mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
34ff2cd788
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5777 fc73d0e0-1445-4013-8a0c-d673dee63da5
261 lines
8.8 KiB
Text
261 lines
8.8 KiB
Text
FTEQW README
|
|
============
|
|
|
|
This file contains the following sections:
|
|
|
|
1. ABOUT
|
|
2. FEATURES
|
|
3. INSTALLING
|
|
4. NETWORK QUICK-START
|
|
5. TWEAKS
|
|
6. TROUBLESHOOTING
|
|
7. CONTACT
|
|
8. LICENSE
|
|
|
|
1. ABOUT
|
|
========
|
|
|
|
FTEQW is the advanced, portable Quake engine.
|
|
It supports multiple games running on idTech, plus its own set of
|
|
games that developers have created. Due to the vast amount of supported
|
|
formats, features and innovations inside the engine and its very own
|
|
QuakeC compiler (fteqcc), it's very much considered the swiss-army
|
|
knife of Quake engines.
|
|
|
|
2. FEATURES
|
|
===========
|
|
|
|
- Portable engine that runs on x86, amd64, ARM/64, PPC64LE and Web
|
|
- Hybrid protocol engine that supports multiple games
|
|
- Rendering API support for D3D8, D3D9, D3D11, OpenGL, Vulkan
|
|
- Splitscreen support for Quake and most mods
|
|
- In-game voice chat powered by either Opus or Speex
|
|
- Advanced renderer features, powered by a strong material system
|
|
and support for both HLSL and GLSL shader code
|
|
- Multiple audio backends, from OSS to SDL_Sound and OpenAL Soft,
|
|
plus API so developers can take advantage of AL EAX reverb features.
|
|
And yes, DirectSound.
|
|
- Integrated next-generation QuakeC compiler and debugger
|
|
with support for breakpoints, real-time ingame attribute debugging
|
|
and much more
|
|
- Support for IPv4 and IPv6
|
|
- Video output presets, to make your games either look like the
|
|
original versions, or more modern with real-time lighting and more
|
|
accurate shading
|
|
- Support for CD-DA/Red Book music replacement in a variety of formats,
|
|
such as Vorbis, MPEG-3, WAVE and FLAC (ffmpeg plugin required)
|
|
|
|
3. INSTALLING
|
|
=============
|
|
|
|
Put the engine binary and desired plugins for your platform into the
|
|
root of the game directory.
|
|
|
|
Supported games:
|
|
Quake and its Missionpacks
|
|
QuakeWorld
|
|
Quake II and its Missionpacks
|
|
Quake III Arena and Team Arena
|
|
HeXen II and its Missionpack
|
|
|
|
If you want to be explicit about the game you're starting, you can pass
|
|
the command-line parameters '-quake2', '-quake3' or '-hexen2' for the
|
|
respective game. This will make sure that in a crowded universal game
|
|
directory, FTE starts the right game.
|
|
|
|
If you want to install music replacement files, you put them into the
|
|
music/ folder with the trackXX naming convention, starting with track02.
|
|
|
|
Important note regarding Quake II based support
|
|
-----------------------------------------------
|
|
|
|
If you're running a 64-bit version of FTEQW, then you also need 64-bit
|
|
game-logic for Quake II. We recommend getting the game .dll/.so from the
|
|
Yamagi Quake II project for your respective platform. It's recommended
|
|
that you do for win32 as well, as that will ensure that save games work
|
|
properly and you can stop worrying about them becoming incompatible
|
|
between other machines.
|
|
|
|
4. NETWORK QUICK-START
|
|
======================
|
|
|
|
Upon launching FTEQW, you can use the multiplayer menu's own built-in
|
|
server browser to join and connect to a vast array of matches across all
|
|
the different protocols. No more QuakeSpy/GameSpy 3D client required!
|
|
|
|
If you want to host a game, you can either run a listen server with
|
|
the ports forwarded, or host a listen server using frag-net.com's online
|
|
service. Start a new multiplayer server, change the "Public" setting to
|
|
"Holepunch" and players will automatically see your game in their
|
|
server-browser once it's started.
|
|
|
|
You can also set FTEQW to run in a terminal/command-prompt for hosting
|
|
a dedicated server session.
|
|
Simply pass the command-line argument like so:
|
|
|
|
fteqw -dedicated
|
|
|
|
This will create an interactive shell reminiscent to the console that's
|
|
accessible in-game.
|
|
|
|
You can host a game directly with frag-net.com without having to worry
|
|
about port-forwarding and have a map up and running like so:
|
|
|
|
fteqw +set sv_public 2 +set sv_playerslots 8 +map dm4
|
|
|
|
5. TWEAKS
|
|
=========
|
|
|
|
You can apply tweaks by opening the console (SHIFT+ESC) and entering
|
|
commands into the line buffer. In there you can enter console variables
|
|
(cvars) that affect how the game behaves, as well as enter console
|
|
commands that trigger an action in the engine.
|
|
|
|
You can always find a list of both of these with the console commands
|
|
'cvarlist' and 'cmdlist' respectively.
|
|
|
|
Some example commands
|
|
------------------------
|
|
bind <key> <command> Binds a command to a key, e.g. bind F12 quit
|
|
map <mapname> Starts a new game on <mapname>, e.g. map dm4
|
|
connect <address> Establishes a connection to the specified
|
|
IP/hostname address.
|
|
disconnect Closes and remote or local game session.
