From: havoc Date: Sat, 17 Mar 2007 13:27:02 +0000 (+0000) Subject: changed some prints to dprints X-Git-Tag: xonotic-v0.1.0preview~3422 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=77f8bde166d6e0061eb25faf3c33cc24fce2caca changed some prints to dprints git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6995 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/image.c b/image.c index e58c76a0..2624544f 100644 --- a/image.c +++ b/image.c @@ -903,7 +903,7 @@ unsigned char *loadimagepixels (const char *filename, qboolean complain, int mat 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); } } } diff --git a/model_alias.c b/model_alias.c index ebec7560..91712893 100644 --- a/model_alias.c +++ b/model_alias.c @@ -713,7 +713,7 @@ static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfi { 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; } diff --git a/model_brush.c b/model_brush.c index 76e666f5..6cc700f1 100644 --- a/model_brush.c +++ b/model_brush.c @@ -4538,7 +4538,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP) 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) { @@ -4547,7 +4547,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP) 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")) @@ -4573,7 +4573,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP) // 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; diff --git a/snd_mem.c b/snd_mem.c index 108aa779..3da76b39 100644 --- a/snd_mem.c +++ b/snd_mem.c @@ -326,7 +326,7 @@ qboolean S_LoadSound (sfx_t *sfx, qboolean complain) 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)) @@ -342,7 +342,7 @@ qboolean S_LoadSound (sfx_t *sfx, qboolean complain) 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)) @@ -355,6 +355,6 @@ qboolean S_LoadSound (sfx_t *sfx, qboolean complain) // 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; } diff --git a/todo b/todo index 0bb785f1..c707a7d1 100644 --- a/todo +++ b/todo @@ -1,5 +1,6 @@ - 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) @@ -1196,6 +1197,7 @@ d feature darkplaces client: add a sv_fixedframeratesingleplayer cvar (default o 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 , and toggle (Dresk)