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fteqw/engine
Spoike 616200895b I blame bigfoot
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3151 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-04-03 06:36:00 +00:00
..
client I blame bigfoot 2009-04-03 06:36:00 +00:00
common Stuff should compile a little better with GCC now. 2009-04-02 22:25:54 +00:00
d3d Big fat-off commit. 2009-04-01 22:03:56 +00:00
d3d9 Big fat-off commit. 2009-04-01 22:03:56 +00:00
dotnet2003 fixed some bugs with the previous commit (missing files, and some sw renderer issues). updated the dotnet2003 project files. 2007-05-25 23:03:49 +00:00
dotnet2005 Updated msvc2005 project. 2009-04-01 22:22:45 +00:00
ftequake Big fat-off commit. 2009-04-01 22:03:56 +00:00
gas2masm update vc2005 project again, remove cvsignore files out of repository 2006-04-02 03:59:30 +00:00
gl Stuff should compile a little better with GCC now. 2009-04-02 22:25:54 +00:00
http Big fat-off commit. 2009-04-01 22:03:56 +00:00
libs Big fat-off commit. 2009-04-01 22:03:56 +00:00
partcfgs cleanup, change TE_BLOB to TE_TAREXPLOSION in particle sets, change TE_BIGEXPLOSION to TE_TEI_BIGEXPLOSION, fix centerprints/stuffcmds not being written to mvds (maybe), misc fixes 2006-06-02 17:42:36 +00:00
qclib Big fat-off commit. 2009-04-01 22:03:56 +00:00
server Stuff should compile a little better with GCC now. 2009-04-02 22:25:54 +00:00
sndcodec Use netinc.h 2005-11-29 13:22:58 +00:00
sw Stuff should compile a little better with GCC now. 2009-04-02 22:25:54 +00:00
.cproject Add include paths and symbols to fix syntax error in Eclipse. 2008-09-12 00:22:22 +00:00
.project Add include paths and symbols to fix syntax error in Eclipse. 2008-09-12 00:22:22 +00:00
BSDmakefile testing, never mind this 2008-04-27 10:23:37 +00:00
LICENSE
Makefile Stuff should compile a little better with GCC now. 2009-04-02 22:25:54 +00:00
README.MSVC
makeconfig.sh Filename security paranoia. Added a glsl extension to the shader system. using serverinfo, you can enable shaders without cheats now. 2006-03-11 03:12:10 +00:00

README.MSVC

This code compiles against libjpeg, libpng, zlib, dx7, libogg and libvorbis.
You can find the main MSVC 6 workspace in the ftequake directory.
You will need to build the gas2masm project's debug build first.
After that, you will have a choice of FTE builds.
If you are running without libraries, you can pick the mingldebug build. For sw only builds, select the debug/release options. For dedicated builds, choose the logical one. The MDebug/MRelease builds are the merged binaries.

important: msvc 6.0 standard install doesn't come with "ml.exe" which is needed to build fte, you can get it from either service pack 5 or 6. or grab it from somewhere i dunno

zlib:
libs/zconf.h
libs/zlib.h
libs/zlib.lib
You will need zlib if you wish to build a version of FTE with png/zip/pk3 support.
If you don't have it, you can hunt out the line '#define AVAIL_ZLIB' in bothdefs.h and disable it.

Ogg Vorbis:
libs/ogg/*
libs/vorbis/*
At the time of writing, ogg vorbis support is not fully functional and is #ifdefed out. You will not need these libraries.
Lack of these files can be indicated by removing any '#define AVAIL_OGGVORBIS' line found in bothdefs.h (if they exist)

lib jpeg:
libs/jpeg.lib
libs/jpeglib.h
libs/jmorecfg.h
libs/jconfig.h
libs/jerror.h
These files are optional and not strictly needed for anything other than screenshots and loading Quake3 textures.
Hunt out and kill '#define AVAIL_JPEGLIB' from bothdefs.h to disable the requirement.
URL pending.

libpng:
libs/libpng.lib
libs/png.h
libs/pngconf.h
These files are for support of png textures and screenshots.
Hunt out and kill '#define AVAIL_PNGLIB' from bothdefs.h to disable the requirement.
URL pending.

DirectX 7 SDK:
libs/dxsdk7/include/*
libs/dxsdk7/lib/*
These are used for the d3d renderer. They are only benefitial in this way.
This feature is normally enabled via an ifdef in the project file. An '#define NODIRECTX' in bothdefs.h will disable all requirements of dx. It is normally only used in the merged binaries.
Without this define, it will expect to find DX5 headers and libraries in your compilers default directories.
You can obtain an uptodate copy of directx from Microsoft's Website.