|
|
cfg_save Save amy unsaved configuration changes.
|
|
quit Quits the game.
|
|
|
|
About console variables
|
|
-----------------------
|
|
Unlike other Quake engines, FTEs console variable system is more akin to
|
|
those of later idTech engines. Console variables can be set temporarily
|
|
(until the next engine restart) or permanently.
|
|
|
|
set sv_port 26000 Sets the current port to 26000 for this session
|
|
seta sv_port 26000 Sets the current port gets set to 26000 and makes
|
|
sure it will get 'archived', aka saved.
|
|
|
|
Sometimes, you'll be able to change a cvar without entering 'set' or
|
|
'seta' beforehand. This is due to the cvar/cmd suggestion system.
|
|
When you simply set a cvar that way, 'set' is assumed.
|
|
So those changes are only temporary.
|
|
|
|
Commandline arguments
|
|
---------------------
|
|
|
|
You can pass cvars and commands directly to the engine binary, prefixed
|
|
with a plus symbol like so:
|
|
|
|
fteqw +set sv_port 26000 +map dm4
|
|
|
|
There's also other interesting commandline only arguments you can pass:
|
|
|
|
-nohome Don't attempt to save configs, saves, screenshots in the
|
|
home or user directory.
|
|
-basedir <path> Specifies the root game directory path.
|
|
-basegame <dir> Specifies which folder to look in for main game data.
|
|
-game <dir> Specifies which mod folder to load over the game data
|
|
-window Tells the renderer to run in a window
|
|
-manifest <fmf> Specifies a game manifest to load.
|
|
This is for advanced game and mod switching.
|
|
-dedicated Run the engine in dedicated server mode, no video out.
|
|
|
|
Changing games and mods
|
|
-----------------------
|
|
|
|
Launching a Quake 1 mod can be done like so:
|
|
|
|
fteqw -game fortress
|
|
|
|
That will assume a basegame of 'id1' and the mod 'fortress' will be
|
|
loaded on top of it.
|
|
However, if you're playing a game that uses no data from Quake 1:
|
|
|
|
fteqw -basegame openquartz
|
|
|
|
Then it'll never even touch or peek into the folder 'id1'.
|
|
Of course you can pass -game after that, too.
|
|
|
|
Understanding manifests (advanced users)
|
|
----------------------------------------
|
|
|
|
You can setup custom game configurations with FTE's manifest files.
|
|
Those can be quite advanced, as they might inherit multiple directories,
|
|
change the name of the window title, set binds, aliases and cvars ahead
|
|
of time and much more.
|
|
|
|
FTEMANIFEST 1
|
|
GAME funky
|
|
NAME "Funky QW Game"
|
|
BASEGAME id1
|
|
BASEGAME qw
|
|
BASEGAME funky
|
|
|
|
An example manifest that will load id1, qw and then funky.
|
|
If you wanted, you can set default cvars and aliases in there like so:
|
|
|
|
-set sv_example 1234
|
|
-seta cl_foobar 5678
|
|
-alias funky1 "impulse 416"
|
|
+bind g funky1
|
|
|
|
Note the dash and plus symbols, they actually notate when to execute the
|
|
command in question. '-' means before the engine loads the game config
|
|
whereas '+' notates it will override anything that will usually be set
|
|
by the game.
|
|
|
|
You'd then save this as, for example, funky.fmf and load the manifest
|
|
via the command-line:
|
|
|
|
fteqw -manifest funky.fmf
|
|
|
|
6. TROUBLESHOOTING
|
|
==================
|
|
|
|
If you're running FTEQW on an older machine with Intel GMA graphics,
|
|
you probably want to try running the engine in D3D9 mode if you're
|
|
encountering any graphical issues:
|
|
|
|
fteqw +set vid_renderer d3d9
|
|
|
|
If you can only run OpenGL but still have graphical issues, try forcing
|
|
support for the builtin GLSL off:
|
|
|
|
fteqw +set gl_blacklist_debug_glsl 1
|
|
|
|
If FTEQW is seemingly not saving your settings, make sure you tell it to
|
|
save your config when you quit the game. If it still does not work
|
|
somehow, enter the console command 'cfg_save' into the console. It
|
|
should output where the file gets saved or if there's any problems
|
|
writing the configuration file.
|
|
|
|
If OpenAL is causing crashes at launch (happens with some distributions,
|
|
that is out of our control) then try starting FTEQW with:
|
|
|
|
fteqw +set s_al_disable 1
|
|
|
|
7. CONTACT
|
|
==========
|
|
|
|
If you need more help, have suggestions or want to hang out with the
|
|
developers that make FTEQW what it is, join us on IRC!
|
|
No account required.
|
|
|
|
irc.quakenet.org #fte
|
|
|
|
Bug reports welcome!
|
|
|
|
8. LICENSE
|
|
==========
|
|
|
|
Copyright (c) 2004-2020 FTE's team and its contributors
|
|
Quake source (c) 1999 id Software
|
|
|
|
FTEQW is supplied to you under the terms of the same license as the
|
|
original Quake sources, the GNU General Public License Version 2.
|
|
Please read the 'LICENSE' file for details.
|
|
|
|
The latest source is always available at:
|
|
http://svn.code.sf.net/p/fteqw/code/trunk/
|
|
|
|
Binaries are usually built at:
|
|
https://fte.triptohell.info/moodles/
|