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// The Wastes' config.h
// We support both GL and D3D9. If Vulkan matures yeahsurewhynot
// I want to get this mostly running on all systems.
// Possibly Xbox. Yes, the original one. Sue me.
//general rebranding
# define DISTRIBUTION "VTW"
# define DISTRIBUTIONLONG "Vera Visions"
# define FULLENGINENAME "The Wastes"
# define ENGINEWEBSITE "http: //www.vera-visions.com/"
# define BRANDING_ICON "wastes.ico"
//filesystem rebranding
# define GAME_SHORTNAME "wastes" //short alphanumeric description
# define GAME_FULLNAME FULLENGINENAME //full name of the game we're playing
# define GAME_BASEGAMES GAME_SHORTNAME //comma-separate list of basegame strings to use
# define GAME_PROTOCOL "FTE-Wastes" //so other games won't show up in the server browser
//#define GAME_IDENTIFYINGFILES NULL //with multiple games, this string-list gives verification that the basedir is actually valid. if null, will just be assumed correct.
//#define GAME_DOWNLOADSURL NULL //url for the package manger to update from
//#define GAME_DEFAULTCMDS NULL //a string containing the things you want to
// What do we use
//#define D3D9QUAKE
//#define GLQUAKE
# undef D3D11QUAKE
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# define D3D8QUAKE
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# undef VKQUAKE
# undef HEADLESSQUAKE
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# define HAVE_PACKET
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# define QUAKETC
# define AVAIL_OPENAL
# define AVAIL_ZLIB
# define AVAIL_OGGVORBIS
# define NOMEDIA
# define CL_MASTER
# define CSQC_DAT
# define MENU_DAT
# define PSET_SCRIPT
# define VOICECHAT
# define RTLIGHTS
# ifndef MULTITHREAD
# define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions.
# endif
# define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported.
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//#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too.
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# define NOBUILTINMENUS
# define NOLEGACY //just spike trying to kill off crappy crap...
# define AVAIL_DINPUT
# ifndef DEBUG
# define NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely.
# endif
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//various package formats
# define PACKAGE_PK3
# undef PACKAGE_Q1PAK //also q2
# undef PACKAGE_DOOMWAD //doom wad support (generates various file names, and adds support for doom's audio, sprites, etc)
# undef PACKAGE_TEXWAD //quake's image wad support
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//map formats
# define Q3BSPS
# undef Q1BSPS
# undef Q2BSPS
# undef RFBSPS //qfusion's bsp format / jk2o etc.
# undef TERRAIN
# undef DOOMWADS
# undef MAP_PROC
//model formats
# define INTERQUAKEMODELS
# undef SPRMODELS
# undef SP2MODELS
# undef MD1MODELS
# undef MD2MODELS
# undef MD3MODELS
# undef MD5MODELS
# undef ZYMOTICMODELS
# undef DPMMODELS
# undef PSKMODELS
# undef HALFLIFEMODELS
// What do we NOT want to use
# undef AVAIL_FREETYPE //for truetype font rendering
# undef AVAIL_WASAPI //windows advanced sound api
# undef BOTLIB_STATIC //q3 botlib
# undef AVAIL_XZDEC //.xz decompression
# undef AVAIL_GZDEC //.gz decompression
# undef AVAIL_PNGLIB //.png image format support (read+screenshots)
# undef AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
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# undef AVAIL_MP3_ACM //.mp3 support (in windows).
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# undef IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
# undef IMAGEFMT_BLP //legacy crap
# undef NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode).
# undef USE_SQLITE //sql-database-as-file support
# undef QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself.
# undef QUAKEHUD //support for drawing the vanilla hud.
# undef SVRANKING //legacy server-side ranking system.
# undef RAGDOLL //ragdoll support. requires RBE support.
# undef HUFFNETWORK //crappy network compression. probably needs reseeding.
# undef SVCHAT //ancient lame builtin to support NPC-style chat...
# undef VM_Q1 //q1qvm implementation, to support ktx.
# undef Q2SERVER //q2 server+gamecode.
# undef Q2CLIENT //q2 client. file formats enabled separately.
# undef Q3CLIENT //q3 client stuff.
# undef Q3SERVER //q3 server stuff.
# undef HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats.
# undef NQPROT //act as an nq client/server, with nq gamecode.
# undef WEBSERVER //sv_ftp + sv_http cvars.
# undef WEBCLIENT //uri_get+any internal downloads etc
# undef RUNTIMELIGHTING //automatic generation of .lit files
# undef R_XFLIP //old silly thing
# undef TEXTEDITOR //my funky text editor! its awesome!
# undef TCPCONNECT //support for playing over tcp sockets, instead of just udp. compatible with qizmo.
# undef IRCCONNECT //lame support for routing game packets via irc server. not a good idea.
# undef PLUGINS //support for external plugins (like huds or fancy menus or whatever)
# undef SUPPORT_ICE //Internet Connectivity Establishment, for use by plugins to establish voice or game connections.
# undef PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel.
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# undef HAVE_CDPLAYER //includes cd playback. actual cds. named/numbered tracks are supported regardless (though you need to use the 'music' command to play them without this).
# undef HAVE_JUKEBOX //includes built-in jukebox crap
# undef HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
# undef HAVE_MEDIA_ENCODER //capture/capturedemo work.
# undef HAVE_SPEECHTOTEXT //windows speech-to-text thing
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# ifdef COMPILE_OPTS
//things to configure qclib, which annoyingly doesn't include this file itself
- DOMIT_QCC //disable the built-in qcc
- DSIMPLE_QCVM //disable qc debugging and 32bit opcodes
# ifndef AVAIL_ZLIB
- DNO_ZLIB //disable zlib
# endif
- DNO_SPEEX //disable static speex
# ifndef BOTLIB_STATIC
- DNO_BOTLIB //disable static botlib
# endif
- DNO_VORBISFILE //disable static vorbisfile
- Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway.
# endif