diff --git a/README.txt b/README.txt index 0d87516..ee25c5e 100644 --- a/README.txt +++ b/README.txt @@ -1,142 +1,51 @@ -The Star Trek Voyager: Elite Force codebase project +*-----------------------------------------------* +RPG-X 2.2 Beta Source Code +By UberGames +*-----------------------------------------------* -This project is meant to be a stable codebase with obvious bugs that -Ravensoft left in there removed and a few new features added. +File Info: +---------- +This a official Source Code release for RPG-X v2.2 beta. +As this is a beta many bugs can be expected to occure. -This project was originally started because my modification of the Quake3 -engine to run EF turned out to be a bit problematic. The SnapVector macro -yields slightly different results in the virtual machine interpreter of the -newer quake3 compared to the older quake3 eliteforce is based off. -As a result, you cannot jump as high as you could if you set com_maxfps to -some magic values like 74, 85, 125 etc.. -To get the same movement as with the original EliteForce in these new engine -releases the multiplayer VM code must be modified to emulate the old -behaviour. -So my goal is that every active player and every server will install these -modifications to allow for smooth movement on both, servers using the new -engine release and for good motion prediction on the client side. I realize -it may well be that this never happens as getting people to install new pak -files would be a major undertaking. I thought, if I attempt to do so in the -first place, I can as well try to get in a few improvements as long as they -don't change gameplay. I am not trying to insert new weapons, models, -gametypes etc... +Compile Info: +------------- +Each part (game, cgame, ui) has it's own Makefile in it's +folder. -A few todos: - - Ignoring text messages from players that are a nuisance - - Unlagged code (can be switched on/off with a cvar) +On Linux: +- Make sure you have installed Mysql client +- just run make in the game, cgame, and/or, ui folder to + build the shared libraries +- make clean removes all compiled files (including the + shared libraries) -If you have made changes that do *not* change gameplay as mentioned above -and you think it really improves EliteForce, feel free to send the patches -to: arny@ats.s.bawue.de -If your code is reasonably clean, I will definitely add it to the -repository! +On Windows: +- Install mingw and msys correctly +- start the msys console +- just run make in the game, cgame, and/or, ui folder to + build the shared libraries +- make clean removes all compiled files (including the + shared libraries) -Now for the using of this code: -I have left all non-C files from Ravensoft intact. This means, you should -probably be able to build this release under windows like you build the -original EF source released by raven. -For users on unixoid environments, I have included a few Makefiles that make -the job of building easier. The Makefiles are designed to work under Linux -so if you use another OS you may need to edit the three Makefiles included -in the game, cgame and ui directories to make this build properly. +Bug Reports and Patch/Feature Suggestions: +-------------- +We have a bug report system set up at http://bugs.rpg-x.net +If you see an error in the game, or if the game crashes, +please let us know! Also if you fixed a bug in the code of +have coded a new feature feels free suggest us adding it +there (please upload a *.diff file). -There are two different types of builds, namely the shared library and the -building of QVMs. -Building the shared objects only requires typing in "make so" -in the main directory where this README resides. If you have a working gcc -installation, this is all you need to do. The rest is being handled by the -Makefiles and in the end you should have three resulting files in the baseef -directory. -Building QVMs is easy, too. You need a few special bins, though, namely -q3lcc, q3rcc, q3cpp and q3asm. They can be found when building Quake3 from -icculus.org: http://icculus.org/quake3/ -Get the source code, compile it (you may want to only build the dedicated -server if you have no OpenGL support... consult the README in their project -on how this works). When compilation is done, the four required binaries can -be found in code/tools/. Copy the files to the bin/ directory that is in the -same dir with this README. -Now just do: "make qvm" in this dir and all QVMs should be in baseef/vm/. -Careful when compiling both, QVMs and shared objects. gcc and the q3lcc -compiler produce incompatible output. -Make sure to run "make clean" before you change from QVM to shared objects -and vice versa. +Contact: +-------------- +Come join our forum at http://ubergames.org/forums/! -And last but not least: I already installed a mechanism to produce a pak -file that only works if you have zip installed. -make pak -will result in all three QVMs being packed into pak4.pk3 in baseef :) -Rename it as you see fit. - - Thilo Schulz, 16.03.2006 -The Star Trek Voyager: Elite Force codebase project - -This project is meant to be a stable codebase with obvious bugs that -Ravensoft left in there removed and a few new features added. - -This project was originally started because my modification of the Quake3 -engine to run EF turned out to be a bit problematic. The SnapVector macro -yields slightly different results in the virtual machine interpreter of the -newer quake3 compared to the older quake3 eliteforce is based off. -As a result, you cannot jump as high as you could if you set com_maxfps to -some magic values like 74, 85, 125 etc.. -To get the same movement as with the original EliteForce in these new engine -releases the multiplayer VM code must be modified to emulate the old -behaviour. -So my goal is that every active player and every server will install these -modifications to allow for smooth movement on both, servers using the new -engine release and for good motion prediction on the client side. I realize -it may well be that this never happens as getting people to install new pak -files would be a major undertaking. I thought, if I attempt to do so in the -first place, I can as well try to get in a few improvements as long as they -don't change gameplay. I am not trying to insert new weapons, models, -gametypes etc... - -A few todos: - - Ignoring text messages from players that are a nuisance - - Unlagged code (can be switched on/off with a cvar) - -If you have made changes that do *not* change gameplay as mentioned above -and you think it really improves EliteForce, feel free to send the patches -to: arny@ats.s.bawue.de -If your code is reasonably clean, I will definitely add it to the -repository! - -Now for the using of this code: -I have left all non-C files from Ravensoft intact. This means, you should -probably be able to build this release under windows like you build the -original EF source released by raven. -For users on unixoid environments, I have included a few Makefiles that make -the job of building easier. The Makefiles are designed to work under Linux -so if you use another OS you may need to edit the three Makefiles included -in the game, cgame and ui directories to make this build properly. - -There are two different types of builds, namely the shared library and the -building of QVMs. -Building the shared objects only requires typing in "make so" -in the main directory where this README resides. If you have a working gcc -installation, this is all you need to do. The rest is being handled by the -Makefiles and in the end you should have three resulting files in the baseef -directory. -Building QVMs is easy, too. You need a few special bins, though, namely -q3lcc, q3rcc, q3cpp and q3asm. They can be found when building Quake3 from -icculus.org: http://icculus.org/quake3/ -Get the source code, compile it (you may want to only build the dedicated -server if you have no OpenGL support... consult the README in their project -on how this works). When compilation is done, the four required binaries can -be found in code/tools/. Copy the files to the bin/ directory that is in the -same dir with this README. -Now just do: "make qvm" in this dir and all QVMs should be in baseef/vm/. - -Careful when compiling both, QVMs and shared objects. gcc and the q3lcc -compiler produce incompatible output. -Make sure to run "make clean" before you change from QVM to shared objects -and vice versa. - -And last but not least: I already installed a mechanism to produce a pak -file that only works if you have zip installed. -make pak -will result in all three QVMs being packed into pak4.pk3 in baseef :) -Rename it as you see fit. - - - Thilo Schulz, 16.03.2006 +Legal Notice: +------------- +All assets used in this file are copyrighted to the RPG-X Mod and/or their +original creators. Any external use of these assets without explicit permission +from their original creators is not allowed. +The RPG-X Mod and its creators cannot be held accountable for any damage that +may have been caused by playing the game. \ No newline at end of file