mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-14 00:40:59 +00:00
NOTE: All development is now done in the rpgxEF repo.
cgame | ||
game | ||
ipch/game-f234f7a9 | ||
lcc/bin | ||
lua | ||
mysql | ||
qcommon | ||
RPG-X2 Lua Documentation | ||
sqlite | ||
ui | ||
AnimList.txt | ||
BuildQVM.dsp | ||
buildqvm.dsw | ||
buildqvm.opt | ||
BuildQVM.vcproj | ||
buildvms.bat | ||
cg_view_bak.c | ||
codetidbits.txt | ||
HowTo compile for rpgxEF.txt | ||
Internal Version Change Log.txt | ||
lua_client_effects.txt | ||
main.model | ||
MakeAMod_readme.txt | ||
Makefile | ||
pak5_beta7.pk3 | ||
README.txt | ||
RPG-X Lua Doc.txt | ||
rpgx | ||
rpgx_entities.def | ||
STEF Game Source License.doc | ||
StefGame Dll.sln.old | ||
stefgame.dsw | ||
stefgame.opt | ||
stefgame.sln | ||
stefgame.suo | ||
stvoyVM-bugfixes-beta1.diff | ||
temp.patch |
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 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