39add9730f
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6119 fc73d0e0-1445-4013-8a0c-d673dee63da5
222 lines
13 KiB
C
222 lines
13 KiB
C
// Build-Config file for Quake-derived total-conversion mods that have chosen to break compatibility.
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// to use: make FTE_CONFIG=nocompat
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// Features should either be commented or not. If you change undefs to defines or vice versa then expect problems.
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// Later code will disable any features if they're not supported on the current platform, so don't worry about win/lin/mac/android/web/etc here - any such issues should be fixed elsewhere.
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//general rebranding
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//#define DISTRIBUTION "FTE" //should be kept short. 8 or less letters is good, with no spaces.
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//#define DISTRIBUTIONLONG "Forethought Entertainment" //think of this as your company name. It isn't shown too often, so can be quite long.
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//#define FULLENGINENAME "FTE Engine" //nominally user-visible name.
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//#define ENGINEWEBSITE "http://fte.triptohell.info" //for shameless self-promotion purposes.
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//#define BRANDING_ICON "fte_eukara.ico" //The file to use in windows' resource files - for linux your game should include an icon.[png|ico] file in the game's data.
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//filesystem rebranding
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//#define GAME_SHORTNAME "fte" //short alphanumeric description
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//#define GAME_FULLNAME FULLENGINENAME //full name of the game we're playing
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//#define GAME_BASEGAMES GAME_SHORTNAME //comma-separate list of basegame strings to use
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//#define GAME_PROTOCOL "FTE-Generic" //so other games won't show up in the server browser
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//#define GAME_DEFAULTPORT 27500 //slightly reduces the chance of people connecting to the wrong type of server
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//#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.
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//#define GAME_DOWNLOADSURL NULL //url for the package manger to update from
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//#define GAME_DEFAULTCMDS NULL //a string containing the things you want to exec in order to override default.cfg
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// Allowed renderers... There should ONLY be undefs here (other C files won't be pulled in automatically)
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//#undef GLQUAKE
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//#undef D3D8QUAKE
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//#undef D3D9QUAKE
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//#undef D3D11QUAKE
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//#undef VKQUAKE
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//#undef HEADLESSQUAKE //no-op renderer...
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//#undef WAYLANDQUAKE //linux only
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//Misc Renderer stuff
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//#define PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel.
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#define PSET_SCRIPT //scriptable particles (both fte's and importing effectinfo)
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#define RTLIGHTS
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//#define RUNTIMELIGHTING //automatic generation of .lit files
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//#define R_XFLIP //old silly thing
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//Extra misc features.
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//#define CLIENTONLY //
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#define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions.
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#define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported.
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#define AVAIL_DINPUT
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//#define SIDEVIEWS 4 //enable secondary/reverse views.
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#define MAX_SPLITS 4u
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#define VERTEXINDEXBYTES 2 //16bit indexes work everywhere but may break some file types, 32bit indexes are optional in gles<=2 and d3d<=9 and take more memory/copying but allow for bigger batches/models. Plugins need to be compiled the same way so this is no longer set per-renderer.
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//#define TEXTEDITOR //my funky text editor! its awesome!
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#define PLUGINS //support for external plugins (like huds or fancy menus or whatever)
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//#define USE_SQLITE //sql-database-as-file support
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//#define IPLOG //track player's ip addresses (any decent server will hide ip addresses, so this probably isn't that useful, but nq players expect it)
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//Filesystem formats
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#define PACKAGE_PK3 //aka zips. we support utf8,zip64,spans,weakcrypto,(deflate),(bzip2),symlinks. we do not support strongcrypto nor any of the other compression schemes.
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//#define PACKAGE_Q1PAK //also q2
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//#define PACKAGE_DOOMWAD //doom wad support (generates various file names, and adds support for doom's audio, sprites, etc)
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//#define AVAIL_XZDEC //.xz decompression
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#define AVAIL_GZDEC //.gz decompression
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#define AVAIL_ZLIB //whether pk3s can be compressed or not.
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//#define AVAIL_BZLIB //whether pk3s can use bz2 compression
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//#define PACKAGE_DZIP //.dzip support for smaller demos (which are actually more like pak files and can store ANY type of file)
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//Map formats
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#define Q1BSPS //Quake1
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#define Q2BSPS //Quake2
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#define Q3BSPS //Quake3, as well as a load of other games too...
