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q2pro's Introduction

Q2PRO

Q2PRO is an enhanced, multiplayer oriented Quake 2 client and server.

Features include:

  • rewritten OpenGL renderer optimized for stable FPS
  • enhanced client console with persistent history
  • ZIP packfiles (.pkz), JPEG and PNG textures, MD3 models
  • fast HTTP downloads
  • multichannel sound using OpenAL
  • recording from demos, forward and backward seeking
  • server side multiview demos and GTV capabilities

For building Q2PRO, consult the INSTALL.md file.

Nightly Windows builds are available at https://skuller.net/q2pro/

For information on using and configuring Q2PRO, refer to client and server manuals available in doc/ subdirectory.

q2pro's People

Contributors

devnexen avatar hifi avatar illwieckz avatar jayschwa avatar joe0x04 avatar kugelrund avatar perfectcolors avatar res2k avatar skullernet avatar sthalik avatar totallymehis avatar

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q2pro's Issues

gl_multisamples has no effect

I've tried values from 2 to 32 and for some reason it doesn't appear to do anything for jagged edges. The implementation in R1Q2 / R1GL works fine for me however.

I'm using an NVIDIA 8800 GT on Win7 64-bit with the latest drivers installed.

Feature idea: ezQuake style describe system

I'm not sure if this is something you feel is within the design goals of Q2PRO, but since adding the client to my Quake II Starter installation package I've been getting a lot of questions about what the various cvars and menu items actually do.

I know you've been pretty thorough in your client manual, but I wonder if this would be something worth integrating into the client itself, similar to how ezQuake provides descriptions for its various commands and settings. Here's a couple of screenshots to give you an idea:

https://dl.dropbox.com/u/10621506/Temporary/ezquake000.jpg
https://dl.dropbox.com/u/10621506/Temporary/ezquake001.jpg

ezQuake uses a 'describe' command followed by the cvar or command in question and then pulls the description from an XML file with the same name that's stored in a PAK file. What I find especially useful is how it also displays descriptions in an info box for menu items that control the same settings.

I really only suggest the idea since you're already doing a great job at documenting Q2PRO's various features, and I think having this information readily available from within the client itself would be a great way of presenting this information to the user.

Feature request: Reverse stereo sound

There is a small demand for s_stereoswap command present in AprQ2 to reverse stereo sound.

This is a direct forward from a discussion that took place in #aq2world IRC channel today where one player had this specific need because of some actual issues with his headset. If adding it would be a small change, would you consider it?

Thank you.

Feature request: 'm_autosens_fov' cvar

The m_autosens cvar is pretty useful when used with a zoom script, but it always assumes the player is using a base FOV of 90. It would be nice to have a separate cvar (such as m_autosens_fov) in order to set a different FOV to scale the mouse sensitivity from.

Feature request: Idle kick to q2proded

Idle players reserve slots on the server and can be a pain in the ass for other players trying to get a fair game going.

AFAIK R1Q2 had a sv_idle_kick cvar to kick idle players. Could similiar functionality be added to q2proded?

Thank you.

Local HTTP download repository for client

It would be nice if a "fallback" HTTP download repository could be specified in a cvar client side so when a server does not announce a repository or that repository returns 404 and there are missing files that repository would be tried instead.

This would allow packages to ship their own HTTP repository with the game so that missing files are downloaded on-demand and the base client install could be very minimal.

Also helps with some servers that really doesn't have any HTTP repository set up and the client is missing some special maps.

Would this be a bad idea?

Player setup banner graphic

I'm not sure if you're aware of this, but there's an unused player setup banner graphic (m_banner_plauer_setup.pcx) that could be used on Q2PRO's built-in player setup menu.

Player setup menu doesn't fit 320x240 resolution

Maybe this isn't that important, but I still think its neat that pretty much every menu can still fit the original 320x240 resolution.

