NZ:P Modification Check-In

Co-authored-by: Peter0x44 <peter0x44@disroot.org>
This commit is contained in:
cypress 2024-06-15 13:38:11 -07:00 committed by peter0x44
parent 2efeab6a4c
commit 4b7a1e3fb0
31 changed files with 1333 additions and 372 deletions

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name: Build ALL and Publish Release
on: [push]
jobs:
Compile-Linux32:
runs-on: ubuntu-latest
container:
image: motolegacy/fteqw:latest
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build Linux i386
run: |
cd tools/
sh build-nzp-linux32.sh
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: pc-nzp-linux32
path: ./engine/release/nzportable32-sdl
Compile-Linux64:
runs-on: ubuntu-latest
container:
image: motolegacy/fteqw:latest
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build Linux x86_64
run: |
cd tools/
sh build-nzp-linux64.sh
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: pc-nzp-linux64
path: ./engine/release/nzportable64-sdl
Compile-LinuxArm64:
runs-on: ubuntu-latest
container:
image: motolegacy/fteqw:latest
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build Linux Arm64
run: |
cd tools/
sh build-nzp-linux_arm64.sh
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: pc-nzp-linux_arm64
path: ./engine/release/nzportablearm64-sdl
Compile-LinuxArmhf:
runs-on: ubuntu-latest
container:
image: motolegacy/fteqw:latest
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build Linux Armhf
run: |
cd tools/
sh build-nzp-linux_armhf.sh
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: pc-nzp-linux_armhf
path: ./engine/release/nzportablearmhf-sdl
Compile-Windows32:
runs-on: ubuntu-latest
container:
image: motolegacy/fteqw:latest
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build Windows x86
run: |
cd tools/
sh build-nzp-win32.sh
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: pc-nzp-win32
path: ./engine/release/nzportable-sdl.exe
Compile-Windows64:
runs-on: ubuntu-latest
container:
image: motolegacy/fteqw:latest
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build Windows x86_64
run: |
cd tools/
sh build-nzp-win64.sh
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: pc-nzp-win64
path: ./engine/release/nzportable-sdl64.exe
Compile-WASM:
runs-on: ubuntu-latest
container:
image: motolegacy/fteqw:latest
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Build WASM
run: |
cd tools/
sh build-nzp-web.sh
- name: Upload Artifact
uses: actions/upload-artifact@v4
with:
name: pc-nzp-web
path: |
./engine/release/ftewebgl.wasm
./engine/release/ftewebgl.js
Unify-and-Release:
runs-on: ubuntu-latest
needs: [Compile-Linux32, Compile-Linux64, Compile-LinuxArm64, Compile-LinuxArmhf, Compile-Windows32, Compile-Windows64, Compile-WASM]
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Wait for GitHub to keep up..
run: sleep 2s
shell: bash
- name: Download Artifacts
uses: actions/download-artifact@v4
with:
path: ./
- name: Turn Artifacts into .ZIP archives
run: |
zip -r -j pc-nzp-linux32.zip pc-nzp-linux32/*
zip -r -j pc-nzp-linux64.zip pc-nzp-linux64/*
zip -r -j pc-nzp-linux_arm64.zip pc-nzp-linux_arm64/*
zip -r -j pc-nzp-linux_armhf.zip pc-nzp-linux_armhf/*
zip -r -j pc-nzp-win32.zip pc-nzp-win32/*
zip -r -j pc-nzp-win64.zip pc-nzp-win64/*
zip -r -j pc-nzp-web.zip pc-nzp-web/*
- name: Generate Build Date
id: date
run: echo "::set-output name=date::$(date +'%Y-%m-%d-%H-%M-%S')"
- name: Delete Old Release
uses: dev-drprasad/delete-tag-and-release@v0.2.1
with:
delete_release: true
tag_name: bleeding-edge
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- name: Create Release
id: create_release
uses: actions/create-release@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
tag_name: bleeding-edge
release_name: Automated Release ${{ steps.date.outputs.date }}
body: |
This is a **bleeding edge** NZ:P FTE release, stability is not guarenteed.
To install:
- Grab the .ZIP archive for your platform.
- Extract the contents of the .ZIP archive to your game directory (place where you have the 'nzp' folder).
draft: true
prerelease: false
- name: Upload Linux32 Archive
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./pc-nzp-linux32.zip
asset_name: pc-nzp-linux32.zip
asset_content_type: application/zip
- name: Upload Linux64 Archive
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./pc-nzp-linux64.zip
asset_name: pc-nzp-linux64.zip
asset_content_type: application/zip
- name: Upload LinuxArm64 Archive
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./pc-nzp-linux_arm64.zip
asset_name: pc-nzp-linux_arm64.zip
asset_content_type: application/zip
- name: Upload LinuxArmhf Archive
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./pc-nzp-linux_armhf.zip
asset_name: pc-nzp-linux_armhf.zip
asset_content_type: application/zip
- name: Upload Windows32 Archive
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./pc-nzp-win32.zip
asset_name: pc-nzp-win32.zip
asset_content_type: application/zip
- name: Upload Windows64 Archive
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./pc-nzp-win64.zip
asset_name: pc-nzp-win64.zip
asset_content_type: application/zip
- name: Upload WASM Archive
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./pc-nzp-web.zip
asset_name: pc-nzp-web.zip
asset_content_type: application/zip
- name: Publish Release
uses: StuYarrow/publish-release@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
id: ${{ steps.create_release.outputs.id }}

