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Bill Currie 05bf637466 SDL sound patches from SVD.
Thanks to "Sander van Dijk" <a.h.vandijk@gmail.com>, we now have much
better SDL sound support.

Here's the promised cleaned up version of the "double buffer" approach
patch for "snd_sdl.c". I've taken some more time to re-read and test
it this time, and it seems to behave well. All memory that is used by
both the main thread and the SDL audio thread is prefixed with "shm_",
and locking is used to ensure that only one thread accesses it at the
same time.
2012-01-17 19:14:42 +09:00
config.d Remove execinfo checks. 2011-12-13 21:25:41 +09:00
debian Debian build fixes from sergio. 2011-08-04 20:21:52 +09:00
desktop Move the desktop files into their own directory. 2010-11-29 14:26:33 +09:00
doc Docs: minor cleanups 2011-12-15 00:13:56 -05:00
hw Move the essential init code into Sys_Init(). 2011-09-11 14:56:47 +09:00
include Merge nq and qw sv_phys.c 2011-12-22 16:54:22 +09:00
libs SDL sound patches from SVD. 2012-01-17 19:14:42 +09:00
m4 Update our copy of libcurl.m4. 2011-05-10 11:41:38 +09:00
nq Big cleanup of Host_Init. 2011-12-22 16:54:22 +09:00
pkg-config Move ruamoko libs and headers into ${prefix}/lib/qfcc 2010-12-24 19:39:54 +09:00
qtv Move the config file/command line parsing into qargs.c 2011-09-11 14:57:05 +09:00
qw Merge nq and qw sv_phys.c 2011-12-22 16:54:22 +09:00
RPM Fix RPM building. 2011-09-10 15:10:45 +09:00
ruamoko Add an option to prevent the use of default paths. 2012-01-04 13:17:57 +09:00
tools Add an option to prevent the use of default paths. 2012-01-04 13:17:57 +09:00
vc2005 make distcheck fixes 2010-12-06 21:24:49 +09:00
vc2008 make distcheck fixes 2010-12-06 21:24:49 +09:00
.gitignore Ignore the test programs. 2011-12-08 22:10:20 +09:00
bootstrap Get the Makefile find command right for boostrap clean. 2011-01-04 22:25:26 +09:00
configure.ac Make documentation of static functions configurable. 2010-12-21 09:21:30 +09:00
COPYING initial checkin of most recent newtree and nuq(?) source 2001-02-19 21:15:25 +00:00
INSTALL Put my text editing vim settings into the docs. 2011-09-08 10:17:58 +09:00
Makefile.am Get the zip dist targets working. 2010-12-24 08:32:17 +09:00
NEWS Update NEWS for 0.6.1. 2012-01-07 09:39:35 +09:00
README.cygwin audit the usage of "only" 2010-01-13 06:42:26 +00:00
TODO Detect the silent death of the jack client thread. 2011-09-07 15:16:27 +09:00

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