mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-18 00:11:55 +00:00
NZ:P Modification Check-In
Co-authored-by: Peter0x44 <peter0x44@disroot.org>
This commit is contained in:
parent
2efeab6a4c
commit
4b7a1e3fb0
31 changed files with 1333 additions and 372 deletions
234
.github/workflows/build-all-and-release.yml
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234
.github/workflows/build-all-and-release.yml
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@ -0,0 +1,234 @@
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name: Build ALL and Publish Release
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on: [push]
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jobs:
|
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Compile-Linux32:
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runs-on: ubuntu-latest
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container:
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image: motolegacy/fteqw:latest
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steps:
|
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- name: Checkout
|
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uses: actions/checkout@v2
|
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- name: Build Linux i386
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run: |
|
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cd tools/
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sh build-nzp-linux32.sh
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- name: Upload Artifact
|
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uses: actions/upload-artifact@v4
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with:
|
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name: pc-nzp-linux32
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path: ./engine/release/nzportable32-sdl
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Compile-Linux64:
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runs-on: ubuntu-latest
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container:
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image: motolegacy/fteqw:latest
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steps:
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- name: Checkout
|
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uses: actions/checkout@v2
|
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- name: Build Linux x86_64
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run: |
|
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cd tools/
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sh build-nzp-linux64.sh
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- name: Upload Artifact
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uses: actions/upload-artifact@v4
|
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with:
|
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name: pc-nzp-linux64
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path: ./engine/release/nzportable64-sdl
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Compile-LinuxArm64:
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runs-on: ubuntu-latest
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container:
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image: motolegacy/fteqw:latest
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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- name: Build Linux Arm64
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run: |
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cd tools/
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sh build-nzp-linux_arm64.sh
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- name: Upload Artifact
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uses: actions/upload-artifact@v4
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with:
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name: pc-nzp-linux_arm64
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path: ./engine/release/nzportablearm64-sdl
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Compile-LinuxArmhf:
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runs-on: ubuntu-latest
|
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container:
|
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image: motolegacy/fteqw:latest
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steps:
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- name: Checkout
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uses: actions/checkout@v2
|
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- name: Build Linux Armhf
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run: |
|
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cd tools/
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sh build-nzp-linux_armhf.sh
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- name: Upload Artifact
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uses: actions/upload-artifact@v4
|
||||
with:
|
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name: pc-nzp-linux_armhf
|
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path: ./engine/release/nzportablearmhf-sdl
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Compile-Windows32:
|
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runs-on: ubuntu-latest
|
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container:
|
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image: motolegacy/fteqw:latest
|
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steps:
|
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- name: Checkout
|
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uses: actions/checkout@v2
|
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- name: Build Windows x86
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run: |
|
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cd tools/
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sh build-nzp-win32.sh
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- name: Upload Artifact
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uses: actions/upload-artifact@v4
|
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with:
|
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name: pc-nzp-win32
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path: ./engine/release/nzportable-sdl.exe
|
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Compile-Windows64:
|
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runs-on: ubuntu-latest
|
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container:
|
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image: motolegacy/fteqw:latest
|
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steps:
|
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- name: Checkout
|
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uses: actions/checkout@v2
|
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- name: Build Windows x86_64
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run: |
|
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cd tools/
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sh build-nzp-win64.sh
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- name: Upload Artifact
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
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name: pc-nzp-win64
|
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path: ./engine/release/nzportable-sdl64.exe
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Compile-WASM:
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runs-on: ubuntu-latest
|
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container:
|
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image: motolegacy/fteqw:latest
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steps:
|
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- name: Checkout
|
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uses: actions/checkout@v2
|
||||
- name: Build WASM
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run: |
|
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cd tools/
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sh build-nzp-web.sh
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||||
- name: Upload Artifact
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
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name: pc-nzp-web
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path: |
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./engine/release/ftewebgl.wasm
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./engine/release/ftewebgl.js
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Unify-and-Release:
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runs-on: ubuntu-latest
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needs: [Compile-Linux32, Compile-Linux64, Compile-LinuxArm64, Compile-LinuxArmhf, Compile-Windows32, Compile-Windows64, Compile-WASM]
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steps:
|
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- name: Checkout
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||||
uses: actions/checkout@v2
|
||||
- name: Wait for GitHub to keep up..