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name: main
on: [ push, pull_request, workflow_dispatch ]
jobs:
cmake:
strategy:
matrix:
os: [ ubuntu-latest ]
profile: [ "Debug", "Release" ]
runs-on: ${{ matrix.os }}
steps:
- name: Get number of CPU cores
uses: SimenB/github-actions-cpu-cores@v2
id: cpu-cores
- uses: actions/checkout@v4
- name: "Install Dependencies"
run: |
sudo apt-get -qq update
sudo apt-get -qq install --no-install-recommends \
gettext \
libasound2-dev \
libbullet-dev \
libgnutls28-dev \
libopenxr-dev \
libqscintilla2-qt5-dev \
libsdl2-dev \
libvorbis-dev \
libvulkan-dev \
libwayland-dev \
libxcursor-dev \
libxkbcommon-dev \
libxrandr-dev \
qtbase5-dev
# Disabled due to warnings that break the debug build with -Werror
# libode-dev
# libavcodec-dev libavformat-dev libavutil-dev libswscale-dev
- name: "Configure: ${{ matrix.profile }}"
run: |
cmake -B build_${{ matrix.profile }} -DCMAKE_BUILD_TYPE=${{ matrix.profile }}
- name: "Build: ${{ matrix.profile }}"
run: |
cmake --build build_${{ matrix.profile }} --parallel ${{ steps.cpu-cores.outputs.count }}
make:
strategy:
matrix:
include:
- name: web
fte_target: web
make_targets: "gl-rel"
os: ubuntu-latest
- name: linux64
fte_target: linux64
make_targets: "m-rel sv-rel qtv-rel qcc-rel"
os: ubuntu-latest
packages: "libasound2-dev libgl-dev libegl1-mesa-dev libwayland-dev libxcursor-dev libxi-dev libxkbcommon-dev libxrandr-dev libxss-dev"
- name: win32
fte_target: win32
make_targets: "m-rel sv-rel qcc-rel"
os: ubuntu-latest
packages: "binutils-mingw-w64-i686 gcc-mingw-w64-i686 g++-mingw-w64-i686"
- name: win64
fte_target: win64
make_targets: "m-rel sv-rel qcc-rel"
os: ubuntu-latest
packages: "binutils-mingw-w64-x86-64 gcc-mingw-w64-x86-64 g++-mingw-w64-x86-64"
- name: macos-arm64
fte_target: SDL2
make_targets: "gl-rel sv-rel qcc-rel"
args: "ARCH=arm STRIPFLAGS="
packages: "sdl2"
os: macos-latest
name: make-${{ matrix.name }}
runs-on: ${{ matrix.os }}
timeout-minutes: 30
steps:
- name: Get number of CPU cores
uses: SimenB/github-actions-cpu-cores@v2
id: cpu-cores
- uses: actions/checkout@v4
- name: Extract versions
run: grep 'VER=' engine/Makefile | tee makelibs_versions
- uses: actions/cache@v4
id: cache
with:
path: engine/libs-*
key: ${{ runner.os }}-${{ matrix.fte_target }}-${{ hashFiles('makelibs_versions') }}
- uses: mymindstorm/setup-emsdk@v14
with:
version: "2.0.12"
actions-cache-folder: "emsdk-cache-2.0.12"
cache-key: "emsdk-2.0.12"
if: matrix.fte_target == 'web'
- name: Verify emscripten
run: emcc -v
if: matrix.fte_target == 'web'
- name: Install dependencies (linux)
run: sudo apt-get -qq update && sudo apt-get -qq install --no-install-recommends ${{ matrix.packages }}
if: matrix.packages != '' && matrix.os == 'ubuntu-latest'
- name: Install dependencies (macos)
run: brew install ${{ matrix.packages }}
if: matrix.packages != '' && matrix.os == 'macos-latest'
- name: Build dependencies
working-directory: engine
run: make FTE_TARGET=${{ matrix.fte_target }} makelibs ${{ matrix.args }}
if: steps.cache.outputs.cache-hit != 'true'
- uses: ammaraskar/gcc-problem-matcher@0.3.0
- name: Build ${{ matrix.name }}
working-directory: engine
run: |
make -j ${{ steps.cpu-cores.outputs.count }} FTE_TARGET=${{ matrix.fte_target }} ${{ matrix.make_targets }} ${{ matrix.args }} LINK_EZHUD=1 LINK_OPENSSL=1
- name: Attach macOS docs
run: |
cat <<EOF > engine/release/fte_macos.txt
To allow executables to run issue for example:
chmod +x fteqw-glsdl2
xattr -d com.apple.quarantine fteqw-glsdl2
If you don't have SDL2 installed, run:
brew install sdl2
EOF
if: matrix.os == 'macos-latest'
- name: Get version
id: version
run: echo "short_sha=$(git rev-parse --short HEAD)" >> $GITHUB_OUTPUT
- name: Upload artifacts
uses: actions/upload-artifact@v4
with:
name: fteqw-${{ matrix.name }}-${{ steps.version.outputs.short_sha }}
path: |
engine/release/fte*
!engine/release/*.db
compression-level: 9

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
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END OF TERMS AND CONDITIONS

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# Nazi Zombies: Portable FTEQW
*"That magical Quake/QuakeWorld engine"*
## About
This repository contains the source code for Spike's [Fore Thought Engine](https://fte.triptohell.info/about), featuring basic modifications specific to NZ:P such as parity changes for fog value interpretation, a custom configuration header, etc.
## Supported Platforms
- [ ] Android†
- [x] Linux 32-bit
- [x] Linux 64-bit
- [x] Linux ARMhf
- [x] Linux ARM64
- [ ] macOS††
- [x] Windows 32-bit
- [x] Windows 64-bit
## Building (Advanced)
It is strongly recommended to use our Docker (via [image](https://hub.docker.com/r/motolegacy/fteqw) or [Dockerfile](https://github.com/nzp-team/tools/tree/main/fteqw-docker)) script to compile. It contains everything you would need to build on *any* supported platform, including cross compilers and an [osxcross](https://github.com/tpoechtrager/osxcross) environment for when compiling for macOS is complete.
### Compiling Quick-Start:
```bash
cd source/engine
make makelibs FTE_TARGET=YOUR_TARGET && \
make m-rel FTE_TARGET=YOUR_TARGET FTE_CONFIG=nzportable -j8
```
Subtitute `YOUR_TARGET` with one of the following, for whatever platform you wish to build for:
* `macosx_x86`††
* `linux32`
* `linux64`
* `linux_armhf`
* `linux_arm64`
* `win32`
* `win64`
You can view the [FTE Wiki](https://fte.triptohell.info/wiki/index.php/Compiling_FTEQW_For_Dummies#Understanding_Each_Build) for understanding what `m-rel` means and other options you can substitute the flag with.
We also provide prebuilt binaries on the [Releases](https://github.com/nzp-team/fteqw/releases/tag/bleeding-edge) page.
<hr>
†*We are not interested in supporting Android or other touch devices.*
††*macOS is currently unsupported though this is planned to change. Accomodations need to be made to the FTEQW `Makefile` to look for [osxcross](https://github.com/tpoechtrager/osxcross) environment variables and tests need to be made to ensure compiling under clang is functional (or just using a proper gcc version in osxcross).*

