mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 14:42:13 +00:00
27a59a0cbc
vulkan, wasapi, quake injector features added. irc, avplug, cef plugins/drivers reworked/updated/added openal reverb, doppler effects added. 'dir' console command now attempts to view clicked files. lots of warning fixes, should now only be deprecation warnings for most targets (depending on compiler version anyway...). SendEntity finally reworked to use flags properly. effectinfo improved, other smc-targetted fixes. mapcluster stuff now has support for linux. .basebone+.baseframe now exist in ssqc. qcc: -Fqccx supports qccx syntax, including qccx hacks. don't expect these to work in fteqw nor dp though. qcc: rewrote function call handling to use refs rather than defs. this makes struct passing more efficient and makes the __out keyword usable with fields etc. qccgui: can cope a little better with non-unicode files. can now represent most quake chars. qcc: suppressed warnings from *extensions.qc git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5000 fc73d0e0-1445-4013-8a0c-d673dee63da5 |
||
---|---|---|
.. | ||
berkelium.vcproj | ||
Makefile | ||
plugapi.cpp | ||
readme.txt |
simple media decoding plugin that decodes web pages instead of videos... See installation instructions at the end of this file. This means you can do: playfilm berkelium:http://google.com And you'll get google.com displayed as if it were a cinematic or so. The engine will pass mouse+keyboard events to such cinematics so you can interact with it. You can also use the 'videomap' term within a shader, if you want to put some youtube video on a wall or something. Here's an example of such a shader: muh_bad { { map $lightmap } { videomap berkelium:http://google.com blendfunc filter } } CSQC is able to interact with videos by: 1: find the name of the shader string texname = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos)); 2: send a key event gecko_keyevent(texname, keycode, keydown); 3: move the mouse cursor gecko_mousemove(texname, x, y); note that the x and y values should be between 0 and 1. Surface resolution is not relevent here. 4: resize the image gecko_resize(texname, 1024, 1024); if you're using it in 2d, make sure it matches the pixel width of the screen where it'll be displayed. it'll get fuzzy otherwise. Size matters. Beware of sites that do not resize images for different resolutions (ie: most of them). 5: you can query the image with: vector v = gecko_get_texture_extent(texname); 6: you can purge resources with: gecko_destroy(texname); this will 'end' the video. when the shader is next displayed it'll reset from the original url. 7: you can change the url with: gecko_navigate(texname, "http://fteqw.com"); 8: you can send it these navigation commands (in the place of a url). You'll likely want a focus command. cmd:refresh cmd:transparent cmd:focus cmd:unfocus cmd:opaque cmd:stop cmd:back cmd:forward cmd:cut cmd:copy cmd:paste cmd:del cmd:selectall Compiling the plugin for Windows: In the berkelium 7z file that you should have already downloaded, there'll be an includes and a lib directory. Stick the contents of both of those in the empty doubled berkelium directory on the fte svn. The msvc project file should now be usable. You will likely want to change the linker target path to get picked up by the engine automatically. Windows Installation instructions: Download Berkelium from here: http://berkelium.org/ (http://github.com/sirikata/berkelium/downloads) You should get a 7z file that contains a bin directory. Copy the contents of that bin directory to your quake directory. The FTE-specific plugin 'berkeliumx86.dll' should be placed as 'quake/fte/plugins/berkeliumx86.dll'.