading it.

Currently loading route cache is disabled for 64 bit. Route cache is generated 
on load, but takes a couple minutes on some maps (dark, forest, and possibly 
others).

Original issue reported on code.google.com by ZTurtleMan on 30 Apr 2013 at 10:12

Reloading saves with ongoing scripted events fail to recover scripted events


What steps will reproduce the problem?
1. save a game while scripted events occur
2. die
3. reload saved game

What is the expected output? What do you see instead?
scripted events. you get halted but animated NPCs that tries to run forward

What version of the product are you using? On what operating system?
12 jun 2014. xubuntu 14.04 x86_64

Please provide any additional information below.
See attached savegame for an example

Original issue reported on code.google.com by [email protected] on 20 Jun 2014 at 10:10

Attachments:

Fix saving route cache on 64 bit client

There are pointers in the structures saved in the route cache, so need to 
convert to structure with 32 bit values instead of pointers. See 
aas_routingcache_32_t used for loading.

Original issue reported on code.google.com by ZTurtleMan on 11 Jun 2013 at 11:34

Syntax error during make copyfiles

error durin make copyfiles operation


install -s -m 0755 build/release-linux-x86_64/renderer_sp_rend2_x86_64.so 
/home/morfeo/iortcw-svn/pkg/iortcw-svn/renderer_sp_rend2_x86_64.so
ifeq (linux,mingw32)
/bin/sh: -c: line 0: syntax error near unexpected token `linux,mingw32'
/bin/sh: -c: line 0: `ifeq (linux,mingw32)'
Makefile:2509: set di istruzioni per l'obiettivo "copyfiles" non riuscito
make: *** [copyfiles] Errore 1


Original issue reported on code.google.com by morf3089 on 19 Jan 2014 at 8:52

bloom effect not work in cl_renderer "rend2"

What steps will reproduce the problem?
1. seta cl_renderer "rend2"
2. seta r_bloom "1" (not work)
3.

What is the expected output? What do you see instead?
bloom effect not work

What version of the product are you using? On what operating system?
iortcw-svn-790 Arch Linux x64 intel hd 2000

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 28 Feb 2015 at 11:26

Uncompatible with Additional Weapons

- What steps will reproduce the problem?

Placing the custom "QAGameX86.dll" & "CGameX86" files of the additional weapons 
mod into iortcw's directory, and then loading a map.


- What is the expected output? What do you see instead?

Would like to see the new weapons proposed my the Additional Weapons Mod to 
work on iortcw.


- What version of the product are you using? On what operating system?

• I'm using iortcw 1.42b Windows 64-bit.

• On Microsoft Windows 8.1 Professional 64-bit.


- Please provide any additional information below.

• The ADDITIONAL WEAPONS MOD 4 adds the MP44, Carbine and PPSH weapons to 
Return to Castle Wolfenstein original game. It seems iortcw isn't compatible 
with the modded "QAGameX86.dll" & "CGameX86" files proposed by the mod in 
question.

• I would like to see this iortcw engine work with this additional weapons 
mod.

• I have under my hand the two modded "QAGameX86.dll" & "CGameX86" files; if 
you think you can make these compatible with iortcw, I'll send these to you.

Original issue reported on code.google.com by [email protected] on 17 Jan 2015 at 5:40

Non working mouse on GNU/Linux x86_64 with SDL2

What steps will reproduce the problem?
1. starting the game
2. trying to use the menu but keyboard seems to work
3. see attached screenshot for the (X11?) pointer on-screen

What is the expected output? What do you see instead?
Intro movie. I can't get pass the clickable briefing.

What version of the product are you using? On what operating system?
Rev 623. Xubuntu 14.04 x86_64

Please provide any additional information below.
maybe a pointer bug in iortcw code with SDL2?

Original issue reported on code.google.com by [email protected] on 12 Jun 2014 at 6:49

Attachments:

Fix fog.

Fog doesn't work on any maps, since it's OpenGL native fog, which doesn't play 
well with the glsl shaders from rend2.

Here's a patch that adds an approximation of OpenGL fog to the glsl fog 
shaders, but it requires more testing.

Original issue reported on code.google.com by [email protected] on 26 Feb 2013 at 7:28

Attachments:

No crosshair in anaglyph mode in SP

Crosshair is not renderered in anaglyph (3D) mode. Must be soem difference in 
the SP renderer since it is working MP.


Original issue reported on code.google.com by M4N4T4RMS on 18 May 2013 at 12:06

Native widescreen ?

I am on windows, have wolf 1.41, extracted 
http://beach.ecgnetwork.co/iortcw/iortcw-1.42-win_x86.zip in the folder, I use 
ioWolfSP.x86.exe to run the game, in the menu options I see no 1680x1050 
resolution. So I looked in the 
wolfconfig.cfg and found some seta commands and changed them to that resolution.

But I have black bars left and right ... why?

Original issue reported on code.google.com by [email protected] on 24 Jun 2014 at 7:20

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.