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||||
run: sleep 2s
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||||
shell: bash
|
||||
- name: Download Artifacts
|
||||
uses: actions/download-artifact@v4
|
||||
with:
|
||||
path: ./
|
||||
- name: Turn Artifacts into .ZIP archives
|
||||
run: |
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zip -r -j pc-nzp-linux32.zip pc-nzp-linux32/*
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||||
zip -r -j pc-nzp-linux64.zip pc-nzp-linux64/*
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zip -r -j pc-nzp-linux_arm64.zip pc-nzp-linux_arm64/*
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zip -r -j pc-nzp-linux_armhf.zip pc-nzp-linux_armhf/*
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zip -r -j pc-nzp-win32.zip pc-nzp-win32/*
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zip -r -j pc-nzp-win64.zip pc-nzp-win64/*
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zip -r -j pc-nzp-web.zip pc-nzp-web/*
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- 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
|
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with:
|
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delete_release: true
|
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tag_name: bleeding-edge
|
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env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
- name: Create Release
|
||||
id: create_release
|
||||
uses: actions/create-release@v1
|
||||
env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
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with:
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tag_name: bleeding-edge
|
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release_name: Automated Release ${{ steps.date.outputs.date }}
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body: |
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This is a **bleeding edge** NZ:P FTE release, stability is not guarenteed.
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|
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To install:
|
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- 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).
|
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draft: true
|
||||
prerelease: false
|
||||
- name: Upload Linux32 Archive
|
||||
uses: actions/upload-release-asset@v1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
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with:
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upload_url: ${{ steps.create_release.outputs.upload_url }}
|
||||
asset_path: ./pc-nzp-linux32.zip
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asset_name: pc-nzp-linux32.zip
|
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asset_content_type: application/zip
|
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- name: Upload Linux64 Archive
|
||||
uses: actions/upload-release-asset@v1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
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upload_url: ${{ steps.create_release.outputs.upload_url }}
|
||||
asset_path: ./pc-nzp-linux64.zip
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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 }}
|
156
.github/workflows/main.yml
vendored
156
.github/workflows/main.yml
vendored
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@ -1,156 +0,0 @@
|
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name: main
|
||||
|
||||
on: [ push, pull_request, workflow_dispatch ]
|
||||
|
||||
jobs:
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cmake:
|
||||
strategy:
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||||
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
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||||
|
||||
# Disabled due to warnings that break the debug build with -Werror
|
||||
# libode-dev
|
||||
# libavcodec-dev libavformat-dev libavutil-dev libswscale-dev
|
||||
|
||||
- name: "Configure: ${{ matrix.profile }}"
|
||||
run: |
|
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cmake -B build_${{ 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
|
87
LICENSE
Normal file
87
LICENSE
Normal file
|
@ -0,0 +1,87 @@
|
|||
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.
|
||||
Preamble
|
||||
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and modification follow.
|
||||
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
|
||||
|
||||
|
||||
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
|
||||
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
|
||||
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
|
||||
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
|
||||
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
44
README.md
Normal file
44
README.md
Normal file
|
@ -0,0 +1,44 @@
|
|||
# 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).*
|
105
README.txt
105
README.txt
|
@ -1,105 +0,0 @@
|
|||
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 $FOO may still be needed on linux, at least for now. Not required on windows. Value is in MB.
|
||||
+sv_public 0 stop the server from reporting to master servers.
|
||||
-window override config files to force fte into windowed mode at startup. Can still be made fullscreen via the menus or console.
|
||||
|
||||
|
||||
|
||||
NQ compat cvars:
|
||||
sv_port 26000 (fte listens on port 27500 by default, as its derived from quakeworld).
|
||||
cl_defaultport 26000 (see above. you can always specify the port in the connect command).
|
||||
sv_nomsec 1 (disables player prediction, giving authentic nq player physics).