The main exception to this seems to be the player setup menu. Maybe the graphic of the player model can be dropped when the window starts becoming too small to fit everything in the same view? (similar to how the server browser drops the player list)

Player setup menu at 320x240 resolution:

https://dl.dropbox.com/u/10621506/Temporary/player-setup.png

Feature request: Extending svc_layout

I've done some scoreboard work with AQ2 today and noticed the very tight limit of 1024 characters of svc_layout. I don't see any actual reason why it is limited to such a low value other than id thought it would be enough for everyone.

Does there already exist a replacement for it or is it possible to add something like svc_layout_ex with lots of more space for a proper scoreboard with some client heurestic mod side to enable that if possible?

Feature request: Menu slider mouse control

There's currently no way to control menu sliders that are created by the 'range' menu function with a mouse.

It would be more user-friendly if clicking on either side of the current position would increment it towards the direction of the mouse cursor, and if possible, also allow the current position to become draggable by directly clicking and holding it.

Request: Add HQ2X scaling filter for PCX scaling

I did some experimenting with HQ2X by converting PCX HUD images to transparent PNGs and running them through HQ2X filter and the results are quite nice.

(Note: the team icons were not converted for this demo)

First, the regular 2x scaling:
quake036

Second, HQ2X scaling:
quake037

The font isn't that well visible on that screenshot so here's another shot of the font 2x scaled with HQ2X:

quake038

For what it's worth, this could be added to PCX loading code to automatically convert them from paletted to RGBA and finally HQ2X with some cvar?

Though HQX filters also include a 3x and 4x versions so in the best case they would be used for their respective scaling levels if HQX is enabled and source images rescaled on-the-fly once the scaling level is changed to match something they support.

Is this worth a shot or should the effort be put into higher quality paks instead? I found this very interesting as it puts some new life into original content and preserves the intended look and feel of the game.

Autochase custom order

After adding players to autochase, the list becomes sorted by their ID, from lower to higher, this is what, i believe, shouldnt happen. It should cycle through by how they were aded.

Currently "autochase set 10 1 4" will order it like "1 4 10", i believe it should stayed like it was added. Same goes for "autochase add"

Conclusion: autochase should use order of adding and not ascending order :)

p.s. on new round ( Light, Camera, Action in AQ2) autochase should jump to first "wanted" player even if previous player was alive.

CL_ParseDeltaEntity error

I'm experiencing the following error on a Xatrix server (74.86.171.201:27919) with certain maps (seems to happen more often on larger maps):

ERROR: CL_ParseDeltaEntity: MAX_PACKET_ENTITIES exceeded

I believe a number of maps on this server make extensive use of entity overrides, but I'm not sure if this is the source of the problem or not.

Mod/server sent fov changes don't affect mvd watchers

This is a bit serious regarding AQ2 as the fov is locked to '90' by the mod and sniper zoom fov is server sent when you change your scope. This normally works ok when you spectate someone but not in mvd, it stays at the default fov.

I hope that info is at least saved in the mvd currently so it can be fixed client side when watching.

(Your email hasn't been working for a while so I thought this would also work for you now that you're on GitHub)

Using softlink on missing env/sky textures doesn't work

I'm unable to use softlink to redirect missing env textures to existing ones (they remain black).

Here's an example of what I tried to do:

softlink env/unit2_up.pcx env/unit1_up.pcx
softlink env/unit2_up.tga env/unit1_up.tga

no chat prints in observer mode

Im not sure, but i believe chat msg's ( say ) were sent to public even while watching in free observer mode in a past, but now only sent if in eye-mode.

server has sv_mvd_nomsgs set to 0

Loading *.md3

By default, md3 is enabled in Makefile, enabling r_override_models 1 ingame doesnt load md3 files. I did vid_restart/fs_restart and nothing.

Problems loading TGA textures

This is again forwarded from #aq2world, it seems there are some problems loading valid TGA textures with Q2PRO at least from pak files.

The said error is "Couldn't load textures/AIRPORT/XXX.wal: invalid file format".

Note how the error shows a .wal extension while it tries to load a TGA texture.

