else
{
if (developer.integer >= 1)
- Con_Printf("Error loading image %s (file loaded but decode failed)\n", name);
+ Con_DPrintf("Error loading image %s (file loaded but decode failed)\n", name);
}
}
}
{
if (!Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
if (cls.state != ca_dedicated)
- Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
+ Con_DPrintf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
break;
}
out->skinframerate = shader->primarylayer->framerate;
for (j = 0;j < shader->primarylayer->numframes;j++)
if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
- Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+ Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
}
if (shader->backgroundlayer && cls.state != ca_dedicated)
{
out->backgroundskinframerate = shader->backgroundlayer->framerate;
for (j = 0;j < shader->backgroundlayer->numframes;j++)
if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
- Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+ Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
}
}
else if (!strcmp(out->name, "noshader"))
// out->surfaceparms |= Q3SURFACEPARM_TRANS;
if (cls.state != ca_dedicated)
if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
- Con_Printf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
+ Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
}
// init the animation variables
out->currentframe = out;
if (len < 0)
{
// name too long
- Con_Printf("S_LoadSound: name \"%s\" is too long\n", sfx->name);
+ Con_DPrintf("S_LoadSound: name \"%s\" is too long\n", sfx->name);
return false;
}
if (S_LoadWavFile (namebuffer, sfx))
if (len < 0)
{
// name too long
- Con_Printf("S_LoadSound: name \"%s\" is too long\n", sfx->name);
+ Con_DPrintf("S_LoadSound: name \"%s\" is too long\n", sfx->name);
return false;
}
if (S_LoadWavFile (namebuffer, sfx))
// Can't load the sound!
sfx->flags |= SFXFLAG_FILEMISSING;
if (complain)
- Con_Printf("S_LoadSound: Couldn't load \"%s\"\n", sfx->name);
+ Con_DPrintf("S_LoadSound: Couldn't load \"%s\"\n", sfx->name);
return false;
}
- todo: difficulty ratings are: 0 = trivial, 1 = easy, 2 = easy-moderate, 3 = moderate, 4 = moderate-hard, 5 = hard, 6 = hard++, 7 = nightmare, d = done, -d = done but have not notified the people who asked for it, f = failed, -f = failed but have not notified the people who asked for it
0 bug darkplaces client: can't move mouse around in nexuiz menu if vid_mouse is 0
+0 bug darkplaces client: decals are not sticking to submodels
0 bug darkplaces loader: make rtlight entity loader support q3map/q3map2 lights properly, they use a spawnflag for LINEAR mode, by default they use 1/(x*x) falloff (Carni, motorsep)
0 bug darkplaces readme: it would be a very good idea to add documentation of sv_gameplayfix_* cvars in the readme as a means to run broken mods (xaGe)
0 bug darkplaces renderer: GL13 path has broken handling of unlit surfaces in Nexuiz toxic.bsp - the small red light surfaces are black in GL13 path (m0rfar)
d feature darkplaces client: add showbrand cvar which would show gfx/brand.tga in the left/right top/bottom corner (depending on value of scr_showbrand) all the time, this would be useful for screenshots (Spirit_of_85)
d feature darkplaces client: cl_capture_video avi support would be nice, the Intel(r) 4:2:0 codec seems to be standard on Windows XP so this should be easy
d feature darkplaces client: make tab completion able to complete map names when using a map or changelevel command (Zenex, Eksess)
+d feature darkplaces client: play sound/misc/talk2.wav instead of sound/misc/talk.wav for team chat messages, and indicate team chat messages with () around the playre name, which is compatible with other engines (Yellow No. 5)
d feature darkplaces client: query qw masters for server browser
d feature darkplaces client: v_deathtilt cvar (Sajt, MauveBib)
d feature darkplaces console: "toggle" console command present in doom3: toggle <cvar>, and toggle <cvar> <value1> <value2> (Dresk)