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Yay, you found out the secrit location to download the sauce code from!
Right, urm, now what?
Yeah, good question.
Urm.
Quick start guide:
cd engine
make sv-rel -j4
make gl-rel -j4
cd ..
engine/release/fteqw.sv -nohome -basedir ~/quake
engine/release/fteqw.gl -nohome -basedir ~/quake
You do not need to configure. The makefile will automatically do that depending on the target build/system.
Easy Build Bot System:
If you want to set up a linux box that cross-compiles each target with your own private customisations, then you can run the build_setup.sh script to set up which targets you wish to support.
You can then just run the build_wip.sh script any time your code changes to have it rebuild every target you previously picked.
The script can also be run from cygwin, but does not support compiling for linux then.
(The setup script will install android+emscripten dependancies for you, so you're likely to find this an easier way to deal with those special targets).
(note that the android sdk can be a big download, while installing emscripten may require several hours to compile clang and about 40gb of disk space if emscripten doesn't provide prebuilt stuff for your distro).
To compile the FTEDroid port with cygwin:
make droid-rel PATH=C:\Cygwin\bin\ DROID_SDK_PATH=/cygdrive/c/Games/tools/android-sdk DROID_NDK_PATH=/cygdrive/c/Games/tools/android-ndk-r7 ANT=/cygdrive/c/Games/tools/apache-ant-1.8.2/bin/ant JAVATOOL="/cygdrive/c/Program\ Files/Java/jdk1.7.0_02/bin/" DROID_ARCH="armeabi x86" -j4 DROID_PACKSU=/cygdrive/c/games/quake/id1/pak0.pak
On linux you can omit the PATH, ANT, and JAVATOOL parts as they should already be in the path (yes I copied the above out of a batch file).
Then install the release/FTEDroid.apk file on your android device.
The DROID_PACKSU part is used to include the pak file within the android package. Ideally you would use a pk3 file instead. Also you would use something that will not violate iD software's copyright. THIS IS AN EXAMPLE ONLY. You can omit the setting entirely if you require the user to provide their own packages.
Note that there is no way to install the package with a different name at this time.
Browser versions of FTE:
The FTE browser plugin is available only in windows.
Compile with 'make npfte-rel FTE_TARGET=win32'.
This will yield an npfte.dll file.
You can 'register' this dll by running 'regsvr32 npfte.dll' at a command prompt (this is the standard way to register an activex control - any setup software should provide some mechanism to do this at install time). This will register both the netscape/firefox/chrome/opera version, and the activex/IE version of the plugin.
Note that the plugin will run the engine in a separate process and thus requires a valid fteqw.exe file in the same directory as the plugin.
If given an 'npfte.txt' file that contains the line 'relexe foo', the plugin will try to run foo.exe instead of fteqw, basedir "foo" can be used to invoke it with a different basedir. You can use this if you'd rather run the mingl or gl-only version, or if you'd like to retarget npfte to invoke a different quake engine intead. Note that different quake engines will need to support the -plugin argument and the stdin/stdout parsing for embedding - at the time of writing, no others do.
The following chunk of html can then be included on a web page to embed it. Yes. Two nested objects.
<object name="ieplug" type="text/x-quaketvident" classid="clsid:7d676c9f-fb84-40b6-b3ff-e10831557eeb" width=100% height=100% ><param name="splash" value="http://127.0.0.1:27599/qtvsplash.jpg"><param name="game" value="q1"><param name="dataDownload" value=''><object name="npplug" type="text/x-quaketvident" width=100% height=100% ><param name="splash" value="http://127.0.0.1:27599/qtvsplash.jpg"><param name="game" value="q1"><param name="dataDownload" value=''>Plugin failed to load</object></object>
This stuff has separate directories
engine: FTEQW game engine itself. Both client and dedicated server.
engine/ftequake: location of old msvc6 project file. Might not work.
engine/dotnet2005: location of microsoft visual c 2005 project file. Most likely to be up to date, but also most likely to be specific to Spike's config.
engine/dotnet2010: location of microsoft visual c 2010 (express) project file. Might not work.
engine/release: the makefile writes its release-build binaries here. Intermediate files are contained within a sub-directory.
engine/debug: the makefile writes its debug-build binaries here. Intermediate files are contained within a sub-directory.
fteqtv: the qtv proxy server program.
plugins: several optional plugins that do various interesting things, though not so interesting
q3asm2: my quick hack at a qvm assembler which is not horribly slow. ignore it.
quakec: Various quakec mods. Some interesting, some not.
quakec/basemod: TimeServ's attempt to bugfix and modify vanilla quake
quakec/csaddon: ingame csqc-controlled editors. Currently contains the camquake featureset (thanks Jogi), rtlights editor, terrain editor ui, particle editor.
quakec/csqctest: my csqc sample mod. Originally created as a feature testbed for the csqc api. Useful as a reference/sample, but you perhaps don't want to use it as a base.
specs: modder/advanced documentation and samples.
Interesting commandline arguments:
-nohome disables the use of home directories. all file access will occur within the gamedir.
-basedir $FOO tells the engine where to find the game.
-game $FOO traditional NQ way to specify a mod.
-mem $FOO may still be needed on linux, at least for now. Not required on windows. Value is in MB.
+sv_public 0 stop the server from reporting to master servers.
-window override config files to force fte into windowed mode at startup. Can still be made fullscreen via the menus or console.
NQ compat cvars:
sv_port 26000 (fte listens on port 27500 by default, as its derived from quakeworld).
cl_defaultport 26000 (see above. you can always specify the port in the connect command).
sv_nomsec 1 (disables player prediction, giving authentic nq player physics).
sv_listen_nq 1 (if 0, disables NQ clients. if 1, allows qsmurfing. if 2(default), blocks qsmurfing but may have compat issues with some clients).
Limit breaking stuff:
pr_maxedicts 32767 (max ent limit)
sv_bigcoords 1 (expands coord sizes, but has compat issues)
Hexen2 / Quake2 / Quake3:
Copy the engine to your h2/q2/q3 dir, and run from there.
Alternatively, specify the h2/q2/q3 dir via -basedir.
The engine will autodetect the game from its basedir, and reconfigure as appropriate if appropriate.
Problems?
You can report problems on IRC.
Join irc.quakenet.org #fte
If you refuse to use IRC, you can instead report issues to Spike via the inside3d.com forums, or the quakeone.com forums, depending on where you're able to create an account.
Bug reports are (generally) always apreciated! :)

