Replace the ancient cygwin readme

I don't know if cygwin itself is even relevant these days, but any of
our docs for it are way out of date anyway. Also, as github takes any
old readme as the repository documentation, it's not the best candidate.
This commit is contained in:
Bill Currie 2021-12-06 09:05:34 +09:00
parent d76cf9202d
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This file gives instruction for compiling QF with cygwin to run in MS Windows(R).
DISCLAIMER: Use at your own risk, NO WARRANTY of any kind. NO GUARANTEE of correctness or usability.
If you have problems with these instructions please let me know.
email: wildcode@users.sourceforge.net
IRC: irc.xiph.org #quakeforge
==========================================================================
WARNING: This is not intended for inexperienced users, binaries are available on request.
QuakeForge may take several hours from bootstrap to the completion
of make install on some systems
To build win32(mingw) QuakeForge bins you will need to download and install cygwin, and the Microsoft DirectX SDK. Cygwin can be found at http://www.cygwin.org
Once cygwin is installed along with the appropriate developement modules, copy dinput.h from the DirectX SDK and place it in /usr/include/w32api/
If you want to use DirectSound also copy dsound.h to the same spot.
in the quakeforge source dir, within cygwin, type
./bootstrap
./configure --host=i386-mingw32 --build=i386-cygwin --target=i386-mingw32 --program-prefix= --with-static-plugins --disable-shared --disable-oss --disable-vorbis --disable-Werror --enable-optimize --enable-asmopt --disable-debug --enable-zlib
make
make install
--disable-Werror is needed as some versions of the DX SDK are buggy.
Go to the /usr/local/bin directory and copy the qw-* and nq-* files to your dos
quake dir
Let us know how it works for you.
NOTE: At the time of writing qw-server.exe was not working correctly. Please refrain from using it unless you are willing to fix it.
Special Note: QuakeForge supplies only our own version of the programs for Quake. To get the game data, you still need to have purchased Quake or get the shareware version from Id Software.
Chris Ison (WildCode) for QuakeForge
March 11, 2003

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# QuakeFor
QuakeForge is descended from the original Quake engine as released by Id
Software in December 1999, and can be used to play original Quake and
QuakeWorld games and mods (including many modern mods). While this will
always be the case, development continues.
However, QuakeForge is not just a Quake engine, but includes a
collection of tools for creating Quake mods, and is progressing towards
being a more general game engine.
## Quake and QuakeWorld
Support for Quake and QuakeWorld is split into two program sets: nq for
Quake and qw-client for QuakeWorld, with the target system as an
additional suffix: -x11 For the X Window system (Linux, BSD, etc), -win
for MS Windows (plus others that are not currently maintained).
Both nq and qw-client support multiple renderers: 8-bit software, 32-bit
software, OpenGL 2, EGL (mostly, one non-EGL function is used), and
Vulkan (very WIP), all within the one executable.
Dedicated servers for both Quake (nq-server) and QuakeWorld (qw-server)
are included, as well as a master server for QuakeWorld (qw-master).
## Tool
QuakeForge includes several tools for working with Quake data:
- bsp2image produces wireframe images from Quake maps (bsp files)
- io_mesh_qfmdl for importing and exporting Quake mdl files to/from
Blender
- io_qfmap for Quake map source files (WIP Blender addon)
- pak create, list and extract Quake pak files. There's also zpak which
can be used to compress the contents of pak files using gzip
(QuakeForge has transparent support for gzip compressed files)
- qfbsp for compiling map files to bsp files, includes support for
vis clusters, and can be used to extract data and information from bsp
files.
- qfcc is QuakeForge's version of qcc, but is significantly more
advanced, with support for standard C syntax, including most C types,
as well as Objective-C object oriented programming (Ruamoko). Mmost of
the advanced features require the QuakeForge engine, but qfcc can
produce progs files compatible with the original Quake engine with
limited support for some of the advanced featuers (C syntax, reduced
global usage, some additional operators (eg, better bit operators,
remainder (%)). Includes qfprogs for inspecting progs files.
- qflight creates lightmaps for Quake maps
- qfvis for compiling PVS data for Quake maps. One of the faster
implementations available.
- Plus a few others in various stages of usefulness: qflmp, qfmodelgen,
qfspritegen, wad, qfwavinfo
## Building
For now, please refer to INSTALL for information on building on Linux.
Building for windows is done by cross-compiling using MXE. There are
scripts in tools/mingw and tools/mingw64 that automate the process of
configuring and building both the tools run on the build-host and the
windows targets.