// Build-Config file for FTE's standard builds, the default settings. // to use: make FTE_CONFIG=fteqw // Features should either be commented or not. If you change undefs to defines or vice versa then expect problems. // Later code will disable any features if they're not supported on the current platform, so don't worry about win/lin/mac/android/web/etc here - any such issues should be fixed elsewhere. //general rebranding //#define DISTRIBUTION "FTE" //should be kept short. 3 or 4 letters is good, with no spaces. //#define DISTRIBUTIONLONG "Forethought Entertainment" //think of this as your company name. It isn't shown too often, so can be quite long. //#define FULLENGINENAME "FTE Engine" //nominally user-visible name. //#define ENGINEWEBSITE "http://fte.triptohell.info" //for shameless self-promotion purposes. //#define BRANDING_ICON "fte_eukara.ico" //The file to use in windows' resource files - for linux your game should include an icon.[png|ico] file in the game's data. //filesystem rebranding //#define GAME_SHORTNAME "fte" //short alphanumeric description //#define GAME_FULLNAME FULLENGINENAME //full name of the game we're playing //#define GAME_BASEGAMES GAME_SHORTNAME //comma-separate list of basegame strings to use //#define GAME_PROTOCOL "FTE-Generic" //so other games won't show up in the server browser //#define GAME_DEFAULTPORT 27500 //slightly reduces the chance of people connecting to the wrong type of server //#define GAME_IDENTIFYINGFILES NULL //with multiple games, this string-list gives verification that the basedir is actually valid. if null, will just be assumed correct. //#define GAME_DOWNLOADSURL NULL //url for the package manger to update from //#define GAME_DEFAULTCMDS NULL //a string containing the things you want to exec in order to override default.cfg // Allowed renderers... There should ONLY be undefs here (other C files won't be pulled in automatically) //#undef GLQUAKE //#undef D3D8QUAKE //#undef D3D9QUAKE //#undef D3D11QUAKE //#undef VKQUAKE //#undef HEADLESSQUAKE //no-op renderer... //#undef WAYLANDQUAKE //linux only //Misc Renderer stuff //#define PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel. #define PSET_SCRIPT //scriptable particles (both fte's and importing effectinfo) #define RTLIGHTS //#define RUNTIMELIGHTING //automatic generation of .lit files //#define R_XFLIP //old silly thing //Extra misc features. //#define CLIENTONLY // #define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions. #define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported. #define AVAIL_DINPUT //#define SIDEVIEWS 4 //enable secondary/reverse views. //#define 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 //Filesystem formats #define PACKAGE_PK3 //#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_DZIP //.dzip support for smaller demos (which are actually more like pak files and can store ANY type of file) //Map formats #define Q1BSPS //Quake1 #define Q2BSPS //Quake2 #define Q3BSPS //Quake3, as well as a load of other games too... #define RFBSPS //qfusion's bsp format / jk2o etc. //#define TERRAIN //FTE's terrain, as well as .map support //#define DOOMWADS //map support, filesystem support is separate. //#define MAP_PROC //doom3... //Model formats #define SPRMODELS //Quake's sprites //#define SP2MODELS //Quake2's models //#define DSPMODELS //Doom sprites! //#define MD1MODELS //Quake's models. //#define MD2MODELS //Quake2's models //#define MD3MODELS //Quake3's models, also often used for q1 etc too. //#define MD5MODELS //Doom3 models. //#define ZYMOTICMODELS //nexuiz uses these, for some reason. //#define DPMMODELS //these keep popping up, despite being a weak format. //#define PSKMODELS //unreal's interchange format. Undesirable in terms of load times. //#define HALFLIFEMODELS //horrible format that doesn't interact well with the rest of FTE's code. Unusable tools (due to license reasons). #define INTERQUAKEMODELS //Preferred model format, at least from an idealism perspective. #define RAGDOLL //ragdoll support. requires RBE support (via a plugin...). //Image formats #define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression //#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool. doesn't support mips. #define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load. //#define IMAGEFMT_BLP //legacy crap //#define PACKAGE_TEXWAD //quake's image wad support #define AVAIL_PNGLIB //.png image format support (read+screenshots) //#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots) #define AVAIL_FREETYPE //for truetype font rendering #define DECOMPRESS_ETC2 //decompress etc2(core in gles3/gl4.3) if the graphics driver doesn't support it (eg d3d or crappy gpus with vulkan). //#define DECOMPRESS_S3TC //allows bc1-3 to work even when drivers don't support it. This is probably only an issue on mobile chips. WARNING: not entirely sure if all patents expired yet... #define DECOMPRESS_RGTC //bc4+bc5 // Game/Gamecode Support #define CSQC_DAT #define MENU_DAT //#define VM_Q1 //q1qvm implementation, to support ktx. //#define VM_LUA //optionally supports lua instead of ssqc. //#define Q2SERVER //q2 server+gamecode. //#define Q2CLIENT //q2 client. file formats enabled separately. //#define Q3CLIENT //q3 client stuff. //#define Q3SERVER //q3 server stuff. //#define BOTLIB_STATIC //q3 botlib //#define HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats. //#define HUFFNETWORK //crappy network compression. probably needs reseeding. //#define NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode). //#define SUBSERVERS //Allows the server to fork itself, each acting as an MMO-style server instance of a single 'realm'. //#define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7) //#define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140) // 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 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. // Audio Drivers #define AVAIL_OPENAL #define AVAIL_WASAPI //windows advanced sound api #define AVAIL_DSOUND #define HAVE_MIXER //support non-openal audio drivers // Audio Formats #define AVAIL_OGGVORBIS //.ogg support //#define AVAIL_MP3_ACM //.mp3 support (windows only). // Other Audio Options #define VOICECHAT #define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins #define HAVE_MEDIA_ENCODER //capture/capturedemo work. //#define HAVE_CDPLAYER //includes cd playback. actual cds. named/numbered tracks are supported regardless (though you need to use the 'music' command to play them without this). //#define HAVE_JUKEBOX //includes built-in jukebox crap //#define HAVE_SPEECHTOTEXT //windows speech-to-text thing // Features required by vanilla quake/quakeworld... #define QUAKETC //#define QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself. //#define QUAKEHUD //support for drawing the vanilla hud. #define QWSKINS //disabling this means no qw .pcx skins nor enemy/team skin/colour forcing #define NOBUILTINMENUS #define NOLEGACY //just spike trying to kill off crappy crap... #define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too. //#define NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely. 1 just omits the text. (ignored in debug builds.) // Outdated stuff //#define SVRANKING //legacy server-side ranking system. ////#define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm. //#define SVCHAT //ancient lame builtin to support NPC-style chat... ////#define SV_MASTER //Support running the server as a master server. Should probably not be used. ////#define WEBSERVER //outdated sv_http cvar. new stuff acts via sv_port_tcp instead (which also gives https). ////#define QUAKESPYAPI //define this if you want the engine to be usable via gamespy/quakespy, which has been dead for a long time now. forces the client to use a single port for all outgoing connections, which hurts reconnects. #ifdef COMPILE_OPTS //things to configure qclib, which annoyingly doesn't include this file itself //-DOMIT_QCC //disable the built-in qcc //-DSIMPLE_QCVM //disable qc debugging and 32bit opcodes #ifndef AVAIL_ZLIB //-DNO_ZLIB //disable zlib #endif //-DNO_OPUS //-DNO_SPEEX //disable static speex #ifndef BOTLIB_STATIC -DNO_BOTLIB //disable static botlib #endif //-DNO_VORBISFILE //disable static vorbisfile //-Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway. #endif