View file

@ -128,9 +128,7 @@ endif
endif endif
BRANDFLAGS+=-DCONFIG_FILE_NAME=config_$(FTE_CONFIG).h $(FTE_CONFIG_EXTRA) BRANDFLAGS+=-DCONFIG_FILE_NAME=config_$(FTE_CONFIG).h $(FTE_CONFIG_EXTRA)
EXE_NAME=$(FTE_CONFIG) EXE_NAME=$(FTE_CONFIG)
ifeq (,$(findstring DNO_SPEEX,$(FTE_CONFIG_EXTRA))) USE_SPEEX=0
USE_SPEEX?=1
endif
ifeq (,$(findstring DNO_OPUS,$(FTE_CONFIG_EXTRA))) ifeq (,$(findstring DNO_OPUS,$(FTE_CONFIG_EXTRA)))
USE_OPUS=1 USE_OPUS=1
endif endif

View file

@ -3798,7 +3798,6 @@ void CL_Changing_f (void)
if (cls.state) if (cls.state)
{ {
cls.state = ca_connected; // not active anymore, but not disconnected cls.state = ca_connected; // not active anymore, but not disconnected
Con_TPrintf ("\nChanging map...\n");
} }
else else
Con_Printf("Changing while not connected\n"); Con_Printf("Changing while not connected\n");
@ -5391,6 +5390,8 @@ void CL_FTP_f(void)
} }
#endif #endif
vec3_t fakergb;
//fixme: make a cvar //fixme: make a cvar
void CL_Fog_f(void) void CL_Fog_f(void)
{ {
@ -5402,45 +5403,107 @@ void CL_Fog_f(void)
ftype = FOGTYPE_SKYROOM; ftype = FOGTYPE_SKYROOM;
else //fog else //fog
ftype = FOGTYPE_AIR; ftype = FOGTYPE_AIR;
if ((cl.fog_locked && !Cmd_FromGamecode() && !cls.allow_cheats) || Cmd_Argc() <= 1)
{ //
static const char *fognames[FOGTYPE_COUNT]={"fog","waterfog","skyroomfog"}; // NZ:P Team fog modification START
if (Cmd_ExecLevel != RESTRICT_INSECURE) // ----
Con_Printf("Current %s %f (r:%f g:%f b:%f, a:%f bias:%f)\n", fognames[ftype], cl.fog[ftype].density, cl.fog[ftype].colour[0], cl.fog[ftype].colour[1], cl.fog[ftype].colour[2], cl.fog[ftype].alpha, cl.fog[ftype].depthbias); // dQuake puts us in a shitty position requiring inaccurate fog stuffs..
// but it does mean we get to restore GL_FOG_START and GL_FOG_END which
// is NICE!
// ----
// here's the gist on the issue:
// dQuake takes values 0-255 as "RGB" values for the fog. These aren't
// really RGB though, they just multiply the value by 0.01 and throw it
// into sceGuFog :s
//
if ((cl.fog_locked && !Cmd_FromGamecode() && !cls.allow_cheats) || Cmd_Argc() <= 1) {
/*Con_Printf("usage:\n");
//Con_Printf(" fog <fade>\n");
Con_Printf(" fog <start> <end>\n");
Con_Printf(" fog <red> <green> <blue>\n");
Con_Printf(" fog <fade> <red> <green> <blue>\n");
Con_Printf(" fog <start> <end> <red> <green> <blue>\n");
Con_Printf("NOTE: start and end become density: ((start / end) / 2).\n");
//Con_Printf(" fog <start> <end> <red> <green> <blue> <fade>\n");
Con_Printf("current values:\n");
Con_Printf(" \"density\" is \"%f\"\n", cl.fog[ftype].density);
Con_Printf(" \"red\" is \"%f\"\n", fakergb[0]);
Con_Printf(" \"green\" is \"%f\"\n", fakergb[1]);
Con_Printf(" \"blue\" is \"%f\"\n", fakergb[2]);
//Con_Printf(" \"fade\" is \"%f\"\n", fade_time);*/
return;
} }
else
{
CL_ResetFog(ftype); CL_ResetFog(ftype);
VectorSet(rgb, 0.3,0.3,0.3); VectorSet(rgb, 0.3, 0.3, 0.3);
switch(Cmd_Argc()) switch(Cmd_Argc()) {
{ case 1: // Just in case it somehow gets this far :P
case 1:
break; break;
case 2: case 2: // This used to be <fade>, but let's make try to it forward-compatible with distance stuff.
cl.fog[ftype].density = atof(Cmd_Argv(1)); cl.fog[ftype].density = atof(Cmd_Argv(1)); // <end>
break; break;
case 3: case 3: // <start> <end>
cl.fog[ftype].density = atof(Cmd_Argv(1)); cl.fog[ftype].density = (atof(Cmd_Argv(1)) / atof(Cmd_Argv(2))) / 3; // <density>
rgb[0] = rgb[1] = rgb[2] = atof(Cmd_Argv(2));
break; break;
case 4: case 4: // <red> <green> <blue>
cl.fog[ftype].density = 0.05; //make something up for vauge compat with fitzquake, so it doesn't get the default of 0 rgb[0] = atof(Cmd_Argv(1)); // <red>
rgb[0] = atof(Cmd_Argv(1)); rgb[1] = atof(Cmd_Argv(2)); // <green>
rgb[1] = atof(Cmd_Argv(2)); rgb[2] = atof(Cmd_Argv(3)); // <blue>
rgb[2] = atof(Cmd_Argv(3));
break; break;
case 5: case 5: // <distance> <red> <green> <blue>
default: cl.fog[ftype].density = (1 / atof(Cmd_Argv(1))) / 3; // <density>
cl.fog[ftype].density = atof(Cmd_Argv(1)); rgb[0] = atof(Cmd_Argv(2)); // <red>
rgb[0] = atof(Cmd_Argv(2)); rgb[1] = atof(Cmd_Argv(3)); // <green>
rgb[1] = atof(Cmd_Argv(3)); rgb[2] = atof(Cmd_Argv(4)); // <blue>
