Has anybody tried to enable the multiview feature?
The as-is appears be working. There are a few bugs, but the majority of the functionality is working.
With our combined effort we should be able to get it working.
Here is what I did:
- Enabled MV_SUPPORT by adding it to the Preprocessor Definitions.
- Changed a single line of code to get the mouse cursor working.
- Changed two lines of code to get the ‘Press M for multiview’ displayed properly.
This is a diff of it all:
Index: cgame/cg_draw.c
===================================================================
--- cgame/cg_draw.c (revision 75)
+++ cgame/cg_draw.c (working copy)
@@ -2636,8 +2636,8 @@
#ifdef MV_SUPPORT
str2 = BindingFromName( "mvactivate" );
- str = va( CG_TranslateString( "- Press %s to %s multiview mode" ), str2, ((cg.mvTotalClients > 0) ? "disable" : "activate") );
- CG_DrawStringExt( x, y, str, colorWhite, qtrue, qtrue, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 );
+ str = va( CG_TranslateString( "Press %s to %s multiview mode" ), str2, ((cg.mvTotalClients > 0) ? "disable" : "activate") ); // CHRUKER: b0xx
+ CG_DrawStringExt( 8, 190, str, colorWhite, qtrue, qtrue, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); // CHRUKER: b0xx
y += TINYCHAR_HEIGHT;
#endif
}
Index: cgame/cg_window.c
===================================================================
--- cgame/cg_window.c (revision 75)
+++ cgame/cg_window.c (working copy)
@@ -553,7 +553,7 @@
// Mouse cursor lays on top of everything
if(cg.mvTotalClients > 0 && cg.time < cgs.cursorUpdate && fAllowMV) {
//CG_DrawPic(cgs.cursorX - CURSOR_OFFSETX, cgs.cursorY - CURSOR_OFFSETY, 32, 32, cgs.media.cursor);
- CG_DrawPic( cgDC.cursorx, cgDC.cursory, 32, 32, cgs.media.cursorIcon );
+ CG_DrawPic( cgs.cursorX, cgs.cursorY, 32, 32, cgs.media.cursorIcon ); // CHRUKER: b0xx
}
if(fCleanup) {
Index: cgame/cgame.vcproj
===================================================================
--- cgame/cgame.vcproj (revision 75)
+++ cgame/cgame.vcproj (working copy)
@@ -142,7 +142,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
- PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;CGAMEDLL"
+ PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;MV_SUPPORT;CGAMEDLL"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/cgame.pch"
Index: game/game.vcproj
===================================================================
--- game/game.vcproj (revision 75)
+++ game/game.vcproj (working copy)
@@ -45,7 +45,7 @@
<Tool
Name="VCCLCompilerTool"
Optimization="0"
- PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;BUILDING_REF_GL;DEBUG;_CRT_SECURE_NO_DEPRECATE;GAMEDLL"
+ PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;BUILDING_REF_GL;DEBUG;_CRT_SECURE_NO_DEPRECATE;MV_SUPPORT;GAMEDLL"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
PrecompiledHeaderFile=".\Debug/game.pch"
The following bugs has been observed:
- When following 1 mvclient and disabling mv. All white text is now the color of the class (ex. blue).
- Mortar view get the wrong coordinates and movement range (yellow markers).
- Tank riders gets the HOM effect when they are visible in the main mv view.
