fteqw/engine
2021-11-14 00:35:28 +00:00
..
botlib FTE_TARGET=msvc now invokes some old version of msvc via wine, old FTE_TARGET=vc removed. Related code tweaks to make it a bit happier. 2021-08-04 21:17:31 +00:00
client Make r_scenecache a little less stuttery. 2021-11-14 00:35:28 +00:00
common Fix up some vulkan+openxr issues. 2021-11-14 00:35:08 +00:00
d3d Add a preview for 2d array textures. Bind gl textures according to texture type rather than hardcoded assumptions, making it more consistent with the other rendering APIs. 2021-05-09 13:01:15 +00:00
dotnet2003
dotnet2005
dotnet2008
dotnet2010
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
ftequake
gas2masm
gl Improve robustness in the face of buggy QBSP versions. 2021-11-14 00:35:13 +00:00
http Small fix thingie. 2021-11-08 08:46:31 +00:00
libs
nacl
npfte
partcfgs
qclib Switch to supporting the october quake rerelease instead. 2021-10-09 07:58:17 +00:00
server Make our q2/q3 bsp code more modular, with q2/q3 gamecode treating it more generically. 2021-11-03 20:30:40 +00:00
setup
shaders Allow plugins to provide material interpreters. 2021-11-03 20:31:41 +00:00
sw
vk Fix up some vulkan+openxr issues. 2021-11-14 00:35:08 +00:00
vulkan
web Allow hosting webpages to submit console commands to the web port. 2021-10-31 18:20:51 +00:00
xdk
.cproject
.project
BSDmakefile
LICENSE
makeconfig.sh
Makefile Make visibility=hidden more aggressive to fix vulkan segfaults and probably some other things too. 2021-11-10 01:36:00 +00:00
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.