[bedevtalk] need more help with getting Quake1 going better

fredrik fredrik.moden at telia.com
Tue Mar 21 12:21:49 BRT 2006


Hi I need some more help :-)

 

The problem with socket and network in Zeta are still there but if I compile
QuakeWorld client and server in BeOS with Net_server then it work’s (it did
work before also).

 

The biggest problem now is that in GLQuake and QuakeWorld Client the engine
has it own thread but to use OpenGL we need to use GLView and this one has
it own thread right? 

To use mouse and keyboard I must use the built-in function in Quake this is
some what limited (if I haven’t missed anything) . For axample I was
thinking of adding support for the wheel button so you can scroll through
the different weapons but the only function that I can use (what I know) is
GetMouse() but it can not give me information if the mouse wheel are used.

 

What I was thinking of is if I can some how sync these threads fully and not
only  when I do some changes?

If they are in sync I would be able to use function that is in the BWindow
right? So that I can look for the B_WHEEL (don’t remember the name)

(I can use BWindow any way but the mouse and keyboard are lagging then)

 

If there are other ways of doing this let me know :-)

 

(GLQuake are the original quake and QuakeWorld the other release IDSoftware
did that have better networks control)

 

So fare this have bean really fun :-)

I have added e second crosshair( like the one in QW)

Added FPS so one can se how fast/slow GLQuake is.

Fixed the keyboard problem (QW client didn’t have that so I took that)

Added support (or so that it uses) –width –height –bpp or just use –mode for
changing resolution (before it took the same resolution you hade on the
screen) but now it supposed to change it back as well.

 

I thought that I hade QWClient with OpenGL but I must have hade a lucky
day.. I’ts not working anymore right now

 

//Fredrik Modéen

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