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#define RFBSPS //qfusion's bsp format / jk2o etc.
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//#define TERRAIN //FTE's terrain, as well as .map support
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//#define DOOMWADS //map support, filesystem support is separate.
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//#define MAP_PROC //doom3...
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//Model formats
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#define SPRMODELS //Quake's sprites
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//#define SP2MODELS //Quake2's models
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//#define DSPMODELS //Doom sprites!
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//#define MD1MODELS //Quake's models.
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//#define MD2MODELS //Quake2's models
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//#define MD3MODELS //Quake3's models, also often used for q1 etc too.
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//#define MD5MODELS //Doom3 models.
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//#define ZYMOTICMODELS //nexuiz uses these, for some reason.
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//#define DPMMODELS //these keep popping up, despite being a weak format.
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//#define PSKMODELS //unreal's interchange format. Undesirable in terms of load times.
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//#define HALFLIFEMODELS //horrible format that doesn't interact well with the rest of FTE's code. Unusable tools (due to license reasons).
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#define INTERQUAKEMODELS //Preferred model format, at least from an idealism perspective.
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//#define MODELFMT_MDX //kingpin's format (for hitboxes+geomsets).
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//#define MODELFMT_OBJ //lame mesh-only format that needs far too much processing and even lacks a proper magic identifier too
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//#define MODELFMT_GLTF //khronos 'transmission format'. .gltf or .glb extension. PBR. Version 2 only, for now.
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#define RAGDOLL //ragdoll support. requires RBE support (via a plugin...).
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//Image formats
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#define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression
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//#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool. doesn't support mips.
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//#define IMAGEFMT_ASTC //lame simple header around a single astc image. not needed for astc in ktx files etc. its better to use ktx files.
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//#define IMAGEFMT_PBM //pbm/ppm/pgm/pfm family formats.
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//#define IMAGEFMT_PSD //baselayer only.
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//#define IMAGEFMT_XCF //flattens, most of the time
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//#define IMAGEFMT_HDR //an RGBE format.
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#define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
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#define IMAGEFMT_TGA //somewhat mandatory
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#define IMAGEFMT_LMP //mandatory for quake
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#define IMAGEFMT_PNG //common in quakeworld, useful for screenshots.
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//#define IMAGEFMT_JPG //common in quake3, useful for screenshots.
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//#define IMAGEFMT_GIF //for the luls. loads as a texture2DArray
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//#define IMAGEFMT_BLP //legacy crap
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//#define IMAGEFMT_BMP //windows bmp. yuck. also includes .ico for the luls
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//#define IMAGEFMT_PCX //paletted junk. required for qw player skins, q2 and a few old skyboxes.
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//#define IMAGEFMT_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data.
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#define AVAIL_PNGLIB //.png image format support (read+screenshots)
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//#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
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//#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies.
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//#define PACKAGE_TEXWAD //quake's image wad support
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#define AVAIL_FREETYPE //for truetype font rendering
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#define DECOMPRESS_ETC2 //decompress etc2(core in gles3/gl4.3) if the graphics driver doesn't support it (eg d3d or crappy gpus with vulkan).
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//#define DECOMPRESS_S3TC //allows bc1-3 to work even when drivers don't support it. This is probably only an issue on mobile chips. WARNING: not entirely sure if all patents expired yet...
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//#define DECOMPRESS_RGTC //bc4+bc5
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//#define DECOMPRESS_BPTC //bc6+bc7
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//#define DECOMPRESS_ASTC //ASTC, for drivers that don't support it properly.
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// Game/Gamecode Support
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#define CSQC_DAT
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#define MENU_DAT
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//#define MENU_NATIVECODE //Use an external dll for menus.
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//#define VM_Q1 //q1qvm implementation, to support ktx.
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//#define VM_LUA //optionally supports lua instead of ssqc.
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//#define Q2SERVER //q2 server+gamecode.
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//#define Q2CLIENT //q2 client. file formats enabled separately.
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//#define Q3CLIENT //q3 client stuff.
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//#define Q3SERVER //q3 server stuff.
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//#define AVAIL_BOTLIB //q3 botlib
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//#undef BOTLIB_STATIC //should normally be set only in the makefile, and only if AVAIL_BOTLIB is defined above.
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//#define HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats.
