It would be helpful to know if you are getting a SIGSEGV or SIGILL, or what.
From the backtrace, it looks like it made it into VM_Call() where it can
branch to a DLL function if executing native code, VM_CallInterpreted() if
interpreting a QVM, or VM_CallCompiled() if executing complied QVM code.
I had an issue with OP_BLOCK_COPY on SGI/MIPS. I replaced it with an
equivalent memcpy() and fixed all alignment issues. Maybe it would be
appropriate for win64 as well?
Patrick
On Thu, Jun 3, 2010 at 1:53 PM, Michael Menegakis arx...@gmail.com wrote:
On Mon, May 17, 2010 at 5:15 PM, Ludwig
http://svn.icculus.org/quake3/trunk/code/qcommon/vm_interpreted.c?view=markup
http://svn.icculus.org/quake3/trunk/code/qcommon/vm_interpreted.c?view=markupIt
is already in there.See r1456.
On Sun, Jun 6, 2010 at 4:06 AM, vinc...@cojot.name wrote:
On Sat, 5 Jun 2010, Patrick Baggett wrote:
I
-aliasing] occurs on gcc 4.6.0:
code/qcommon/net_ip.c
code/renderer/tr_backend.c
code/renderer/tr_shade.c
code/renderer/tr_shade_calc.c:
code/renderer/tr_surface.c:
On Wed, Jun 30, 2010 at 1:09 PM, Patrick Baggett
baggett.patr...@gmail.com wrote:
Any time a float and int are used
I'm just going to go ahead and say that room rotation probably won't happen
due to the way Quake3 levels are stored (it is called a BSP if you'd like
to read about it on wiki). There might be some other way to make something
move, but if I recall, Quake3 was pretty bare when it came to stuff like
of connections occur at the same time, couldn't they just retry the
connection if it was ignored by the server on the basis of being too
suspicious?
Patrick Baggett
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OK so 1024 getchallenge packets every 40 milliseconds. Each getchallenge
packet's payload is about 20 bytes or so. Add the UDP header and that
probably goes up to about 40 bytes (I actually don't know how bit the UDP
headers are off hand, would have to read the specs). OK, so I need to
On Thu, Feb 17, 2011 at 3:32 AM, Yasir I. Al-Dosary - zgzg2020™
yasiraldos...@yahoo.com wrote:
Thank you for the answers,
I removed the precompiler BOTLIB definition from my project. And, I placed
a breakpoint at fopen(). And, it breaks there, so I assume my build is not
using VFS files.
I thought there was a big push to use SDL's video mode querying rather than
the fixed set of resolutions built into Q3. I'd imagine that the SDL/Solaris
support is quite low and thus can only report a single available video mode
for sure: the one it is using currently. I have no idea what the
of pk3 files? Sorry I am new to this and thank you for your help!
Kim
On Wed, Sep 21, 2011 at 1:32 PM, Patrick Baggett
baggett.patr...@gmail.com wrote:
It should be in a folder called baseq3, and it should include the other
pk3 files. These pk3 files are found on the ioquake3 website. I forget
at 6:12 PM, Patrick Baggett
baggett.patr...@gmail.com wrote:
Yes, there are 3 things in total:
1) ioquake3 binary (EXE) file
2) ioquake3 updated PK3 files
3) PAK0.PK3 from Quake3 CD.
I'm currently behind a web filtering system, otherwise I'd just give you
direct links to what I am saying
found is that when I deleted uix86.dll, ioquak3.exe still runs
with
no error reported. I did look into the project setting of ioquake3.exe,
but
can't seem to find anything.
Thank you for your helps,
Kim
On Wed, Sep 21, 2011 at 2:12 PM, Patrick Baggett
baggett.patr
On Tue, Dec 6, 2011 at 4:56 AM, Simon McVittie
smcv-ioqua...@pseudorandom.co.uk wrote:
On Tue, 06 Dec 2011 at 10:32:01 +0100, vinc...@cojot.name wrote:
I just checked my binaries and /usr/local/lib doesn't seem hard-coded:
Paths in the dynamic linker's default search path don't need to be
Yasir,
It sounds like you need to direct a lot of that enthusiasm towards learning
OpenGL if graphics interest you. To answer your first question, no game has
the graphics totally handled by the GPU; CPU time must be spend deciding
what to draw and what to update. Off the top my head, the
:* Patrick Baggett baggett.patr...@gmail.com
*To:* Yasir I. Al-Dosary - zgzg2020™ yasiraldos...@yahoo.com; Primary
ioquake3 Discussion/Development list ioquake3@lists.ioquake.org
*Cc:* Evan Goers megatog...@gmail.com
*Sent:* Monday, June 4, 2012 10:12 PM
*Subject:* Re: [ioquake3] How would you
The pak files are completely OS and CPU architecture neutral. You can
freely copy them around and they should work.
On Thu, Nov 15, 2012 at 8:54 AM, Ingo Jaeckel ingo.jaec...@gmail.comwrote:
Hi,
First of all, thanks for all the great docs and downloads! I want to buy
Q3A on Steam and extract
-fPIC is for position independent code, which should not be necessary when
building an executable program (or at least, not explicitly). Also, for
GCC, I used gcc -static
Patrick
On Mon, Dec 3, 2012 at 4:55 AM, Yasir I. Al-Dosary - zgzg2020™
yasiraldos...@yahoo.com wrote:
Hi
I would like to
object;
recompile with -fPIC
error. That's why I added the -fPIC flag.
What's missing here?
--
*From:* Patrick Baggett baggett.patr...@gmail.com
*To:* Yasir I. Al-Dosary - zgzg2020™ yasiraldos...@yahoo.com; Primary
ioquake3 Discussion/Development list ioquake3
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