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fteqw/engine/common/config_wastes.h
Spoike 5b0843e0c7 split up NOMEDIA into individual defines. The Wastes should now be able to do music now.
tweak rtlights a bit, to not bug out on The Waste's decals.
use compatibility glsl in order to get ftransform working for consistent vertex coords (still uses core if there's no fixed function stuff). this fixes z-fighting issues with rtlights.
Rework punchangles for greater compatibility.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5059 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-21 20:22:07 +00:00

143 lines
5.6 KiB
C

// 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
#undef VKQUAKE
#undef HEADLESSQUAKE
#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.
#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
//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
//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)
#undef AVAIL_MP3_ACM //.mp3 support (in windows).
#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.
#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
#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