fteqw/engine/common/config_fteqw.h
Spoike fa0c73d33b Fixed crash from too many csqc entities (reported by shpuld)
Added .psd, .pbm/.pgm/.ppm, .pfm, and .hdr image formats. Extensions NOT added to r_imageextensions.
png (and the above formats) can now be loaded as RGBA16, instead of being truncated to RGBA8 (8bit pngs not affected).
r_imagelist will now show images from memory, instead of potentially loading new/different ones from disk.
Fix serverbrowser bug being too eager to join the server (eg from alt+tab).
Don't send ipv6 packets to qw/q2 masters. They won't be able to report ipv6 addresses anyway, and this reduces warnings when a host STILL has no ipv6 (my ISP sucks). this does not affect q3/dpmasters, for people without ipv4 addresses.
Tried to improve compat with Bloodshot's particle effects.
Fixed a couple of issues with R_AddTrisoup.
Fixed string tokenizing bug where it was using the wrong buffer size values.
Don't show link-local/localhost addresses in eg the status command (unless developer).
qtv-rel is now an easier target, for new qtv releases.
qtv warning fixes.
added a nailtrail effect to 'high' particles.
fixed terrain shaders.
fixed fogged water issue (on one of bal's maps).
first attempt at gltf2 format support



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5400 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-02-16 19:09:07 +00:00