|
||||
sv_listen_nq 1 (if 0, disables NQ clients. if 1, allows qsmurfing. if 2(default), blocks qsmurfing but may have compat issues with some clients).
|
||||
|
||||
|
||||
|
||||
Limit breaking stuff:
|
||||
pr_maxedicts 32767 (max ent limit)
|
||||
sv_bigcoords 1 (expands coord sizes, but has compat issues)
|
||||
|
||||
|
||||
|
||||
Hexen2 / Quake2 / Quake3:
|
||||
Copy the engine to your h2/q2/q3 dir, and run from there.
|
||||
Alternatively, specify the h2/q2/q3 dir via -basedir.
|
||||
The engine will autodetect the game from its basedir, and reconfigure as appropriate if appropriate.
|
||||
|
||||
|
||||
Problems?
|
||||
You can report problems on IRC.
|
||||
Join irc.quakenet.org #fte
|
||||
|
||||
If you refuse to use IRC, you can instead report issues to Spike via the inside3d.com forums, or the quakeone.com forums, depending on where you're able to create an account.
|
||||
Bug reports are (generally) always apreciated! :)
|
|
@ -128,9 +128,7 @@ endif
|
|||
endif
|
||||
BRANDFLAGS+=-DCONFIG_FILE_NAME=config_$(FTE_CONFIG).h $(FTE_CONFIG_EXTRA)
|
||||
EXE_NAME=$(FTE_CONFIG)
|
||||
ifeq (,$(findstring DNO_SPEEX,$(FTE_CONFIG_EXTRA)))
|
||||
USE_SPEEX?=1
|
||||
endif
|
||||
USE_SPEEX=0
|
||||
ifeq (,$(findstring DNO_OPUS,$(FTE_CONFIG_EXTRA)))
|
||||
USE_OPUS=1
|
||||
endif
|
||||
|
|
|
@ -3798,7 +3798,6 @@ void CL_Changing_f (void)
|
|||
if (cls.state)
|
||||
{
|
||||
cls.state = ca_connected; // not active anymore, but not disconnected
|
||||
Con_TPrintf ("\nChanging map...\n");
|
||||
}
|
||||
else
|
||||
Con_Printf("Changing while not connected\n");
|
||||
|
@ -5391,6 +5390,8 @@ void CL_FTP_f(void)
|
|||
}
|
||||
#endif
|
||||
|
||||
vec3_t fakergb;
|
||||
|
||||
//fixme: make a cvar
|
||||
void CL_Fog_f(void)
|
||||
{
|
||||
|
@ -5402,69 +5403,118 @@ void CL_Fog_f(void)
|
|||
ftype = FOGTYPE_SKYROOM;
|
||||
else //fog
|
||||
ftype = FOGTYPE_AIR;
|
||||
if ((cl.fog_locked && !Cmd_FromGamecode() && !cls.allow_cheats) || Cmd_Argc() <= 1)
|
||||
{
|
||||
static const char *fognames[FOGTYPE_COUNT]={"fog","waterfog","skyroomfog"};
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
CL_ResetFog(ftype);
|
||||
VectorSet(rgb, 0.3,0.3,0.3);
|
||||
|
||||
switch(Cmd_Argc())
|
||||
{
|
||||
case 1:
|
||||
//
|
||||
// NZ:P Team fog modification START
|
||||
// ----
|
||||
// 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;
|
||||
}
|
||||
|
||||
CL_ResetFog(ftype);
|
||||
VectorSet(rgb, 0.3, 0.3, 0.3);
|
||||
|
||||
switch(Cmd_Argc()) {
|
||||
case 1: // Just in case it somehow gets this far :P
|
||||
break;
|
||||
case 2:
|
||||
cl.fog[ftype].density = atof(Cmd_Argv(1));
|
||||
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)); // <end>
|
||||
break;
|
||||
case 3:
|
||||
cl.fog[ftype].density = atof(Cmd_Argv(1));
|
||||
rgb[0] = rgb[1] = rgb[2] = atof(Cmd_Argv(2));
|
