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c6c3d3f4e0
Quick hack preliminary d3d11 renderer. I'm not likely to touch this again for quite some time. Sys_Error works properly on android, with an error message shown. Should be less of a stab in the dark if you get errors. Seg faults are still instantly fatal. Not much I can reliably do about those - most of the juicy ones will likely occur within the gl drivers (even if its my fault) and java will still call in to it. Stereoscopic (quad-buffered) rendering is in the gl renderer. You'll likely need a quatro to use it despite it being a gl 1.0 feature. No idea about ati. See r_stereo_method for non-quad-buffered alternatives. Tweaked networking to not overflow so much. Needs testing against other qw clients. Fixed an issue with surface numbers > 32k on limit-breaking maps. Fixed a preparse issue resulting in QW clients dying with the ne_ruins map's progs. Support for the DP-variant of BSP2. The depricated RMQ variant is still supported. QTV proxy now uses ipv6 hybrid sockets where possible. Preliminary pext support. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4105 fc73d0e0-1445-4013-8a0c-d673dee63da5 |
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.. | ||
botlib | ||
client | ||
common | ||
d3d | ||
dotnet2003 | ||
dotnet2005 | ||
dotnet2008 | ||
dotnet2010 | ||
droid | ||
ftequake | ||
gas2masm | ||
gl | ||
http | ||
libs | ||
nacl | ||
npfte | ||
partcfgs | ||
qclib | ||
server | ||
setup | ||
shaders | ||
sw | ||
.cproject | ||
.project | ||
BSDmakefile | ||
LICENSE | ||
makeconfig.sh | ||
Makefile | ||
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.