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//#define HUFFNETWORK //crappy network compression. probably needs reseeding.
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//#define NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode).
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//#define SUBSERVERS //Allows the server to fork itself, each acting as an MMO-style server instance of a single 'realm'.
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//#define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7)
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//#define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140)
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#define SAVEDGAMES //Can save the game.
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#define MVD_RECORDING //server can record MVDs.
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//#define ENGINE_ROUTING //Engine-provided routing logic (possibly threaded)
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//#define USE_INTERNAL_BULLET //Statically link against bullet physics plugin (instead of using an external plugin)
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//#define USE_INTERNAL_ODE //Statically link against ode physics plugin (instead of using an external plugin)
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// Networking options
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//#define NQPROT //act as an nq client/server, with nq gamecode.
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#define HAVE_PACKET //we can send unreliable messages!
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#define HAVE_TCP //we can create/accept TCP connections.
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#define HAVE_GNUTLS //on linux
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#define HAVE_WINSSPI //on windows
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//#define FTPSERVER //sv_ftp cvar.
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#define WEBCLIENT //uri_get+any internal downloads etc
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#define HAVE_HTTPSV //net_enable_http/websocket
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//#define TCPCONNECT //support for playing over tcp sockets, instead of just udp. compatible with qizmo.
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//#define IRCCONNECT //lame support for routing game packets via irc server. not a good idea.
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#define SUPPORT_ICE //Internet Connectivity Establishment, for use by plugins to establish voice or game connections.
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#define CL_MASTER //Clientside Server Browser functionality.
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//#define PACKAGEMANAGER //Allows the user to enable/disable/download(with WEBCLIENT) packages and plugins.
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// Audio Drivers
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#define AVAIL_OPENAL
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#define AVAIL_WASAPI //windows advanced sound api
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#define AVAIL_DSOUND
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#define HAVE_MIXER //support non-openal audio drivers
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// Audio Formats
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#define AVAIL_OGGVORBIS //.ogg support
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//#define AVAIL_MP3_ACM //.mp3 support (windows only).
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// Other Audio Options
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#define VOICECHAT
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//#define HAVE_SPEEX //Support the speex codec.
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#define HAVE_OPUS //Support the opus codec.
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#define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
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#define HAVE_MEDIA_ENCODER //capture/capturedemo work.
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//#define 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).
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//#define HAVE_JUKEBOX //includes built-in jukebox crap
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//#define HAVE_SPEECHTOTEXT //windows speech-to-text thing
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// Features required by vanilla quake/quakeworld...
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#define QUAKETC
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//#define QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself.
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//#define QUAKEHUD //support for drawing the vanilla hud.
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#define QWSKINS //disabling this means no qw .pcx skins nor enemy/team skin/colour forcing
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#define NOBUILTINMENUS
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#define NOLEGACY //just spike trying to kill off crappy crap...
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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 NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely. 1 just omits the text. (ignored in debug builds.)
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// Outdated stuff
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//#define SVRANKING //legacy server-side ranking system.
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////#define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm.
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//#define SVCHAT //ancient lame builtin to support NPC-style chat...
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////#define SV_MASTER //Support running the server as a master server. Should probably not be used.
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////#define WEBSERVER //outdated sv_http cvar. new stuff acts via sv_port_tcp instead (which also gives https).
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////#define QUAKESPYAPI //define this if you want the engine to be usable via gamespy/quakespy, which has been dead for a long time now. forces the client to use a single port for all outgoing connections, which hurts reconnects.
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#ifdef COMPILE_OPTS
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//things to configure qclib, which annoyingly doesn't include this file itself
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//-DOMIT_QCC //disable the built-in qcc
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//-DSIMPLE_QCVM //disable qc debugging and 32bit opcodes
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#ifndef AVAIL_ZLIB
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//-DNO_ZLIB //disable zlib
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#endif
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#ifdef AVAIL_PNGLIB
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-DLINK_PNG
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#endif
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#ifdef AVAIL_JPEGLIB
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-DLINK_JPEG
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#endif
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//-DNO_OPUS
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//-DNO_SPEEX //disable static speex
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#ifndef AVAIL_BOTLIB
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-DNO_BOTLIB //disable static botlib
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#endif
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//-DNO_VORBISFILE //disable static vorbisfile
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//-Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway.
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#endif
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