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Added fteqw_readme.txt, a README file for binary releases.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5777 fc73d0e0-1445-4013-8a0c-d673dee63da5
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FTEQW README
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============
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This file contains the following sections:
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1. ABOUT
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2. FEATURES
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3. INSTALLING
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4. NETWORK QUICK-START
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5. TWEAKS
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6. TROUBLESHOOTING
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7. CONTACT
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8. LICENSE
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1. ABOUT
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========
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FTEQW is the advanced, portable Quake engine.
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It supports multiple games running on idTech, plus its own set of
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games that developers have created. Due to the vast amount of supported
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formats, features and innovations inside the engine and its very own
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QuakeC compiler (fteqcc), it's very much considered the swiss-army
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knife of Quake engines.
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2. FEATURES
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===========
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- Portable engine that runs on x86, amd64, ARM/64, PPC64LE and Web
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- Hybrid protocol engine that supports multiple games
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- Rendering API support for D3D8, D3D9, D3D11, OpenGL, Vulkan
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- Splitscreen support for Quake and most mods
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- In-game voice chat powered by either Opus or Speex
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- Advanced renderer features, powered by a strong material system
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and support for both HLSL and GLSL shader code
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- Multiple audio backends, from OSS to SDL_Sound and OpenAL Soft,
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plus API so developers can take advantage of AL EAX reverb features.
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And yes, DirectSound.
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- Integrated next-generation QuakeC compiler and debugger
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with support for breakpoints, real-time ingame attribute debugging
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and much more
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- Support for IPv4 and IPv6
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- Video output presets, to make your games either look like the
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original versions, or more modern with real-time lighting and more
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accurate shading
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- Support for CD-DA/Red Book music replacement in a variety of formats,
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such as Vorbis, MPEG-3, WAVE and FLAC (ffmpeg plugin required)
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3. INSTALLING
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=============
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Put the engine binary and desired plugins for your platform into the
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root of the game directory.
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Supported games:
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Quake and its Missionpacks
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QuakeWorld
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Quake II and its Missionpacks
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Quake III Arena and Team Arena
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HeXen II and its Missionpack
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If you want to be explicit about the game you're starting, you can pass
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the command-line parameters '-quake2', '-quake3' or '-hexen2' for the
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respective game. This will make sure that in a crowded universal game
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directory, FTE starts the right game.
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If you want to install music replacement files, you put them into the
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music/ folder with the trackXX naming convention, starting with track02.
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Important note regarding Quake II based support
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-----------------------------------------------
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If you're running a 64-bit version of FTEQW, then you also need 64-bit
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game-logic for Quake II. We recommend getting the game .dll/.so from the
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Yamagi Quake II project for your respective platform. It's recommended
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that you do for win32 as well, as that will ensure that save games work
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properly and you can stop worrying about them becoming incompatible
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between other machines.
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4. NETWORK QUICK-START
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======================
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Upon launching FTEQW, you can use the multiplayer menu's own built-in
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server browser to join and connect to a vast array of matches across all
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the different protocols. No more QuakeSpy/GameSpy 3D client required!
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If you want to host a game, you can either run a listen server with
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the ports forwarded, or host a listen server using frag-net.com's online
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service. Start a new multiplayer server, change the "Public" setting to
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"Holepunch" and players will automatically see your game in their
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server-browser once it's started.
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You can also set FTEQW to run in a terminal/command-prompt for hosting
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a dedicated server session.
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Simply pass the command-line argument like so:
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fteqw -dedicated
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This will create an interactive shell reminiscent to the console that's
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accessible in-game.
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You can host a game directly with frag-net.com without having to worry
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about port-forwarding and have a map up and running like so:
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fteqw +set sv_public 2 +set sv_playerslots 8 +map dm4
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5. TWEAKS
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=========
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You can apply tweaks by opening the console (SHIFT+ESC) and entering
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commands into the line buffer. In there you can enter console variables
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(cvars) that affect how the game behaves, as well as enter console
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commands that trigger an action in the engine.
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You can always find a list of both of these with the console commands
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'cvarlist' and 'cmdlist' respectively.
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Some example commands
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------------------------
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bind <key> <command> Binds a command to a key, e.g. bind F12 quit
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map <mapname> Starts a new game on <mapname>, e.g. map dm4
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connect <address> Establishes a connection to the specified
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IP/hostname address.