For reference, I was give this pak and extracted texture that caused one error:

https://www.dropbox.com/s/yj4c6cy4rzw4ydh/pak23.pak
https://www.dropbox.com/s/py0y1l8tdv3a4fc/metal9.tga

I loaded the tga file in GIMP and didn't see any rendering errors. The reporter said all TGA textures for the aq2 map 'airport' fails to load from that pak file.

I didn't look into this further myself and opened the issue immediately as I didn't have time to investigate but didn't want to forget this either.

EDIT: Forgot to add he was using my spin of Q2PRO for Q2Online. TGA support should be built-in anyway so it shouldn't matter.

MVD recording should work without "[MVDSPEC]"

There are many different mod related issues with the dummy spectator that is exposed to the mod. At least in vanilla baseq2 it is force spawned as a regular client and with action it is counted in mapvoting etc. as externally it looks like a normal client.

Adding mod hacks to avoid handling [MVDSPEC] would be the wrong approach.

Reading server/mvd.c explains why it is used, but technically it should be possible to get the same results without spawning a dummy client to gather the info.

At least having the option of not exposing it to the mod would be nice so it doesn't show up in score boards or get forcefully spawned.

Draw command creates multiple strings of the same macro

When trying to change the on screen location of an already existing draw string, another instance is created showing the same macro in another location. It would be nice if the location is updated instead of duplicated when adding an already existing draw string.

Patch: Change gl_fontshadow 2 to be a full shadow around the character

gl_fontshadow 2 doesn't really work because the rows only have 1px space between them.

This patch makes it a full shadow around the character making it even more readable than with gl_fontshadow 1.

The only downside is drawing characters are now "boxed". With a hack to specifically disable certain directions for line drawing characters it would be perfect.

Below a screenshot of the default Q2 font with new gl_fontshadow 2 in different sizes:

quake001

For comparison, gl_fontshadow 1:

quake000

Patch: http://hifi.iki.fi/0001-Change-gl_fontshadow-2-to-be-a-full-shadow-around-th.patch

EDIT: Uploaded the correct screenshot.

Precache own model sounds if placeholders requested by mod

At least the action mod requests precache for model sounds by using gi.soundindex("*foo.wav"), I'm not sure how that is supposed to work but soundlist shows Q2PRO does understand that * is a placeholder.

Could Q2PRO preload own model sounds when you change your model or if that placeholder thing is supposed to work like that then preload those sounds for your model?

I usually play on a SSD machine so loading sounds on-demand doesn't really matter at all, but I recently played with a laptop and the game froze every time some content was loaded on-demand so I decided to tackle this issue.

I'm currently fixing this by fixing the AQ2 precache requests with all sounds that are actually used, the lists that were originally made were for deathmatch where the model sounds were precached when the item first spawned in the world. These days, teamplay is more popular so those precache requests never go through so the code needed slight changes to force preloading every possible model/sound that are used in a typical templay match.

However, I could not force preloading player sounds as those placeholder versions didn't do anything and the only way I could do it at some level was to do gi.soundindex("../players/male/fall1.wav") to force preloading male sounds which are typically used within AQ2. I don't think this is the right solution but I could do it for current team models if there is no reason to "fix" it client side.

Player models "spawning" from behind corners

I'm not sure if this issue is related to q2pro client or q2pro server. Seems to be related to the client.

Sometimes, when people come around corners very quickly the model "spawns" after the player should already be visible. I don't have any client side demos about this issue but if you have implemented some optimization about drawing hidden models it could be it.

Another issue that might be related is that it seems walking step sounds are not always heard from players not visible (like behind a corner). That is vital to action mod gameplay to hear step sounds from players behind stuff. It also seems to be a client problem and could be more specific to Windows builds as I haven't countered this myself but I've been hearing about it from other players.

CAPS letters and non-caps letters both get bound

I can bind W to +forward and w to +back. If I press shift + W I will go forward, otherwise back. If I release shift before W, I will keep going forward.

I suggest making binds case insensitive.

Feature request: Server automatic .bsp downloading over HTTP repository

This is something that has crossed my mind a few times and has double use.

On a real server, you probably have a HTTP repository set, and in our case we have a HUGE repository and it will be updated from time to time.