||||
case 3: // <start> <end>
|
||||
cl.fog[ftype].density = (atof(Cmd_Argv(1)) / atof(Cmd_Argv(2))) / 3; // <density>
|
||||
break;
|
||||
case 4:
|
||||
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));
|
||||
rgb[1] = atof(Cmd_Argv(2));
|
||||
rgb[2] = atof(Cmd_Argv(3));
|
||||
case 4: // <red> <green> <blue>
|
||||
rgb[0] = atof(Cmd_Argv(1)); // <red>
|
||||
rgb[1] = atof(Cmd_Argv(2)); // <green>
|
||||
rgb[2] = atof(Cmd_Argv(3)); // <blue>
|
||||
break;
|
||||
case 5:
|
||||
default:
|
||||
cl.fog[ftype].density = atof(Cmd_Argv(1));
|
||||
rgb[0] = atof(Cmd_Argv(2));
|
||||
rgb[1] = atof(Cmd_Argv(3));
|
||||
rgb[2] = atof(Cmd_Argv(4));
|
||||
case 5: // <distance> <red> <green> <blue>
|
||||
cl.fog[ftype].density = (1 / atof(Cmd_Argv(1))) / 3; // <density>
|
||||
rgb[0] = atof(Cmd_Argv(2)); // <red>
|
||||
rgb[1] = atof(Cmd_Argv(3)); // <green>
|
||||
rgb[2] = atof(Cmd_Argv(4)); // <blue>
|
||||
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;
|
||||
}
|
||||
|
||||
// Have some means of detecting when someone used the old/vanilla FTE 0-1 values:
|
||||
// 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;
|
||||
}
|
||||
|
||||
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')
|
||||
Con_Printf(CON_WARNING "Fog colour of %g %g %g exceeds standard 0-1 range\n", rgb[0], rgb[1], rgb[2]);
|
||||
cl.fog[ftype].colour[0] = SRGBf(rgb[0]);
|
||||
cl.fog[ftype].colour[1] = SRGBf(rgb[1]);
|
||||
cl.fog[ftype].colour[2] = SRGBf(rgb[2]);
|
||||
// Weird as fuck color hack !!! :)
|
||||
if (rgb[0] != 0) {
|
||||
rgb[0] = (10 * (exp(0.03 * rgb[0]) - 1)) + 20;
|
||||
rgb[0] *= 0.01;
|
||||
}
|
||||
|
||||
if (cls.state == ca_active)
|
||||
cl.fog[ftype].time += 1;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
//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));
|
||||
//
|
||||
// NZ:P Team fog modification END
|
||||
//
|
||||
|
||||
if (Cmd_FromGamecode())
|
||||
cl.fog_locked = !!cl.fog[ftype].density;
|
||||
cl.fog[ftype].colour[0] = SRGBf(rgb[0]);
|
||||
cl.fog[ftype].colour[1] = SRGBf(rgb[1]);
|
||||
cl.fog[ftype].colour[2] = SRGBf(rgb[2]);
|
||||
|
||||
if (cls.state == ca_active)
|
||||
cl.fog[ftype].time += 1;
|
||||
|
||||
#ifdef HAVE_LEGACY
|
||||
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");
|
||||
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");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef _DEBUG
|
||||
|
|
|
@ -1991,8 +1991,6 @@ void SCR_DrawFPS (void)
|
|||
|
||||
float frametime;
|
||||
|
||||
static float gpu=-1, gpumem=-1;
|
||||
|
||||
if (!show_fps.ival)
|
||||
return;
|
||||
|
||||
|
@ -2002,8 +2000,6 @@ void SCR_DrawFPS (void)
|
|||
lastfps = fps_count/(t - lastupdatetime);
|
||||
fps_count = 0;
|
||||
lastupdatetime = t;
|
||||
|
||||
R_GetGPUUtilisation(&gpu, &gpumem); //not all that accurate, but oh well.
