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53a7b3d47c
The ragdoll API is potentially usable now, but still really limited. Enabled SQL requests by default using sqlite. Note that you'll need the sqlite dll to use this. MySQL should still be usable, but I didn't try. MySQL requires -DUSE_MYSQL to compile it, and a dll and -mysql argument to enable it. Fixed nacl. NPFTE plugin now invokes an exe to run the game rather than running the game within the browser. externvalue builtin now accepts & prefix to return a pointer instead. Fixed vector autocvars. uri_get, bufstr_add, bufstr_free, now functional. QC debugger can now show asm if line numbers are not available. Added support for QC watchpoints. Use the watchpoint command. gl_specular now give specular even without rtlights, thankfully not as blatently, but its there. android will not crash due to supported audio formats, and gles2 can be selected via a cvar (requires full FTEDroidActivity/program restart). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4152 fc73d0e0-1445-4013-8a0c-d673dee63da5 |
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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"); 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'.