Now, of course we can use a simple wget script on the server to download specific .bsps from the repository and that is actually quite fine. However, if the server could actually try to request unknown .bsp from the HTTP repository when a map change is issued by either 'map', 'gamemap' or a normal level change that would make it completely automatic.

That isn't the real benefit though. What would be more awesome is that if the listen server inside Q2PRO client would also do that with the new local HTTP repository setting, you could "browser" or "pre-download" maps that way and overall get nicer out-of-the-box experience for Q2Online at least. We have 445 maps in our HTTP repository currently and it would be inefficient to force everyone to download all of those and it would be hard to pick a 'default set' as the public map rotations change and there are of course regional differences what maps are more important.

In practice, you could issue 'map cloud' for example in Q2Online Q2PRO client which has a complete AQ2 map repository configured. It would trigger the listen server to check the HTTP download repository if such .bsp is available and download it. After that the client will connect and it would do that extra .filelist check that would have been done if the .bsp was missing and download .bsp resources as it normally would.

I have no idea how much work this would be to add such support to the server. After that the client would pretty much just work but that extra .filelist download would be required so it doesn't miss some resources that were meant to be downloaded along with the .bsp.

Comments on this idea? I think I defended it pretty well :)

Feature request: MVD auto spectating option

Current way of spectating MVD2 streams/demos is not user friendly.
If a player dies, camera stays free.
Make it like that it jumps to a next alive player, or teammate, or even better clientside command who to spectate, like, autofollow playerID, playerID, .. to auto spectate player ID's in that desired order. Also new listplayers cmd to print players ID and their names.

Reducing mouse lag with vertical sync

I'm curious to know if there is anything that can be done to help reduce the amount of mouse lag / input latency that occurs when v-sync is enabled.

I like the effect dynamic lighting has when v-sync is enabled, but the the mouse lag is very noticeable and makes it difficult to make fast movements. On the other hand, when v-sync is disabled, fast dynamic lighting effects such as the flash from the Machinegun become ruined by screen tearing.

One trick that seems to work is by setting the maxfps just under the monitor refresh rate. In my case setting the maxfps to 58 on my 60Hz monitor appears to eliminate the lag when v-sync is on and keeps the dynamic flash effects looking smooth, but obviously some frame dropping is occurring. The only conclusion I can come up with is that by setting the maxfps to 58, it's no longer being rounded to 62.5, which is above the monitor refresh rate, but this is only a guess - I'm not particularly knowledgeable in this area.

MVD scoreboard doesn't work properly with AQ2

In teamplay AQ2, 'cmd help' provides two different score boards. First is the 'team board' with total team scores and player list. Second one is 'player board' that represents invidual players and their frags.

The score board will change once in a while between those two when the MVD client sends a new 'cmd help' command AFAIK. Also when this happens the first scoreboard is missing background images it had on the first view.

Altough this behaviour is a bit annoying, the score board is at least functional and you get to see both of them even though with a delay and some graphical glitches (missing background).

I don't know if there is any way to fix this for recording or watching except writing a completely new spectator score board for AQ2 and enabling it only for [MVDSPEC].

Feature request: Menu background transparency

I miss being able to see the game in the background when navigating the main menu, there's just something nostalgic about it. I tried to set an alpha value when using the 'background' menu function, but it doesn't seem to have an effect.

If you decide to add this functionality, it might be a good idea to disable the transparency when disconnected from a game / server as seeing a background of the console isn't all that useful or appealing.

