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2015-06-14 01:44:54 +00:00
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botlib Tweaked svn stuff a little more. Should be more robust now. 3rd party SVN headers+libs are no longer on svn. 2014-02-09 09:25:28 +00:00
client fix autotrack issues. 2015-06-14 01:28:01 +00:00
common git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4897 fc73d0e0-1445-4013-8a0c-d673dee63da5 2015-06-14 01:44:54 +00:00
d3d make sure the capture command doesn't switch between gamedirs while capturing. 2015-06-04 06:15:14 +00:00
dotnet2003
dotnet2005 Implemented device enumeration for SDL+ALSA+OSS4 audio drivers. Back to using the 'default' alsa device by default, warts and all. 2015-05-14 03:06:58 +00:00
dotnet2008
dotnet2010
droid reworked the shader system slightly. 2015-05-03 19:57:46 +00:00
ftequake
gas2masm
gl fix autotrack issues. 2015-06-14 01:28:01 +00:00
http make sure the capture command doesn't switch between gamedirs while capturing. 2015-06-04 06:15:14 +00:00
libs q2w bsp format support. 2015-03-03 00:14:43 +00:00
nacl implemented autotracking, hightrack is no longer quite so obnoxious. 2015-06-12 14:44:50 +00:00
npfte ------------------------------------------------------------------------ 2013-03-12 23:01:08 +00:00
partcfgs reworked the shader system slightly. 2015-05-03 19:57:46 +00:00
qclib implemented autotracking, hightrack is no longer quite so obnoxious. 2015-06-12 14:44:50 +00:00
server fix autotrack issues. 2015-06-14 01:28:01 +00:00
setup
shaders reworked the shader system slightly. 2015-05-03 19:57:46 +00:00
sw reworked the shader system slightly. 2015-05-03 19:57:46 +00:00
web reworked the shader system slightly. 2015-05-03 19:57:46 +00:00
.cproject
.project
BSDmakefile
LICENSE
makeconfig.sh
Makefile make sure the capture command doesn't switch between gamedirs while capturing. 2015-06-04 06:15:14 +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.