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An imt switcher automatically changes the context's active imt based on a user specified list of binary inputs. The inputs may be either buttons (indicated as +button) or cvars (bare name). For buttons, the pressed/not pressed state is used, and cvars are interpreted as ints being 0 or not 0. The order of the inputs determines the bit number of the input, with the first input being bit 0, second bit 1, third bit 2 etc. A default imt is given so large switchers do not need to be fully configured (the default imt is written to all states). A context can have any number of switchers attached. The switchers can wind up fighting over the active imt, but this seems to be something for the "user" (eg, configuration system) to sort out rather than the switcher code enforcing anything. As a result of the inputs being treated as bits, a switcher with N inputs will have 2**N states, thus there's a maximum of 16 inputs for now as 65536 states is a lot of configuration. Using a switcher, setting up a standard strafe/mouse look configuration is fairly easy. imt_create key_game imt_mod imt_create key_game imt_mod_strafe imt_mod imt_create key_game imt_mod_freelook imt_create key_game imt_mod_lookstrafe imt_mod_freelook imt_switcher_create mouse key_game imt_mod_strafe +strafe lookstrafe +mlook freelook imt_switcher 0 imt_mod 2 imt_mod 4 imt_mod_freelook 8 imt_mod_freelook 12 imt_mod_freelook imt_switcher 6 imt_mod_lookstrafe 10 imt_mod_lookstrafe 14 imt_mod_lookstrafe in_bind imt_mod mouse axis 0 move.yaw in_bind imt_mod mouse axis 1 move.forward in_bind imt_mod_strafe mouse axis 0 move.side in_bind imt_mod_lookstrafe mouse axis 0 move.side in_bind imt_mod_freelook mouse axis 1 move.pitch This takes advantage of imt chaining and the default imt for the switcher (there are 8 states that use imt_mod_strafe). The switcher name must be unique across all contexts, and every imt used in a switcher must be in the switcher's context. |
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config.d | ||
debian | ||
desktop | ||
doc | ||
hw | ||
include | ||
libs | ||
m4 | ||
nq | ||
pkg-config | ||
qtv | ||
qw | ||
RPM | ||
ruamoko | ||
tools | ||
.gitignore | ||
bootstrap | ||
configure.ac | ||
COPYING | ||
INSTALL | ||
Makefile.am | ||
NEWS | ||
README.cygwin | ||
TODO |
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