rgb[2] = atof(Cmd_Argv(4)); break;
case 6: // <start> <end> <red> <green> <blue>
case 7: // <start> <end> <red> <green> <blue> <fade> (dont do anything about fade)
cl.fog[ftype].density = (atof(Cmd_Argv(1)) / atof(Cmd_Argv(2))) / 3; // <density>
rgb[0] = atof(Cmd_Argv(3)); // <red>
rgb[1] = atof(Cmd_Argv(4)); // <green>
rgb[2] = atof(Cmd_Argv(5)); // <blue>
break; break;
} }
if (rgb[0]>=2 || rgb[1]>=2 || rgb[2]>=2) //we allow SOME slop for hdr fog... hopefully we won't need it. this is mostly just an issue when skyfog is enabled[default .5] ('why is my sky white on map FOO') // Have some means of detecting when someone used the old/vanilla FTE 0-1 values:
Con_Printf(CON_WARNING "Fog colour of %g %g %g exceeds standard 0-1 range\n", rgb[0], rgb[1], rgb[2]); // Now with black fog hack!!!!!! WOOOO!!
if (rgb[0] <= 0.99 && rgb[1] <= 0.99 && rgb[2] <= 0.99 &&
rgb[0] != 0 && rgb[1] != 0 && rgb[2] != 0) {
// We'll say fuck it and guess some density :(
cl.fog[ftype].density = 0.1;
VectorSet(fakergb, rgb[0] * 255, rgb[1] * 255, rgb[2] * 255);
} else {
// We want to lie to hide the fact we're manipulating the hell out
// of this.
VectorSet(fakergb, rgb[0], rgb[1], rgb[2]);
// For some reason black fog breaks density.. I guess
if (rgb[0] == 0 && rgb[1] == 0 && rgb[2] == 0) {
cl.fog[ftype].density *= 3;
}
// Weird as fuck color hack !!! :)
if (rgb[0] != 0) {
rgb[0] = (10 * (exp(0.03 * rgb[0]) - 1)) + 20;
rgb[0] *= 0.01;
}
if (rgb[1] != 0) {
rgb[1] = (10 * (exp(0.03 * rgb[1]) - 1)) + 20;
rgb[1] *= 0.01;
}
if (rgb[2] != 0) {
rgb[2] = (10 * (exp(0.03 * rgb[2]) - 1)) + 20;
rgb[2] *= 0.01;
}
}
//
// NZ:P Team fog modification END
//
cl.fog[ftype].colour[0] = SRGBf(rgb[0]); cl.fog[ftype].colour[0] = SRGBf(rgb[0]);
cl.fog[ftype].colour[1] = SRGBf(rgb[1]); cl.fog[ftype].colour[1] = SRGBf(rgb[1]);
cl.fog[ftype].colour[2] = SRGBf(rgb[2]); cl.fog[ftype].colour[2] = SRGBf(rgb[2]);
@ -5448,23 +5511,10 @@ void CL_Fog_f(void)
if (cls.state == ca_active) if (cls.state == ca_active)
cl.fog[ftype].time += 1; cl.fog[ftype].time += 1;
//fitz:
//if (Cmd_Argc() >= 6) cl.fog[ftype].time += atof(Cmd_Argv(5));
//dp:
if (Cmd_Argc() >= 6) cl.fog[ftype].alpha = atof(Cmd_Argv(5));
if (Cmd_Argc() >= 7) cl.fog[ftype].depthbias = atof(Cmd_Argv(6));
//if (Cmd_Argc() >= 8) cl.fog[ftype].end = atof(Cmd_Argv(7));
//if (Cmd_Argc() >= 9) cl.fog[ftype].height = atof(Cmd_Argv(8));
//if (Cmd_Argc() >= 10) cl.fog[ftype].fadedepth = atof(Cmd_Argv(9));
if (Cmd_FromGamecode())
cl.fog_locked = !!cl.fog[ftype].density;
#ifdef HAVE_LEGACY #ifdef HAVE_LEGACY
if (cl.fog[ftype].colour[0] > 1 || cl.fog[ftype].colour[1] > 1 || cl.fog[ftype].colour[2] > 1) if (cl.fog[ftype].colour[0] > 1 || cl.fog[ftype].colour[1] > 1 || cl.fog[ftype].colour[2] > 1)
Con_DPrintf(CON_WARNING "Fog is oversaturated. This can result in compatibility issues.\n"); Con_DPrintf(CON_WARNING "Fog is oversaturated. This can result in compatibility issues.\n");
#endif #endif
}
} }
#ifdef _DEBUG #ifdef _DEBUG

View file

@ -1991,8 +1991,6 @@ void SCR_DrawFPS (void)
float frametime; float frametime;
static float gpu=-1, gpumem=-1;
if (!show_fps.ival) if (!show_fps.ival)
return; return;
@ -2002,8 +2000,6 @@ void SCR_DrawFPS (void)
lastfps = fps_count/(t - lastupdatetime); lastfps = fps_count/(t - lastupdatetime);
fps_count = 0; fps_count = 0;
lastupdatetime = t; lastupdatetime = t;
R_GetGPUUtilisation(&gpu, &gpumem); //not all that accurate, but oh well.
} }
frametime = t - lastsystemtime; frametime = t - lastsystemtime;
lastsystemtime = t; lastsystemtime = t;
@ -2014,12 +2010,6 @@ void SCR_DrawFPS (void)
R_FrameTimeGraph(frametime, show_fps.value-1); R_FrameTimeGraph(frametime, show_fps.value-1);
sprintf(str, "%3.1f FPS", lastfps); sprintf(str, "%3.1f FPS", lastfps);
SCR_StringXY(str, show_fps_x.value, show_fps_y.value); SCR_StringXY(str, show_fps_x.value, show_fps_y.value);
if (gpu>=0)
{
sprintf(str, "%.0f%% GPU", gpu*100);
SCR_StringXY(str, show_fps_x.value, (show_fps_y.value>=0)?(show_fps_y.value+8):(show_fps_y.value-1));
}
/* if (gpumem>=0) /* if (gpumem>=0)
{ {
sprintf(str, "%.0f%% VRAM Bus", gpumem*100); sprintf(str, "%.0f%% VRAM Bus", gpumem*100);