|
||||
}
|
||||
frametime = t - lastsystemtime;
|
||||
lastsystemtime = t;
|
||||
|
@ -2014,12 +2010,6 @@ void SCR_DrawFPS (void)
|
|||
R_FrameTimeGraph(frametime, show_fps.value-1);
|
||||
sprintf(str, "%3.1f FPS", lastfps);
|
||||
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)
|
||||
{
|
||||
sprintf(str, "%.0f%% VRAM Bus", gpumem*100);
|
||||
|
|
|
@ -266,8 +266,8 @@ static int beams_running;
|
|||
|
||||
static tentmodels_t beamtypes[] =
|
||||
{
|
||||
{"progs/bolt.mdl", "TE_LIGHTNING1", "TE_LIGHTNING1_END"},
|
||||
{"progs/bolt2.mdl", "TE_LIGHTNING2", "TE_LIGHTNING2_END"},
|
||||
{"models/misc/bolt.mdl", "TE_LIGHTNING1", "TE_LIGHTNING1_END"},
|
||||
{"models/misc/bolt2.mdl", "TE_LIGHTNING2", "TE_LIGHTNING2_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.
|
||||
|
||||
|
|
|
@ -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:""));
|
||||
int lines, i, pos;
|
||||
Font_BeginString(font_console, 0, 0, &x, &y);
|
||||
y = con_numnotifylines.ival * Font_CharHeight();
|
||||
y = 19 * Font_CharHeight();
|
||||
|
||||
i = chat_team?10:5;
|
||||
pos = strlen(foo)+i;
|
||||
|
|
|
@ -3496,7 +3496,7 @@ static int CL_ReadServerInfo(char *msg, enum masterprotocol_e prototype, qboolea
|
|||
info->special |= SS_QUAKE3;
|
||||
#endif
|
||||
#ifdef NQPROT
|
||||
else if (prototype == MP_NETQUAKE)
|
||||
if (prototype == MP_NETQUAKE)
|
||||
info->special |= SS_NETQUAKE;
|
||||
#endif
|
||||
#if defined(Q2CLIENT) || defined(Q3CLIENT) || defined(NQPROT)
|
||||
|
|
569
engine/client/nzportable.h
Normal file
569
engine/client/nzportable.h
Normal 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"
|
||||
"\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\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\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\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\000\000\000"
|
||||
"\377\000\000\000\377\000\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\003\000\000\377\003\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\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\000\000\000\377\000\000\000\377"
|
||||
"\001\000\000\377\001\000\000\377\002\000\000\377\002\000\000\377\002\000\000\377\003\000\000\377\003\000\001\377\004"
|
||||
"\000\001\377\004\000\001\377\004\000\000\377\004\000\000\377\003\000\000\377\003\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\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\000\000\000\377\001\000\000\377\002\001\000\377\002"
|
||||
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"K\001\003\377)\000\001\377\004\000\001\377\003\000\002\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"\003\005\377h\004\005\377k\004\005\377n\004\004\377l\003\003\377e\000\001\377d\000\000\377e\000\000\377g"
|
||||
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|
||||
"\000\377\004\000\000\377\007\000\000\377\004\000\000\377\001\000\000\377\005\000\000\377I\001\003\377p\004\012\377"
|
||||
"k\002\011\377_\000\006\377Q\001\005\377F\002\005\377!\001\001\377\005\000\001\377\004\000\002\377\000\000\000"
|
||||
"\377\000\000\000\377\000\000\000\377\000\000\000\377\001\000\000\377\015\000\000\377\"\000\000\377\061\002\000"
|
||||
"\377G\003\001\377Q\003\003\377S\004\004\377D\005\004\377\061\004\003\377'\003\001\377S\004\000\377i\005"
|
||||
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|
||||
"g\003\003\377\177\005\006\377\177\004\006\377~\004\007\377}\004\007\377y\004\007\377x\005\007\377x\004"
|
||||
"\006\377s\003\006\377l\003\006\377j\003\005\377k\004\005\377l\004\006\377p\004\006\377s\005\006\377u\004"
|
||||
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|