198 lines
11 KiB
C

// Build-Config file for FTE's standard builds, the default settings.
// to use: make FTE_CONFIG=fteqw
// Features should either be commented or not. If you change undefs to defines or vice versa then expect problems.
// 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.
//general rebranding
//#define DISTRIBUTION "FTE" //should be kept short. 8 or less letters is good, with no spaces.
//#define DISTRIBUTIONLONG "Forethought Entertainment" //think of this as your company name. It isn't shown too often, so can be quite long.
//#define FULLENGINENAME "FTE Quake" //nominally user-visible name.
//#define ENGINEWEBSITE "http://fte.triptohell.info" //for shameless self-promotion purposes.
//#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.
//filesystem rebranding
//#define GAME_SHORTNAME "quake" //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-Quake" //so other games won't show up in the server browser
//#define GAME_DEFAULTPORT 27500 //slightly reduces the chance of people connecting to the wrong type of server
//#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 exec in order to override default.cfg
// Allowed renderers... There should ONLY be undefs here (other C files won't be pulled in automatically)
//#undef GLQUAKE
//#undef D3D8QUAKE
//#undef D3D9QUAKE
//#undef D3D11QUAKE
//#undef VKQUAKE
//#undef HEADLESSQUAKE //no-op renderer...
//#undef WAYLANDQUAKE //linux only
//Misc Renderer stuff
#define PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel.
#define PSET_SCRIPT //scriptable particles (both fte's and importing effectinfo)
#define RTLIGHTS
#define RUNTIMELIGHTING //automatic generation of .lit files
#define R_XFLIP //old silly thing
//Extra misc features.
//#define CLIENTONLY //
#define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions.
#define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported.
#define AVAIL_DINPUT
#define SIDEVIEWS 4 //enable secondary/reverse views.
#define MAX_SPLITS 4u
#define TEXTEDITOR //my funky text editor! its awesome!
#define PLUGINS //support for external plugins (like huds or fancy menus or whatever)
#define USE_SQLITE //sql-database-as-file support
#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 its)
//Filesystem formats
#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.
#define PACKAGE_Q1PAK //also q2
//#define PACKAGE_DOOMWAD //doom wad support (generates various file names, and adds support for doom's audio, sprites, etc)
//#define PACKAGE_VPK //hl2 packages
#define AVAIL_XZDEC //.xz decompression
#define AVAIL_GZDEC //.gz decompression
#define AVAIL_ZLIB //whether pk3s can be compressed or not.
//#define AVAIL_BZLIB //whether pk3s can use bz2 compression
#define PACKAGE_DZIP //.dzip support for smaller demos (which are actually more like pak files and can store ANY type of file)
//Map formats
#define Q1BSPS //Quake1
#define Q2BSPS //Quake2
#define Q3BSPS //Quake3, as well as a load of other games too...
#define RFBSPS //qfusion's bsp format / jk2o etc.
#define TERRAIN //FTE's terrain, as well as .map support
//#define DOOMWADS //map support, filesystem support is separate.
//#define MAP_PROC //doom3...
//Model formats
#define SPRMODELS //Quake's sprites
#define SP2MODELS //Quake2's models
#define DSPMODELS //Doom sprites!
#define MD1MODELS //Quake's models.
#define MD2MODELS //Quake2's models
#define MD3MODELS //Quake3's models, also often used for q1 etc too.
#define MD5MODELS //Doom3 models.
#define ZYMOTICMODELS //nexuiz uses these, for some reason.
#define DPMMODELS //these keep popping up, despite being a weak format.
#define PSKMODELS //unreal's interchange format. Undesirable in terms of load times.
#define HALFLIFEMODELS //horrible format that doesn't interact well with the rest of FTE's code. Unusable tools (due to license reasons).
#define INTERQUAKEMODELS //Preferred model format, at least from an idealism perspective.
#define RAGDOLL //ragdoll support. requires RBE support (via a plugin...).
//Image formats
#define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression
#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool. doesn't support mips.
#define IMAGEFMT_PBM //pbm/ppm/pgm/pfm family formats.
#define IMAGEFMT_PSD //baselayer only.
#define IMAGEFMT_HDR //an RGBE format.
#define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
//#define IMAGEFMT_BLP //legacy crap
#define IMAGEFMT_BMP //windows bmp. yuck. also includes .ico for the luls
#define IMAGEFMT_PCX //paletted junk. required for qw player skins, q2 and a few old skyboxes.
//#define IMAGEFMT_VTF //hl2 image format
#define AVAIL_PNGLIB //.png image format support (read+screenshots)
#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
#define PACKAGE_TEXWAD //quake's image wad support
#define AVAIL_FREETYPE //for truetype font rendering
#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).
#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...
#define DECOMPRESS_RGTC //bc4+bc5
// Game/Gamecode Support
#define CSQC_DAT
#define MENU_DAT
#define VM_Q1 //q1qvm implementation, to support ktx.
//#define VM_LUA //optionally supports lua instead of ssqc.
#define Q2SERVER //q2 server+gamecode.
#define Q2CLIENT //q2 client. file formats enabled separately.
#define Q3CLIENT //q3 client stuff.
#define Q3SERVER //q3 server stuff.
#define AVAIL_BOTLIB //q3 botlib
#define HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats.
#define HUFFNETWORK //crappy network compression. probably needs reseeding.
#define NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode).
#define SUBSERVERS //Allows the server to fork itself, each acting as an MMO-style server instance of a single 'realm'.
//#define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7)
//#define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140)
#define SAVEDGAMES //Can save the game.
#define MVD_RECORDING //server can record MVDs.
// Networking options
#define NQPROT //act as an nq client/server, with nq gamecode.
#define HAVE_PACKET //we can send unreliable messages!
#define HAVE_TCP //we can create/accept TCP connections.
#define HAVE_GNUTLS //on linux
//#define HAVE_OPENSSL //on linux. hardlinked, so typically set only via the makefile.
#define HAVE_WINSSPI //on windows
#define FTPSERVER //sv_ftp cvar.
#define WEBCLIENT //uri_get+any internal downloads etc
#define TCPCONNECT //support for playing over tcp sockets, instead of just udp. compatible with qizmo.
//#define IRCCONNECT //lame support for routing game packets via irc server. not a good idea.
#define SUPPORT_ICE //Internet Connectivity Establishment, for use by plugins to establish voice or game connections.
#define CL_MASTER //Clientside Server Browser functionality.
#define PACKAGEMANAGER //Allows the user to enable/disable/download(with WEBCLIENT) packages and plugins.
// Audio Drivers
#define AVAIL_OPENAL
#define AVAIL_WASAPI //windows advanced sound api
#define AVAIL_DSOUND
#define HAVE_MIXER //support non-openal audio drivers
// Audio Formats
#define AVAIL_OGGVORBIS //.ogg support
#define AVAIL_MP3_ACM //.mp3 support (windows only).
// Other Audio Options
#define VOICECHAT
#define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
#define HAVE_MEDIA_ENCODER //capture/capturedemo work.
#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).
#define HAVE_JUKEBOX //includes built-in jukebox crap
#define HAVE_SPEECHTOTEXT //windows speech-to-text thing
// Features required by vanilla quake/quakeworld...
//#define QUAKETC
#define QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself.
#define QUAKEHUD //support for drawing the vanilla hud.
#define QWSKINS //disabling this means no qw .pcx skins nor enemy/team skin/colour forcing
//#define NOBUILTINMENUS
//#define NOLEGACY //just spike trying to kill off crappy crap...
#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too.
//#define NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely. 1 just omits the text. (ignored in debug builds.)
// Outdated stuff
#define SVRANKING //legacy server-side ranking system.
////#define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm.
//#define SVCHAT //ancient lame builtin to support NPC-style chat...
////#define SV_MASTER //Support running the server as a master server. Should probably not be used.
////#define WEBSERVER //outdated sv_http cvar. new stuff acts via sv_port_tcp instead (which also gives https).
////#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.
#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_OPUS
//-DNO_SPEEX //disable static speex
#ifndef AVAIL_BOTLIB
-DNO_BOTLIB //disable static botlib
#endif
//-DNO_VORBISFILE //disable static vorbisfile
//enable some staticaly linked libraries
-DLINK_FREETYPE //international text requires international fonts.
//-Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway.
#endif