Here's a screenshot from stock Q2 with this effect:

https://dl.dropbox.com/u/10621506/Temporary/menu-transparency.png

Crash on OS X related to GL buffer management

Process:         q2pro [34836]
Path:            /Users/USER/*/q2pro
Identifier:      q2pro
Version:         ??? (???)
Code Type:       X86-64 (Native)
Parent Process:  bash [26138]

Date/Time:       2013-04-02 09:01:04.101 -0400
OS Version:      Mac OS X 10.7.5 (11G63)
Report Version:  9

Interval Since Last Report:          633578 sec
Crashes Since Last Report:           6
Per-App Crashes Since Last Report:   3
Anonymous UUID:                      1EA02907-D192-497C-96DC-7822033C0A70

Crashed Thread:  2  com.apple.audio.IOThread.client

Exception Type:  EXC_BAD_ACCESS (SIGABRT)
Exception Codes: 0x000000000000000d, 0x0000000000000000

VM Regions Near 0:
--> 
    __TEXT                 000000010f84a000-000000010f8e6000 [  624K] r-x/rwx SM=COW  /Users/USER/*

Application Specific Information:
objc[34836]: garbage collection is OFF
*** error for object 0x7f900d01dff0: pointer being freed was not allocated


Thread 0:: Dispatch queue: com.apple.main-thread
0   libsystem_kernel.dylib          0x00007fff8ccfee42 __semwait_signal + 10
1   libsystem_c.dylib               0x00007fff9589edea nanosleep + 164
2   libsystem_c.dylib               0x00007fff9589ebb5 usleep + 53
3   com.apple.audio.units.Components    0x000000011367ef5f AUHAL::Stop() + 111
4   com.apple.audio.units.Components    0x000000011369fb3c ComponentEntryPoint<DefaultOutputAU>::Dispatch(ComponentParameters*, DefaultOutputAU*) + 174
5   com.apple.audio.toolbox.AudioToolbox    0x00007fff92c59d74 _AT_AudioOutputUnitStop + 116
6   libSDL-1.2.0.dylib              0x000000010fc406ab Core_CloseAudio + 27
7   libSDL-1.2.0.dylib              0x000000010fbfdd1c SDL_AudioQuit + 124
8   libSDL-1.2.0.dylib              0x000000010fbfd29d SDL_QuitSubSystem + 93
9   libSDL-1.2.0.dylib              0x000000010fbfd2fe SDL_Quit + 14
10  q2pro                           0x000000010f8c6b43 kill_handler + 19 (system.c:164)
11  libsystem_c.dylib               0x00007fff9593ccfa _sigtramp + 26
12  libGL.dylib                     0x00007fff8c4f61cf glDeleteBuffersARB + 29
13  q2pro                           0x000000010f8b7c82 R_BeginRegistration + 130 (main.c:1072)
14  q2pro                           0x000000010f88c304 CL_PrepRefresh + 84 (precache.c:334)
15  q2pro                           0x000000010f8816e5 CL_Begin + 85 (main.c:1759)
16  q2pro                           0x000000010f874231 CL_RequestNextDownload + 2433 (download.c:888)
17  q2pro                           0x000000010f8835d5 exec_server_string + 485 (main.c:1817)
18  q2pro                           0x000000010f84d329 Cbuf_Execute + 89 (cmd.c:155)
19  q2pro                           0x000000010f881d9c CL_Frame + 124 (main.c:3132)
20  q2pro                           0x000000010f854469 Qcommon_Frame + 377 (common.c:1121)
21  q2pro                           0x000000010f8c70d5 SDL_main + 261 (system.c:473)
22  q2pro                           0x000000010f8c86a0 -[SDLMain applicationDidFinishLaunching:] + 48
23  com.apple.Foundation            0x00007fff94a70d0e __-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke_1 + 47
24  com.apple.CoreFoundation        0x00007fff919167ba _CFXNotificationPost + 2634
25  com.apple.Foundation            0x00007fff94a5cfc3 -[NSNotificationCenter postNotificationName:object:userInfo:] + 65
26  com.apple.AppKit                0x00007fff8eea7e2b -[NSApplication _postDidFinishNotification] + 212
27  com.apple.AppKit                0x00007fff8eea7b91 -[NSApplication _sendFinishLaunchingNotification] + 78
28  com.apple.AppKit                0x00007fff8eea6858 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 242
29  com.apple.AppKit                0x00007fff8eea65b9 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 330
30  com.apple.CoreFoundation        0x00007fff91960541 -[NSObject performSelector:withObject:withObject:] + 65
31  com.apple.Foundation            0x00007fff94a937c7 __-[NSAppleEventManager setEventHandler:andSelector:forEventClass:andEventID:]_block_invoke_1 + 101
32  com.apple.Foundation            0x00007fff94a9274e -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 283
33  com.apple.Foundation            0x00007fff94a925dc _NSAppleEventManagerGenericHandler + 105
34  com.apple.AE                    0x00007fff9169cc25 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 200
35  com.apple.AE                    0x00007fff9169cb03 _ZL25dispatchEventAndSendReplyPK6AEDescPS_ + 38
36  com.apple.AE                    0x00007fff9169c9f7 aeProcessAppleEvent + 250
37  com.apple.HIToolbox             0x00007fff8af94b69 AEProcessAppleEvent + 102
38  com.apple.AppKit                0x00007fff8eea39c5 _DPSNextEvent + 1247
39  com.apple.AppKit                0x00007fff8eea307d -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 135
40  com.apple.AppKit                0x00007fff8ee9f9b9 -[NSApplication run] + 470
41  q2pro                           0x000000010f8c84b4 main + 1444
42  q2pro                           0x000000010f84b264 start + 52

Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0   libsystem_kernel.dylib          0x00007fff8ccff7e6 kevent + 10
1   libdispatch.dylib               0x00007fff89e4f786 _dispatch_mgr_invoke + 923
2   libdispatch.dylib               0x00007fff89e4e316 _dispatch_mgr_thread + 54

Thread 2 Crashed:: com.apple.audio.IOThread.client
0   libsystem_kernel.dylib          0x00007fff8ccfece2 __pthread_kill + 10
1   libsystem_c.dylib               0x00007fff958ea7d2 pthread_kill + 95
2   libsystem_c.dylib               0x00007fff958dba7a abort + 143
3   libsystem_c.dylib               0x00007fff9593a84c free + 389
4   libSDL-1.2.0.dylib              0x000000010fbfdce7 SDL_AudioQuit + 71
5   libSDL-1.2.0.dylib              0x000000010fbfd29d SDL_QuitSubSystem + 93
6   libSDL-1.2.0.dylib              0x000000010fbfd2fe SDL_Quit + 14
7   q2pro                           0x000000010f8c6b43 kill_handler + 19 (system.c:164)
8   libsystem_c.dylib               0x00007fff9593ccfa _sigtramp + 26
9   com.apple.audio.CoreAudio       0x00007fff8e6cebb6 

Feature request: click and drag scrollbars

Several times when I bring up the server browser, I try to click and drag the scrollbar on the right out of habit, but it doesn't work this way. I think this would be a useful feature to have.

Problems loading models from ChaosDM mod

Q2PRO doesn't seem to like certain models that ChaosDM uses, here's some of the messages I'm getting when connecting to a server:

Couldn't load models/objects/bfgball/tris.md2: Too many elements
Couldn't load models/items/grapple/tris.md2: Too many elements
Couldn't load models/weapons/v_bow/tris.md2: Index out of range
Couldn't load models/weapons/g_bow/tris.md2: Index out of range
Couldn't load models/weapons/v_pbow/tris.md2: Index out of range
Couldn't load models/weapons/g_pbow/tris.md2: Index out of range
Couldn't load models/weapons/v_ebow/tris.md2: Index out of range

Shadows under laser projectiles

q2pro draws shadows under lasers when using Blaster and Hyperblaster, I think it would be better if it did not. Actually an option to disable shadows under projectiles would also be a solution if disabling them for just lasers gets too complicated.

Empty server list over HTTP crashes Q2PRO

Additionally, server list url with a space character causes Q2PRO to go into infinite loop. Escaping space as %20 works.

These results are on x86_64 Linux Q2PRO build from latest git with custom built statically linked curl 7.26.0.

EDIT: This is from q2pro.menu

Feature request: ability to edit / create map location files

I'm planning to create some location files, and I've noticed that Q2PRO has a 'draw_loc' feature that would be incredibly useful to use during the process of making them.

It would be great have a set of commands to add new location points, remove the closest location point and to save the results to the corresponding map location file.

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