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NZ:P Team's fork of the FTEQW project.
811bce25f1
Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide 💩 etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5 |
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engine | ||
fteqtv | ||
iqm | ||
plugins | ||
q3asm2 | ||
quakec | ||
specs | ||
build_setup.sh | ||
build_wip.sh | ||
CMakeLists.txt | ||
dounifdef.sh | ||
imgtool.c | ||
README.txt |
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+nacl 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> Nacl version of FTE: make gl-rel FTE_TARGET=nacl NACL_SDK_ROOT=SOMEVALIDPATHHERE BITS=32 make gl-rel FTE_TARGET=nacl NACL_SDK_ROOT=SOMEVALIDPATHHERE BITS=64 in windows compile with cygwin, not minsys. This will give you two 'nexe' files. You can then embed the 'fteqw.nmf' file (its entire contents can be found on the following line) with mime type 'application/x-nacl' on your page. Give it a sane width/height. { "program": { "x86-64": {"url": "fteqw_x86_64.nexe"}, "x86-32": {"url": "fteqw_x86_32.nexe"} } } You can object.postMessage("join foo") / qtvplay / map to tell it to switch server/map/stream. You can read console prints via listener.addEventListener('message', handleMessage, true); Your users will need to explicitly allow nacl use outside of google play (in about:config or whatever it is), or you will need to submit your port of fte to google play. 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! :)