View file

@ -266,8 +266,8 @@ static int beams_running;
static tentmodels_t beamtypes[] = static tentmodels_t beamtypes[] =
{ {
{"progs/bolt.mdl", "TE_LIGHTNING1", "TE_LIGHTNING1_END"}, {"models/misc/bolt.mdl", "TE_LIGHTNING1", "TE_LIGHTNING1_END"},
{"progs/bolt2.mdl", "TE_LIGHTNING2", "TE_LIGHTNING2_END"}, {"models/misc/bolt2.mdl", "TE_LIGHTNING2", "TE_LIGHTNING2_END"},
{"progs/bolt3.mdl", "TE_LIGHTNING3", "TE_LIGHTNING3_END"}, {"progs/bolt3.mdl", "TE_LIGHTNING3", "TE_LIGHTNING3_END"},
{"progs/beam.mdl", "te_beam", "te_beam_end"}, //a CTF addition, but has other potential uses, sadly. {"progs/beam.mdl", "te_beam", "te_beam_end"}, //a CTF addition, but has other potential uses, sadly.

View file

@ -1846,7 +1846,7 @@ void Con_DrawNotify (void)
char *foo = va(chat_team?"say_team: %s":"say: %s", Key_Demoji(demoji, sizeof(demoji), chat_buffer?(char*)chat_buffer:"")); char *foo = va(chat_team?"say_team: %s":"say: %s", Key_Demoji(demoji, sizeof(demoji), chat_buffer?(char*)chat_buffer:""));
int lines, i, pos; int lines, i, pos;
Font_BeginString(font_console, 0, 0, &x, &y); Font_BeginString(font_console, 0, 0, &x, &y);
y = con_numnotifylines.ival * Font_CharHeight(); y = 19 * Font_CharHeight();
i = chat_team?10:5; i = chat_team?10:5;
pos = strlen(foo)+i; pos = strlen(foo)+i;

View file

@ -3496,7 +3496,7 @@ static int CL_ReadServerInfo(char *msg, enum masterprotocol_e prototype, qboolea
info->special |= SS_QUAKE3; info->special |= SS_QUAKE3;
#endif #endif
#ifdef NQPROT #ifdef NQPROT
else if (prototype == MP_NETQUAKE) if (prototype == MP_NETQUAKE)
info->special |= SS_NETQUAKE; info->special |= SS_NETQUAKE;
#endif #endif
#if defined(Q2CLIENT) || defined(Q3CLIENT) || defined(NQPROT) #if defined(Q2CLIENT) || defined(Q3CLIENT) || defined(NQPROT)

569
engine/client/nzportable.h Normal file
View file

@ -0,0 +1,569 @@
/* GIMP RGBA C-Source image dump (nzportable.c) */
static const struct {
unsigned int width;
unsigned int height;
unsigned int bytes_per_pixel; /* 2:RGB16, 3:RGB, 4:RGBA */
unsigned char pixel_data[64 * 64 * 4 + 1];
} icon = {
64, 64, 4,
"\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000"
"\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000"
"\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000"
"\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377"
"\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\001\377\001\000\001\377\001\000\001\377\001"
"\000\001\377\001\000\001\377\001\000\000\377\001\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000"
"\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000"
"\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\001\000\000\377"
"\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\000\000\000\377\000"
"\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000"
"\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000"
"\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377"
"\000\000\000\377\000\000\000\377\000\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001"
"\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000"
"\000\377\001\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000"
"\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377"
"\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\001\000\000\377\001\000\000\377\001"
"\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\000\000\000\377\000\000\000\377\000\000"
"\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000"
"\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377"
"\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\000"
"\000\000\377\000\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000\001\377\001\000\001\377\001\000"
"\001\377\001\000\000\377\001\000\000\377\001\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000"
"\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377"
"\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\002"
"\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\001\000\000\377\001\000\000\377\001\000\000\377\001\000"
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};

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@ -84,25 +84,11 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
// Icon with lowest ID value placed first to ensure application icon // Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems. // remains consistent on all systems.
#if defined(BRANDING_ICON) && defined(QUAKETC) #if defined(BRANDING_ICON)
IDI_ICON1 ICON BRANDING_ICON IDI_ICON1 ICON "nzportable.ico"
#elif defined(BRANDING_ICON) IDI_ICON2 ICON "nzportable.ico"
IDI_ICON1 ICON BRANDING_ICON IDI_ICON3 ICON "nzportable.ico"
#if defined( _MSC_VER ) && ( _MSC_VER >= 1500 ) IDI_ICON4 ICON "nzportable.ico"
IDI_ICON2 ICON "fte_eukara.ico"
#else
IDI_ICON2 ICON "fte_eukaranopng.ico"
#endif
IDI_ICON3 ICON "bymorphed.ico"
IDI_ICON4 ICON "q2.ico"
#else
#if defined( _MSC_VER ) && ( _MSC_VER >= 1500 )
IDI_ICON1 ICON "fte_eukara.ico"
#else
IDI_ICON1 ICON "fte_eukaranopng.ico"
#endif
IDI_ICON2 ICON "bymorphed.ico"
IDI_ICON3 ICON "q2.ico"
#endif #endif
#ifdef CONFIG_MANIFEST_TEXT #ifdef CONFIG_MANIFEST_TEXT

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@ -106,7 +106,7 @@ static clampedmodel_t clampedmodel[] = {
{"progs/gib1.mdl", 374}, {"progs/gib1.mdl", 374},
{"progs/gib2.mdl", 1779}, {"progs/gib2.mdl", 1779},
{"progs/gib3.mdl", 2066}, {"progs/gib3.mdl", 2066},
{"progs/bolt2.mdl", 1160}, {"models/misc/bolt2.mdl", 1160},
{"progs/end1.mdl", 764}, {"progs/end1.mdl", 764},
{"progs/end2.mdl", 981}, {"progs/end2.mdl", 981},
{"progs/end3.mdl", 851}, {"progs/end3.mdl", 851},