||||
"x\003\005\377\021\001\001\377\002\000\000\377\004\000\000\377\037\001\000\377_\004\003\377?\002\001\377\003\000"
|
||||
"\000\377\001\000\000\377\031\000\000\377g\004\010\377p\005\014\377a\002\010\377G\002\005\377,\002\002\377"
|
||||
"\012\000\000\377\004\000\000\377\005\000\001\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\001"
|
||||
"\000\000\377\022\000\000\377%\001\000\377\062\003\000\377;\003\000\377?\003\001\377?\005\002\377+\004\002\377"
|
||||
"\010\001\000\377\002\000\000\377<\002\000\377m\006\001\377m\006\002\377l\005\002\377O\004\003\377\000\000\000"
|
||||
"\377\000\000\000\377\000\000\000\377\011\000\000\377o\003\003\377\200\004\006\377\200\004\007\377\177"
|
||||
"\004\010\377~\005\010\377}\005\010\377|\005\010\377v\004\007\377j\003\005\377h\003\004\377k\003\003\377"
|
||||
"j\004\004\377l\005\006\377t\004\006\377t\005\006\377w\005\006\377x\004\006\377p\002\003\377m\001\002\377"
|
||||
"l\001\001\377m\001\001\377s\001\002\377\177\003\003\377z\003\004\377\025\000\000\377\003\000\000\377\005\000"
|
||||
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|
||||
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|
||||
"\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\002\000\000\377\020\000\000\377&\001\000\377\063\003"
|
||||
"\001\377:\003\001\377=\004\000\377>\004\000\377\033\001\000\377\000\000\000\377\001\000\000\377/\002\001\377"
|
||||
"s\006\002\377r\004\002\377o\004\002\377G\002\001\377\000\000\000\377\000\000\000\377\000\000\000\377,\001\000\377"
|
||||
"y\003\004\377n\003\004\377X\003\003\377N\002\003\377M\002\003\377M\003\004\377G\002\003\377$\000\001\377"
|
||||
"\007\000\000\377\011\000\000\377\014\000\000\377\012\000\000\377\017\000\001\377/\000\000\377:\000\001\377"
|
||||
"[\002\002\377x\003\006\377s\003\005\377p\002\003\377o\001\002\377p\001\002\377s\002\002\377}\003\003\377"
|
||||
"~\003\004\377\034\000\001\377\002\000\000\377\005\000\000\377d\004\002\377w\004\002\377u\003\003\377o\004\004"
|
||||
"\377&\002\001\377\001\000\000\377\061\003\001\377c\011\010\377E\007\003\377)\004\000\377\022\001\000\377"
|
||||
"\012\000\000\377\006\000\000\377\004\000\001\377\000\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\002"
|
||||
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|
||||
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|
||||
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|
||||
"\003\000\000\377\002\000\000\377\001\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\002\000\000\377\002"
|
||||
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|
||||
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|
||||
"\000\000\377t\004\002\377v\004\002\377t\003\002\377r\003\004\377H\003\003\377\001\000\000\377$\002\001\377"
|
||||
"]\012\006\377B\005\001\377)\004\001\377\024\001\000\377\013\000\000\377\007\000\000\377\005\000\001\377\001"
|
||||
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|
||||
"\003\377@\004\003\377L\007\004\377E\005\001\377\001\000\000\377\000\000\001\377\000\000\000\377!\002\001\377"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"r\004\001\377?\005\000\377\003\000\000\377\002\000\000\377)\001\001\377y\004\001\377v\004\002\377u\004\003\377"
|
||||
"t\004\004\377N\004\005\377\001\000\000\377\035\001\000\377_\011\007\377J\004\004\377/\002\001\377\025\001"
|
||||
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|
||||
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|
||||
"\000\000\000\377\000\000\000\377\000\000\000\377\033\001\001\377r\004\001\377{\004\003\377}\004\003\377|\004\004"
|
||||
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|
