fteqw/engine
2023-08-12 14:04:01 +01:00
..
client NQ: Try to improve compat with proxies/port-forwarding and proquake's numeric-only passwords. 2023-08-12 14:04:01 +01:00
common Add r_nolerp_list (matching QS) for people who insist on breaking lerping on eg wall torches. Also add a dupe cvar name to provide compat with QS's r_noshadow_list. 2023-08-12 14:04:01 +01:00
d3d Fix up d3d renderers. 2022-04-17 19:46:46 +00:00
droid Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
gl Add r_nolerp_list (matching QS) for people who insist on breaking lerping on eg wall torches. Also add a dupe cvar name to provide compat with QS's r_noshadow_list. 2023-08-12 14:04:01 +01:00
http Remove NPFTE preprocessor stuff 2023-07-09 20:41:24 +02:00
partcfgs
qclib Fix up an __int64 networking issue. allow qc's sprintf builtin to print them ('q' modifier, also works for doubles when paired with the 'float' modifier as appropriate). 2023-08-12 14:04:01 +01:00
server NQ: Try to improve compat with proxies/port-forwarding and proquake's numeric-only passwords. 2023-08-12 14:04:01 +01:00
shaders Fix vulkan renderer's rt spotlights (both shadows and spinning). 2023-01-09 05:14:09 +00:00
sw
vk vulkan renderer was crashing without the q3 plugin loaded. 2023-04-17 03:58:21 +01:00
vulkan
web Clients can now request the master to initiate an WebRTC/ICE connection with 'sv_public 1' servers. This is primarily for the browser port. Servers now report their srflx address via the status command (with fp, ready for secure copy+paste). 2023-04-17 03:58:21 +01:00
xdk
BSDmakefile
LICENSE
makeconfig.sh
Makefile remove NPFTE stuff from build solutions and Makefile 2023-07-09 20:44:14 +02:00
README.MSVC

This code compiles against libjpeg, libpng, zlib, dx7, libogg and libvorbis.
You can find the main MSVC 6 workspace in the ftequake directory.
You will need to build the gas2masm project's debug build first.
After that, you will have a choice of FTE builds.
If you are running without libraries, you can pick the mingldebug build. For sw only builds, select the debug/release options. For dedicated builds, choose the logical one. The MDebug/MRelease builds are the merged binaries.

important: msvc 6.0 standard install doesn't come with "ml.exe" which is needed to build fte, you can get it from either service pack 5 or 6. or grab it from somewhere i dunno

zlib:
libs/zconf.h
libs/zlib.h
libs/zlib.lib
You will need zlib if you wish to build a version of FTE with png/zip/pk3 support.
If you don't have it, you can hunt out the line '#define AVAIL_ZLIB' in bothdefs.h and disable it.

Ogg Vorbis:
libs/ogg/*
libs/vorbis/*
At the time of writing, ogg vorbis support is not fully functional and is #ifdefed out. You will not need these libraries.
Lack of these files can be indicated by removing any '#define AVAIL_OGGVORBIS' line found in bothdefs.h (if they exist)

lib jpeg:
libs/jpeg.lib
libs/jpeglib.h
libs/jmorecfg.h
libs/jconfig.h
libs/jerror.h
These files are optional and not strictly needed for anything other than screenshots and loading Quake3 textures.
Hunt out and kill '#define AVAIL_JPEGLIB' from bothdefs.h to disable the requirement.
URL pending.

libpng:
libs/libpng.lib
libs/png.h
libs/pngconf.h
These files are for support of png textures and screenshots.
Hunt out and kill '#define AVAIL_PNGLIB' from bothdefs.h to disable the requirement.
URL pending.

DirectX 7 SDK:
libs/dxsdk7/include/*
libs/dxsdk7/lib/*
These are used for the d3d renderer. They are only benefitial in this way.
This feature is normally enabled via an ifdef in the project file. An '#define NODIRECTX' in bothdefs.h will disable all requirements of dx. It is normally only used in the merged binaries.
Without this define, it will expect to find DX5 headers and libraries in your compilers default directories.
You can obtain an uptodate copy of directx from Microsoft's Website.