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@ -0,0 +1,225 @@
//
// NZ:P's FTE Config
//
//general rebranding
#define DISTRIBUTION "NZ:P"
#define DISTRIBUTIONLONG "NZ:P Team"
#define FULLENGINENAME "Nazi Zombies: Portable"
#define ENGINEWEBSITE "https://docs.nzp.gay/"
#define BRANDING_ICON "nzportable.ico"
//filesystem rebranding
#define GAME_SHORTNAME "nzp"
#define GAME_FULLNAME "Nazi Zombies: Portable"
#define GAME_BASEGAMES "nzp"
#define GAME_PROTOCOL "NZP-REBOOT"
//#define GAME_DEFAULTPORT 27500
//#define GAME_IDENTIFYINGFILES NULL
//#define GAME_DOWNLOADSURL NULL
//#define GAME_DEFAULTCMDS NULL
// 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 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.
#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 it)
//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 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 MODELFMT_MDX //kingpin's format (for hitboxes+geomsets).
#define MODELFMT_OBJ //lame mesh-only format that needs far too much processing and even lacks a proper magic identifier too
#define MODELFMT_GLTF //khronos 'transmission format'. .gltf or .glb extension. PBR. Version 2 only, for now.
#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_ASTC //lame simple header around a single astc image. not needed for astc in ktx files etc. its better to use ktx files.
#define IMAGEFMT_PBM //pbm/ppm/pgm/pfm family formats.
#define IMAGEFMT_PSD //baselayer only.
#define IMAGEFMT_XCF //flattens, most of the time
#define IMAGEFMT_HDR //an RGBE format.
#define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
#define IMAGEFMT_TGA //somewhat mandatory
#define IMAGEFMT_LMP //mandatory for quake
#define IMAGEFMT_PNG //common in quakeworld, useful for screenshots.
#define IMAGEFMT_JPG //common in quake3, useful for screenshots.
//#define IMAGEFMT_GIF //for the luls. loads as a texture2DArray
//#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_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data.
#define AVAIL_PNGLIB //.png image format support (read+screenshots)
#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
//#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies.
#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
#define DECOMPRESS_BPTC //bc6+bc7
#define DECOMPRESS_ASTC //ASTC, for drivers that don't support it properly.
// Game/Gamecode Support
#define CSQC_DAT
#define MENU_DAT
//#define MENU_NATIVECODE //Use an external dll for menus.
#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
//#undef BOTLIB_STATIC //should normally be set only in the makefile, and only if AVAIL_BOTLIB is defined above.
#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.
#define ENGINE_ROUTING //Engine-provided routing logic (possibly threaded)
//#define USE_INTERNAL_BULLET //Statically link against bullet physics plugin (instead of using an external plugin)
//#define USE_INTERNAL_ODE //Statically link against ode physics plugin (instead of using an external plugin)
// 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_WINSSPI //on windows
#define FTPSERVER //sv_ftp cvar.
#define WEBCLIENT //uri_get+any internal downloads etc
#define HAVE_HTTPSV //net_enable_http/websocket
#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_SPEEX //Support the speex codec.
#define HAVE_OPUS //Support the opus codec.
#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. disable this if you're always going to be using csqc (or equivelent)
#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
#ifdef AVAIL_PNGLIB
-DLINK_PNG
#endif
#ifdef AVAIL_JPEGLIB
-DLINK_JPEG
#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.
-DLIBJPEG_STATIC
-DLIBPNG_STATIC
-DOPUS_STATIC
-DSPEEX_STATIC
//-Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway.
#endif

View file

@ -1139,8 +1139,8 @@ static void Mod_LoadModelWorker (void *ctx, void *data, size_t a, size_t b)
#endif #endif
) )
mod->engineflags |= MDLF_FLAME|MDLF_NOSHADOWS; mod->engineflags |= MDLF_FLAME|MDLF_NOSHADOWS;
else if (!strcmp(mod->publicname, "progs/bolt.mdl") else if (!strcmp(mod->publicname, "models/misc/bolt.mdl")
|| !strcmp(mod->publicname, "progs/bolt2.mdl") || !strcmp(mod->publicname, "models/misc/bolt2.mdl")
|| !strcmp(mod->publicname, "progs/bolt3.mdl") || !strcmp(mod->publicname, "progs/bolt3.mdl")
|| !strcmp(mod->publicname, "progs/beam.mdl") || !strcmp(mod->publicname, "progs/beam.mdl")
#ifdef HEXEN2 #ifdef HEXEN2

View file

@ -3853,8 +3853,7 @@ void GLVID_SwapBuffers (void)
} }
} }
#include "fte_eukara64.h" #include "nzportable.h"
//#include "bymorphed.h"
static void X_StoreIcon(Window wnd) static void X_StoreIcon(Window wnd)
{ {
int i; int i;

View file

@ -234,8 +234,7 @@ static void GLVID_SetIcon (void)
if (!iconsurf) if (!iconsurf)
{ {
#include "fte_eukara64.h" #include "nzportable.h"
// #include "bymorphed.h"
iconsurf = SDL_CreateRGBSurfaceFrom((void*)icon.pixel_data, icon.width, icon.height, 32, 4*icon.width, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); //RGBA byte order on a little endian machine, at least... iconsurf = SDL_CreateRGBSurfaceFrom((void*)icon.pixel_data, icon.width, icon.height, 32, 4*icon.width, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); //RGBA byte order on a little endian machine, at least...
} }
SDL_SetWindowIcon(sdlwindow, iconsurf); SDL_SetWindowIcon(sdlwindow, iconsurf);

View file

@ -608,7 +608,6 @@ void SV_UnspawnServer (void) //terminate the running server.
int i; int i;
if (sv.state) if (sv.state)
{ {
Con_TPrintf("Server ended\n");
SV_FinalMessage("Server unspawned\n"); SV_FinalMessage("Server unspawned\n");
PR_PreShutdown(); PR_PreShutdown();
@ -1701,8 +1700,6 @@ MSV_OpenUserDatabase();
SV_FilterImpulseInit(); SV_FilterImpulseInit();
InfoBuf_SetValueForKey (&svs.info, "map", svs.name); InfoBuf_SetValueForKey (&svs.info, "map", svs.name);
if (sv.allocated_client_slots != 1)
Con_TPrintf ("Server spawned.\n"); //misc filenotfounds can be misleading.
if (!startspot) if (!startspot)
{ {