||||
"\377\004\000\000\377\005\000\000\377\003\000\000\377\003\000\000\377\005\000\000\377#\001\000\377Q\002\003\377"
|
||||
"q\002\004\377;\002\003\377\006\001\000\377\006\001\000\377\061\001\000\377q\001\002\377x\001\004\377|\004\010"
|
||||
"\377r\002\005\377n\001\004\377o\001\003\377v\002\003\377\202\003\003\377k\005\002\377\002\000\000\377\002"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"\000\000\377\010\000\000\377k\003\001\377\177\004\003\377\201\004\004\377y\005\006\377\"\001\002\377\011"
|
||||
"\000\000\377\024\000\001\377x\003\007\377\202\004\006\377`\004\006\377>\002\002\377/\001\001\377\061\002"
|
||||
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|
||||
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|
||||
"s\002\005\377y\003\005\377\210\004\005\377h\003\002\377\002\000\000\377\002\000\000\377A\001\000\377v\005\002"
|
||||
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|
||||
"P\005\007\377\060\001\004\377\025\001\003\377\014\000\001\377\012\000\001\377\011\000\000\377\001\000\000\377"
|
||||
"\001\000\000\377\003\000\001\377\016\003\005\377\025\001\003\377#\000\003\377\065\001\004\377C\004\006\377R"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"X\005\002\377O\005\004\377S\004\005\377U\003\006\377T\003\007\377T\003\007\377T\004\007\377H\001\006\377"
|
||||
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|
||||
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|
||||
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|
||||
"\000\377(\002\002\377\002\000\000\377\002\000\000\377.\001\000\377|\005\005\377{\004\006\377r\003\004\377p"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"\001\377\012\000\000\377\011\000\000\377\000\000\000\377\000\000\000\377\000\000\000\377\002\000\000\377\011\000"
|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
"\377*\000\000\377\024\000\000\377#\000\001\377J\003\002\377b\010\002\377!\002\000\377&\001\001\377\\"
|
||||
"\006\007\377W\004\005\377:\001\002\377,\001\003\377-\001\003\377?\000\000\377F\000\000\377I\000\001\377K"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"\001\000\000\377\025\001\001\377]\007\002\377\037\001\000\377(\001\001\377Z\004\006\377S\002\004\377<\001\003"
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"a\001\000\377a\001\000\377_\001\000\377\\\001\000\377Z\001\000\377[\001\000\377]\001\000\377`\001\000\377"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"C\000\001\377R\000\001\377U\001\000\377[\001\000\377d\000\000\377h\000\002\377g\000\003\377d\000\003\377"
|
||||
"c\000\002\377b\000\001\377a\000\001\377^\000\000\377^\001\000\377^\001\000\377\\\001\000\377Z\001\000\377"
|
||||
"X\001\000\377X\001\000\377Z\001\001\377]\000\001\377^\000\001\377[\000\001\377S\001\001\377N\001\000\377"
|
||||
"J\001\000\377I\000\000\377J\000\000\377N\000\000\377P\000\000\377N\000\000\377L\000\000\377J\000\000\377"
|
||||
"E\000\001\377(\001\004\377\021\001\002\377\015\000\000\377\013\001\000\377\012\001\000\377\010\001\000\377"
|
||||
"\007\001\000\377\005\001\000\377\004\001\000\377\003\001\000\377\001\000\000\377\000\000\000\377\000\000\000\377\000"
|
||||
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|
||||
"\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",
|
||||
};
|
||||
|
BIN
engine/client/nzportable.ico
Normal file
BIN
engine/client/nzportable.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 295 KiB |
|
@ -84,25 +84,11 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
|
|||
|
||||
// Icon with lowest ID value placed first to ensure application icon
|
||||
// remains consistent on all systems.
