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Updated README
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README.txt
23
README.txt
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@ -115,6 +115,7 @@ Prerequisites:
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* libSDL - Simple Direct Layer libraries
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* libmad - MPEG Audio Decoder (also known as MAD sometimes).
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* libvorbis, libogg, libvorbisfile - OGG Vorbis audio decoder
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* flex - A lexer generator
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Optional:
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* OpenAL - OpenAL sound libraries
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* libcurl - FTP/HTTP download support.
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@ -179,28 +180,8 @@ the Windows executables are compiled on Linux and not on Windows.
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Compiling rpgxEF on Windows is not officaly supported anyway you can
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still compile it on Windows either with mingw or Microsoft Visual Studio
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MSVC:
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- Open up the project (project files can be found in code\win32\msvc\)
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- You need to compile the libmad library from:
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http://sourceforge.net/projects/mad
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so that you have a .lib file you can link against
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- If you compile and it complains about a missing dinput.h you need the
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- DirectX SDK
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- If you want to have OpenAL you need the OpenAL SDK, too.
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- Back to your MSVC environment:
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look at the renderer and botlib subproject and modify the preprocessor
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definitions in a way so that ELITEFORCE and XTRA are defined
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- Same goes to the main quake3 subproject, also add the define:
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USE_CODEC_MP3=1 and USE_OPENAL=1;USE_OPENAL_DLOPEN=1 (the last two ones
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only when you want OpenAL support).
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- Add all include and library directories to the compiler/linker like
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OpenAL include/library dir, MAD include/library dir, etc...
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- You may need to specify additional libraries in the linker dependencies
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like user32.lib Advapi32.lib ole32.lib etc...
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- Build.
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mingw:
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Works very similar to linux. You may need to find some and even compile
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Works very similar to linux. You may need to find and even compile
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some of the dependencies yourself.
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Good luck!
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