View file

@ -611,14 +611,6 @@ void SV_DropClient (client_t *drop)
Z_Free(drop->centerprintstring); Z_Free(drop->centerprintstring);
drop->centerprintstring = NULL; drop->centerprintstring = NULL;
if (!drop->redirect && drop->state > cs_zombie)
{
if (drop->spectator)
Con_TPrintf ("Spectator \"%s\" removed\n",drop->name);
else
Con_TPrintf ("Client \"%s\" removed\n",drop->name);
}
#if defined(HAVE_LEGACY) && defined(MVD_RECORDING) #if defined(HAVE_LEGACY) && defined(MVD_RECORDING)
SV_DownloadQueueClear(drop); SV_DownloadQueueClear(drop);
#endif #endif

View file

@ -4636,13 +4636,7 @@ void SV_Pause_f (void)
return; return;
} }
if (SV_TogglePause(host_client)) SV_TogglePause(host_client);
{
if (sv.paused & PAUSE_EXPLICIT)
SV_BroadcastTPrintf (PRINT_HIGH, "%s paused the game\n", host_client->name);
else
SV_BroadcastTPrintf (PRINT_HIGH, "%s unpaused the game\n", host_client->name);
}
} }

22
tools/build-nzp-all.sh Executable file
View file

@ -0,0 +1,22 @@
mkdir -p ../tmp/
./build-nzp-win32.sh
zip -j ../tmp/pc-nzp-win32.zip ../engine/release/nzportable.exe
rm -rf engine/release/
./build-nzp-win64.sh
zip -j ../tmp/pc-nzp-win64.zip ../engine/release/nzportable64.exe
rm -rf engine/release
./build-nzp-linux32.sh
zip -j ../tmp/pc-nzp-linux32.zip ../engine/release/nzportable32
rm -rf engine/release
./build-nzp-linux64.sh
zip -j ../tmp/pc-nzp-linux64.zip ../engine/release/nzportable64
rm -rf engine/release
./build-nzp-linux_armhf.sh
zip -j ../tmp/pc-nzp-linux_armhf.zip ../engine/release/nzportablearmhf
rm -rf engine/release
./build-nzp-linux_arm64.sh
zip -j ../tmp/pc-nzp-linux_arm64.zip ../engine/release/nzportablearm64
rm -rf engine/release
./build-nzp-web.sh
zip -j ../tmp/pc-nzp-web.zip ../engine/release/ftewebgl.wasm ../engine/release/ftewebgl.js
rm -rf engine/release

5
tools/build-nzp-linux32.sh Executable file
View file

@ -0,0 +1,5 @@
cd ../engine
export CC=i686-linux-gnu-gcc
export STRIP=i686-linux-gnu-strip
make makelibs FTE_TARGET=SDL2 && make m-rel FTE_TARGET=SDL2 FTE_CONFIG=nzportable -j32
mv release/nzportable-sdl2 release/nzportable32-sdl

5
tools/build-nzp-linux64.sh Executable file
View file

@ -0,0 +1,5 @@
cd ../engine
export CC=x86_64-linux-gnu-gcc
export STRIP=x86_64-linux-gnu-strip
make makelibs FTE_TARGET=SDL2 && make m-rel FTE_TARGET=SDL2 FTE_CONFIG=nzportable -j32
mv release/nzportable-sdl2 release/nzportable64-sdl

5
tools/build-nzp-linux_arm64.sh Executable file
View file

@ -0,0 +1,5 @@
cd ../engine
export CC=aarch64-linux-gnu-gcc
export STRIP=aarch64-linux-gnu-strip
make makelibs FTE_TARGET=SDL2 && make m-rel FTE_TARGET=SDL2 FTE_CONFIG=nzportable -j32
mv release/nzportable-sdl2 release/nzportablearm64-sdl

5
tools/build-nzp-linux_armhf.sh Executable file
View file

@ -0,0 +1,5 @@
cd ../engine
export CC=arm-linux-gnueabihf-gcc
export STRIP=arm-linux-gnueabihf-strip
make makelibs FTE_TARGET=SDL2 && make m-rel FTE_TARGET=SDL2 FTE_CONFIG=nzportable -j32
mv release/nzportable-sdl2 release/nzportablearmhf-sdl

4
tools/build-nzp-macosx_x86.sh Executable file
View file

@ -0,0 +1,4 @@
export MACOSX_DEPLOYMENT_TARGET=10.14
osxcross-macports install libsdl2 libsdl
cd ../engine
make makelibs FTE_TARGET=macosx_x86 && make m-rel FTE_TARGET=macosx_x86 FTE_CONFIG=nzportable -j8

2
tools/build-nzp-web.sh Executable file
View file

@ -0,0 +1,2 @@
cd ../engine
make makelibs FTE_TARGET=web && make web-rel FTE_TARGET=web FTE_CONFIG=nzportable -j32

5
tools/build-nzp-win32.sh Executable file
View file

@ -0,0 +1,5 @@
cd ../engine
make makelibs FTE_TARGET=win32_SDL2 && make m-rel FTE_TARGET=win32_SDL2 FTE_CONFIG=nzportable -j32
# Running make once is not sufficient... there are link errors (undefined reference to SDL's functions).
# Doing it twice works. I don't know why.
make m-rel FTE_TARGET=win32_SDL2 FTE_CONFIG=nzportable -j32

5
tools/build-nzp-win64.sh Executable file
View file

@ -0,0 +1,5 @@
cd ../engine
make makelibs FTE_TARGET=win64_SDL2 && make m-rel FTE_TARGET=win64_SDL2 FTE_CONFIG=nzportable -j32
# Running make once is not sufficient... there are link errors (undefined reference to SDL's functions).
# Doing it twice works. I don't know why.
make m-rel FTE_TARGET=win64_SDL2 FTE_CONFIG=nzportable -j32