|
||||
#if defined(BRANDING_ICON) && defined(QUAKETC)
|
||||
IDI_ICON1 ICON BRANDING_ICON
|
||||
#elif defined(BRANDING_ICON)
|
||||
IDI_ICON1 ICON BRANDING_ICON
|
||||
#if defined( _MSC_VER ) && ( _MSC_VER >= 1500 )
|
||||
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"
|
||||
#if defined(BRANDING_ICON)
|
||||
IDI_ICON1 ICON "nzportable.ico"
|
||||
IDI_ICON2 ICON "nzportable.ico"
|
||||
IDI_ICON3 ICON "nzportable.ico"
|
||||
IDI_ICON4 ICON "nzportable.ico"
|
||||
#endif
|
||||
|
||||
#ifdef CONFIG_MANIFEST_TEXT
|
||||
|
|
|
@ -106,7 +106,7 @@ static clampedmodel_t clampedmodel[] = {
|
|||
{"progs/gib1.mdl", 374},
|
||||
{"progs/gib2.mdl", 1779},
|
||||
{"progs/gib3.mdl", 2066},
|
||||
{"progs/bolt2.mdl", 1160},
|
||||
{"models/misc/bolt2.mdl", 1160},
|
||||
{"progs/end1.mdl", 764},
|
||||
{"progs/end2.mdl", 981},
|
||||
{"progs/end3.mdl", 851},
|
||||
|
|
225
engine/common/config_nzportable.h
Normal file
225
engine/common/config_nzportable.h
Normal file
|
@ -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
|
|
@ -1139,8 +1139,8 @@ static void Mod_LoadModelWorker (void *ctx, void *data, size_t a, size_t b)
|
|||
#endif
|
||||
)
|
||||
mod->engineflags |= MDLF_FLAME|MDLF_NOSHADOWS;
|
||||
else if (!strcmp(mod->publicname, "progs/bolt.mdl")
|
||||
|| !strcmp(mod->publicname, "progs/bolt2.mdl")
|
||||
else if (!strcmp(mod->publicname, "models/misc/bolt.mdl")
|
||||
|| !strcmp(mod->publicname, "models/misc/bolt2.mdl")
|
||||
|| !strcmp(mod->publicname, "progs/bolt3.mdl")
|
||||
|| !strcmp(mod->publicname, "progs/beam.mdl")
|
||||
#ifdef HEXEN2
|
||||
|
|
|
@ -3853,8 +3853,7 @@ void GLVID_SwapBuffers (void)
|
|||
}
|
||||
}
|
||||
|
||||
#include "fte_eukara64.h"
|
||||
//#include "bymorphed.h"
|
||||
#include "nzportable.h"
|
||||
static void X_StoreIcon(Window wnd)
|
||||
{
|
||||
int i;
|
||||
|
|
|
@ -234,8 +234,7 @@ static void GLVID_SetIcon (void)
|
|||
|
||||
if (!iconsurf)
|
||||
{
|
||||
#include "fte_eukara64.h"
|
||||
// #include "bymorphed.h"
|
||||
#include "nzportable.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...
|
||||
}
|
||||
SDL_SetWindowIcon(sdlwindow, iconsurf);
|
||||
|
|
|
@ -608,7 +608,6 @@ void SV_UnspawnServer (void) //terminate the running server.
|
|||
int i;
|
||||
if (sv.state)
|
||||
{
|
||||
Con_TPrintf("Server ended\n");
|
||||
SV_FinalMessage("Server unspawned\n");
|
||||
|
||||
PR_PreShutdown();
|
||||
|
@ -1701,8 +1700,6 @@ MSV_OpenUserDatabase();
|
|||
SV_FilterImpulseInit();
|
||||
|
||||
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)
|
||||
{
|
||||
|
|
|
@ -611,14 +611,6 @@ void SV_DropClient (client_t *drop)
|
|||
Z_Free(drop->centerprintstring);
|
||||
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)
|
||||
SV_DownloadQueueClear(drop);
|
||||
#endif
|
||||
|
|
|
@ -4636,13 +4636,7 @@ void SV_Pause_f (void)
|
|||
return;
|
||||
}
|
||||
|
||||
if (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);
|
||||
}
|
||||
SV_TogglePause(host_client);
|
||||
|
||||
}
|
||||
|
||||
|
|
22
tools/build-nzp-all.sh
Executable file
22
tools/build-nzp-all.sh
Executable 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
5
tools/build-nzp-linux32.sh
Executable 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
5
tools/build-nzp-linux64.sh
Executable 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
5
tools/build-nzp-linux_arm64.sh
Executable 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
5
tools/build-nzp-linux_armhf.sh
Executable 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
4
tools/build-nzp-macosx_x86.sh
Executable 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
2
tools/build-nzp-web.sh
Executable 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
5
tools/build-nzp-win32.sh
Executable 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
5
tools/build-nzp-win64.sh
Executable 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
|
Loading…
Reference in a new issue