mirror of
https://github.com/UberGames/RPG-X2.git
synced 2025-02-12 22:56:04 +00:00
Edited README.txt via GitHub
This commit is contained in:
parent
a1b782613a
commit
294d84609b
1 changed files with 42 additions and 133 deletions
175
README.txt
175
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
|
File Info:
|
||||||
Ravensoft left in there removed and a few new features added.
|
----------
|
||||||
|
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
|
Compile Info:
|
||||||
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
|
Each part (game, cgame, ui) has it's own Makefile in it's
|
||||||
newer quake3 compared to the older quake3 eliteforce is based off.
|
folder.
|
||||||
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:
|
On Linux:
|
||||||
- Ignoring text messages from players that are a nuisance
|
- Make sure you have installed Mysql client
|
||||||
- Unlagged code (can be switched on/off with a cvar)
|
- 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
|
On Windows:
|
||||||
and you think it really improves EliteForce, feel free to send the patches
|
- Install mingw and msys correctly
|
||||||
to: arny@ats.s.bawue.de
|
- start the msys console
|
||||||
If your code is reasonably clean, I will definitely add it to the
|
- just run make in the game, cgame, and/or, ui folder to
|
||||||
repository!
|
build the shared libraries
|
||||||
|
- make clean removes all compiled files (including the
|
||||||
|
shared libraries)
|
||||||
|
|
||||||
Now for the using of this code:
|
Bug Reports and Patch/Feature Suggestions:
|
||||||
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
|
We have a bug report system set up at http://bugs.rpg-x.net
|
||||||
original EF source released by raven.
|
If you see an error in the game, or if the game crashes,
|
||||||
For users on unixoid environments, I have included a few Makefiles that make
|
please let us know! Also if you fixed a bug in the code of
|
||||||
the job of building easier. The Makefiles are designed to work under Linux
|
have coded a new feature feels free suggest us adding it
|
||||||
so if you use another OS you may need to edit the three Makefiles included
|
there (please upload a *.diff file).
|
||||||
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
|
Contact:
|
||||||
compiler produce incompatible output.
|
--------------
|
||||||
Make sure to run "make clean" before you change from QVM to shared objects
|
Come join our forum at http://ubergames.org/forums/!
|
||||||
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:
|
||||||
The Star Trek Voyager: Elite Force codebase project
|
-------------
|
||||||
|
All assets used in this file are copyrighted to the RPG-X Mod and/or their
|
||||||
This project is meant to be a stable codebase with obvious bugs that
|
original creators. Any external use of these assets without explicit permission
|
||||||
Ravensoft left in there removed and a few new features added.
|
from their original creators is not allowed.
|
||||||
|
The RPG-X Mod and its creators cannot be held accountable for any damage that
|
||||||
This project was originally started because my modification of the Quake3
|
may have been caused by playing the game.
|
||||||
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
|
|
Loading…
Reference in a new issue