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175
README.txt
175
README.txt
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@ -1,142 +1,51 @@
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The Star Trek Voyager: Elite Force codebase project
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*-----------------------------------------------*
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RPG-X 2.2 Beta Source Code
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By UberGames
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*-----------------------------------------------*
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This project is meant to be a stable codebase with obvious bugs that
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Ravensoft left in there removed and a few new features added.
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File Info:
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----------
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This a official Source Code release for RPG-X v2.2 beta.
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As this is a beta many bugs can be expected to occure.
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This project was originally started because my modification of the Quake3
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engine to run EF turned out to be a bit problematic. The SnapVector macro
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yields slightly different results in the virtual machine interpreter of the
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newer quake3 compared to the older quake3 eliteforce is based off.
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As a result, you cannot jump as high as you could if you set com_maxfps to
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some magic values like 74, 85, 125 etc..
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To get the same movement as with the original EliteForce in these new engine
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releases the multiplayer VM code must be modified to emulate the old
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behaviour.
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So my goal is that every active player and every server will install these
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modifications to allow for smooth movement on both, servers using the new
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engine release and for good motion prediction on the client side. I realize
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it may well be that this never happens as getting people to install new pak
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files would be a major undertaking. I thought, if I attempt to do so in the
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first place, I can as well try to get in a few improvements as long as they
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don't change gameplay. I am not trying to insert new weapons, models,
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gametypes etc...
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Compile Info:
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-------------
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Each part (game, cgame, ui) has it's own Makefile in it's
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folder.
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A few todos:
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- Ignoring text messages from players that are a nuisance
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- Unlagged code (can be switched on/off with a cvar)
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On Linux:
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- Make sure you have installed Mysql client
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- just run make in the game, cgame, and/or, ui folder to
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build the shared libraries
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- make clean removes all compiled files (including the
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shared libraries)
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If you have made changes that do *not* change gameplay as mentioned above
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and you think it really improves EliteForce, feel free to send the patches
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to: arny@ats.s.bawue.de
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If your code is reasonably clean, I will definitely add it to the
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repository!
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On Windows:
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- Install mingw and msys correctly
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- start the msys console
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- just run make in the game, cgame, and/or, ui folder to
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build the shared libraries
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- make clean removes all compiled files (including the
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shared libraries)
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Now for the using of this code:
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I have left all non-C files from Ravensoft intact. This means, you should
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probably be able to build this release under windows like you build the
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original EF source released by raven.
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For users on unixoid environments, I have included a few Makefiles that make
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the job of building easier. The Makefiles are designed to work under Linux
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so if you use another OS you may need to edit the three Makefiles included
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in the game, cgame and ui directories to make this build properly.
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Bug Reports and Patch/Feature Suggestions:
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--------------
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We have a bug report system set up at http://bugs.rpg-x.net
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If you see an error in the game, or if the game crashes,
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please let us know! Also if you fixed a bug in the code of
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have coded a new feature feels free suggest us adding it
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there (please upload a *.diff file).
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There are two different types of builds, namely the shared library and the
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building of QVMs.
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Building the shared objects only requires typing in "make so"
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in the main directory where this README resides. If you have a working gcc
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installation, this is all you need to do. The rest is being handled by the
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Makefiles and in the end you should have three resulting files in the baseef
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directory.
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Building QVMs is easy, too. You need a few special bins, though, namely
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q3lcc, q3rcc, q3cpp and q3asm. They can be found when building Quake3 from
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icculus.org: http://icculus.org/quake3/
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Get the source code, compile it (you may want to only build the dedicated
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server if you have no OpenGL support... consult the README in their project
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on how this works). When compilation is done, the four required binaries can
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be found in code/tools/. Copy the files to the bin/ directory that is in the
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same dir with this README.
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Now just do: "make qvm" in this dir and all QVMs should be in baseef/vm/.
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Careful when compiling both, QVMs and shared objects. gcc and the q3lcc
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compiler produce incompatible output.
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Make sure to run "make clean" before you change from QVM to shared objects
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and vice versa.
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Contact:
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--------------
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Come join our forum at http://ubergames.org/forums/!
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And last but not least: I already installed a mechanism to produce a pak
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file that only works if you have zip installed.
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make pak
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will result in all three QVMs being packed into pak4.pk3 in baseef :)
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Rename it as you see fit.
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- Thilo Schulz, 16.03.2006
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The Star Trek Voyager: Elite Force codebase project
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|
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This project is meant to be a stable codebase with obvious bugs that
|
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Ravensoft left in there removed and a few new features added.
|
||||
|
||||
This project was originally started because my modification of the Quake3
|
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engine to run EF turned out to be a bit problematic. The SnapVector macro
|
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yields slightly different results in the virtual machine interpreter of the
|
||||
newer quake3 compared to the older quake3 eliteforce is based off.
|
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As a result, you cannot jump as high as you could if you set com_maxfps to
|
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some magic values like 74, 85, 125 etc..
|
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To get the same movement as with the original EliteForce in these new engine
|
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releases the multiplayer VM code must be modified to emulate the old
|
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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
|
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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,
|
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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
|
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probably be able to build this release under windows like you build the
|
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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
|
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building of QVMs.
|
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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
|
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same dir with this README.
|
||||
Now just do: "make qvm" in this dir and all QVMs should be in baseef/vm/.
|
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|
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Careful when compiling both, QVMs and shared objects. gcc and the q3lcc
|
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compiler produce incompatible output.
|
||||
Make sure to run "make clean" before you change from QVM to shared objects
|
||||
and vice versa.
|
||||
|
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And last but not least: I already installed a mechanism to produce a pak
|
||||
file that only works if you have zip installed.
|
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make pak
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will result in all three QVMs being packed into pak4.pk3 in baseef :)
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Rename it as you see fit.
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- Thilo Schulz, 16.03.2006
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Legal Notice:
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-------------
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All assets used in this file are copyrighted to the RPG-X Mod and/or their
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original creators. Any external use of these assets without explicit permission
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from their original creators is not allowed.
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The RPG-X Mod and its creators cannot be held accountable for any damage that
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may have been caused by playing the game.
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