I never actually tested it in Wine, but I guess it doesn't like the second buffer I create for reflections maybe I should add a parameter to skip the reflection buffer creation entirely.
I don't have much luck crashing the engine on the computers I have (except the win9x ones which get upset at the mh gdi+ddraw vid_win.c immediately)
I also now realize there's a sprite drawing bug for sprites in the distance (more obvious in 'crap' virtual resolution). Might be related to the y scaling stuff or something. i'll look into that
Default video modes don't work yet.
Readme is out of date
This is what clicking "My choice" does (note the comments below don't reflect the setting - lol i overlooked that):
Code: Select all
void Preset_Lei (void) // leilei - The kind of settings I prefer myself
{
Cvar_Set(cl_bobmodel, "3"); // fig 8
Cvar_Set(cl_leanmodel, "1");
Cvar_Set(cl_followmodel, "1");
Cvar_Set(cl_bobfall, "1");
Cvar_Set(cl_gundraw, "1");
Cvar_Set(cl_bobmodel_side, "0.3");
Cvar_Set(cl_bobmodel_up, "0.15");
Cvar_Set(cl_bobmodel_speed, "7");
Cvar_Set(r_depthoffield, "0"); // and the depth of field
Cvar_Set(r_shading, "2"); // point shading
Cvar_Set(r_menucolor, "0");
Cvar_Set(s_pitchin, "2"); // normal sound pitch
Cvar_Set(s_oldspatial, "1"); // long distance spatial
Cvar_Set(r_flares, "2"); // don't flares
Cvar_Set(r_particleset, "2"); // normal particles
Cvar_Set(r_particletrans, "1"); // don't have blend particles
Cvar_Set(r_particleblood, "9"); // don't use new blood
Cvar_Set(r_coloredlights, "2"); // don't have colored lightin
Cvar_Set(r_filter, "0"); // don't filter textures
Cvar_Set(r_muzzlehack, "1"); // don't hack the muzzleflash
Cvar_Set(r_lerpmodels, "1"); // don't interpolate
Cvar_Set(r_particlespray, "0"); // don't spray particles
Cvar_Set(r_shadowhack, "1"); // don't model shadows
Cvar_Set(r_shadedither, "1"); // don't dither
Cvar_Set(cl_sbar, "1"); // use old status bar
Cvar_Set(d_mipdetail, "0"); // normal detail
Cvar_Set(s_underwater, "1"); // don't sound pitch in water
Cvar_Set(r_wateralpha, "0.3"); // don't blend water
Cvar_Set(r_waterquality, "1"); // don't do water fx
Cvar_Set(r_lowworld, "0");
Cvar_Set(r_dynamic, "1");
Cvar_Set(cl_diecam, "3");
Cvar_Set(s_gibs, "1");
Cvar_Set(s_playerdeath, "1");
fullbrights = 32; // use the standard colormap fullbrights
overbrights = 1; // normal overbrights
GrabColorMap(); // regenerate colormap
}