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disconnect Closes and remote or local game session.
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cfg_save Save amy unsaved configuration changes.
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quit Quits the game.
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About console variables
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-----------------------
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Unlike other Quake engines, FTEs console variable system is more akin to
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those of later idTech engines. Console variables can be set temporarily
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(until the next engine restart) or permanently.
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set sv_port 26000 Sets the current port to 26000 for this session
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seta sv_port 26000 Sets the current port gets set to 26000 and makes
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sure it will get 'archived', aka saved.
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Sometimes, you'll be able to change a cvar without entering 'set' or
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'seta' beforehand. This is due to the cvar/cmd suggestion system.
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When you simply set a cvar that way, 'set' is assumed.
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So those changes are only temporary.
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Commandline arguments
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---------------------
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You can pass cvars and commands directly to the engine binary, prefixed
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with a plus symbol like so:
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fteqw +set sv_port 26000 +map dm4
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There's also other interesting commandline only arguments you can pass:
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-nohome Don't attempt to save configs, saves, screenshots in the
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home or user directory.
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-basedir <path> Specifies the root game directory path.
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-basegame <dir> Specifies which folder to look in for main game data.
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-game <dir> Specifies which mod folder to load over the game data
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-window Tells the renderer to run in a window
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-manifest <fmf> Specifies a game manifest to load.
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This is for advanced game and mod switching.
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-dedicated Run the engine in dedicated server mode, no video out.
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Changing games and mods
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-----------------------
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Launching a Quake 1 mod can be done like so:
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fteqw -game fortress
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That will assume a basegame of 'id1' and the mod 'fortress' will be
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loaded on top of it.
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However, if you're playing a game that uses no data from Quake 1:
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fteqw -basegame openquartz
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Then it'll never even touch or peek into the folder 'id1'.
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Of course you can pass -game after that, too.
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Understanding manifests (advanced users)
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----------------------------------------
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You can setup custom game configurations with FTE's manifest files.
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Those can be quite advanced, as they might inherit multiple directories,
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change the name of the window title, set binds, aliases and cvars ahead
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of time and much more.
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FTEMANIFEST 1
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GAME funky
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NAME "Funky QW Game"
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BASEGAME id1
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BASEGAME qw
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BASEGAME funky
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An example manifest that will load id1, qw and then funky.
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If you wanted, you can set default cvars and aliases in there like so:
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-set sv_example 1234
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-seta cl_foobar 5678
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-alias funky1 "impulse 416"
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+bind g funky1
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Note the dash and plus symbols, they actually notate when to execute the
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command in question. '-' means before the engine loads the game config
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whereas '+' notates it will override anything that will usually be set
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by the game.
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You'd then save this as, for example, funky.fmf and load the manifest
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via the command-line:
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fteqw -manifest funky.fmf
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6. TROUBLESHOOTING
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==================
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If you're running FTEQW on an older machine with Intel GMA graphics,
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you probably want to try running the engine in D3D9 mode if you're
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encountering any graphical issues:
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fteqw +set vid_renderer d3d9
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If you can only run OpenGL but still have graphical issues, try forcing
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support for the builtin GLSL off:
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fteqw +set gl_blacklist_debug_glsl 1
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If FTEQW is seemingly not saving your settings, make sure you tell it to
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save your config when you quit the game. If it still does not work
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somehow, enter the console command 'cfg_save' into the console. It
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should output where the file gets saved or if there's any problems
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writing the configuration file.
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If OpenAL is causing crashes at launch (happens with some distributions,
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that is out of our control) then try starting FTEQW with:
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fteqw +set s_al_disable 1
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7. CONTACT
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==========
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If you need more help, have suggestions or want to hang out with the
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developers that make FTEQW what it is, join us on IRC!
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No account required.
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irc.quakenet.org #fte
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Bug reports welcome!
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8. LICENSE
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==========
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Copyright (c) 2004-2020 FTE's team and its contributors
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Quake source (c) 1999 id Software
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FTEQW is supplied to you under the terms of the same license as the
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original Quake sources, the GNU General Public License Version 2.
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Please read the 'LICENSE' file for details.
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The latest source is always available at:
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http://svn.code.sf.net/p/fteqw/code/trunk/
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Binaries are usually built at:
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https://fte.triptohell.info/moodles/
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