man-at-arms / iortcw-archive Goto Github PK
View Code? Open in Web Editor NEWAutomatically exported from code.google.com/p/iortcw
Automatically exported from code.google.com/p/iortcw
- 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
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
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
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
Camera names don't seem to be passed correctly to CG_StartCamera when built
with clang.
Original issue reported on code.google.com by M4N4T4RMS
on 1 Sep 2014 at 2:06
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:
Here's a patch that does that.
Needs review.
Original issue reported on code.google.com by [email protected]
on 6 Feb 2013 at 7:31
Attachments:
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:
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:
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
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
Known issue:
No lip sync/talk animation when using OpenAL sound in SP
Original issue reported on code.google.com by M4N4T4RMS
on 15 Mar 2014 at 8:04
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
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
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
VM_Call with NULL vm
Original issue reported on code.google.com by M4N4T4RMS
on 3 Jun 2013 at 11:32
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:
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
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
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
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.