build.cfg: if BUILD_ENGINEREVISION is 0, build latest.
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5 changed files with 33 additions and 119 deletions
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@ -25,7 +25,7 @@ BUILD_IQMTOOL=1
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# Build the imgtool which analysis images and compresses them for GPUs
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BUILD_IMGTOOL=1
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# Specify which engine revision to build, these are considered 'stable'
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# Specify which engine revision to build, these are considered 'stable'; 0 = latest
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BUILD_ENGINEREVISION=5997
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# Whether or not to run 'git pull' or 'svn up' before building a component
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@ -68,7 +68,13 @@ if [ -f "$FTE_MAKEFILE" ]; then
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if [ "$BUILD_UPDATE" -eq 1 ]; then
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printf "Engine is present, updating...\n"
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cd ./src/engine/
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svn -r $BUILD_ENGINEREVISION up
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if [ "$BUILD_ENGINEREVISION" == 0 ]; then
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svn up
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else
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svn -r $BUILD_ENGINEREVISION up
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fi
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cd ./engine
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else
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cd ./src/engine/engine
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@ -76,7 +82,12 @@ if [ -f "$FTE_MAKEFILE" ]; then
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else
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printf "Engine is NOT present, cloning...\n"
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cd ./src/
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svn -r $BUILD_ENGINEREVISION checkout https://svn.code.sf.net/p/fteqw/code/trunk engine
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if [ "$BUILD_ENGINEREVISION" == 0 ]; then
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svn checkout https://svn.code.sf.net/p/fteqw/code/trunk engine
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else
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svn -r $BUILD_ENGINEREVISION checkout https://svn.code.sf.net/p/fteqw/code/trunk engine
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fi
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cd ./engine/engine
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fi
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43
doc/about
43
doc/about
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@ -1,21 +1,23 @@
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About Nuclide
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The Nuclide project produces a freely available game-logic component and
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development platform on top of FTEQW.
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Our goals is to create a modern research base for new advancements, features
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as well as support games whose formats are supported by FTEQW but their code
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isn't freely accessible.
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development platform on top of FTEQW; which is the engine we use.
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Our goals is to create a modern research base for new advancements, as well
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as to have a stable base with a good API for games.
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- Client-side predicted movement and inputs for things like weapons-systems
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- Lots of well documented objects to use in level formats supported by FTEQW
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- Reference implementations for a lot of features exlusive to FTEQW compared
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to other idTech engines
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- Designed to be familar to developers who're used to GoldSrc and Source engine
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projects
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1. Why might I want to use it?
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Nuclide is for you when:
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- You want to play one of our supported games on the platform/arch of your
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choice.
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- You want to develop a game using a lot of complex and well-tested objects
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we have written for you.
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- You want to make modifications for a game we support and have full control
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over what you can do.
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You want to develop a game using a lot of complex and well-tested objects
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which might be tedious to implement on your own.
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You want to run or make modifications for a game using Nuclide and need full
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control over what you can do.
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2. How free is Nuclide?
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@ -25,17 +27,8 @@ instead uses a ISC-like license. This means you can use, copy, modify and
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distribute the code and work resulting from it for any purpose.
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Please read the very short 'license' document for details.
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3. What is the release cycle?
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3. What are the alternatives?
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At the current moment, there is no strict release cycle as everthing is
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still very early (albeit usable). I am aiming for a stable release cycle of
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every 3-6 months once we leave Beta.
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4. How can I support the project?
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Currently, the only way to support the efforts of the one-man-team behind
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this, is to use https://www.paypal.me/eukara/
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It was only possible for Nuclide to get this far because of the contributions
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of single individuals from the free-software community.
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Thanks you so much, everyone who has contributed!
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Implementing systems such as prediction, complex map objects and entities on
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your own or licensing another engine such as Source that ships with its own
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Source SDK Base.
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90
doc/faq
90
doc/faq
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@ -1,90 +0,0 @@
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NUCLIDE FREQUENTLY ASKED QUESTIONS
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Q: Why does this project exist?
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A: I wanted a free variant of the best version of Counter-Strike in 2016 as
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as I was preparing to move away from x86 hardware and moving to other
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operating systems that could never run Wine/Windows software.
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So I decided to 'put my money where my mouth is' and write a small
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game-logic re-implementation of CS. It grew from there.
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In the end, I aim to support more mods. Including Half-Life.
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A lot of the codebase I also use in my commercial game, The Wastes.
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Due to the free license on this codebase, so can you.
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Q: Can I help at this moment?
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A: It depends. If you've got crashes etc. to report that are really bad
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and not documented, feel free to report them. I know what needs doing and
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it'll get done in time.
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But then there's little things, like - getting the firing rate of a weapon
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just right. I do not look at decompiled code. I do not look at leaked code.
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if you can research the exact values of some low-hanging fruit like that,
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feel free to tweak the values and send me a diff or tell me what needs to be
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changed on IRC.
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If a crash to console happens, it's most likely my bug. If the whole engine
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comes crashing down, it's FTEQW's fault. Not mine.
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FREECS SPECIFIC:
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Q: It doesn't work with my Half-Life/Counter-Strike version.
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A: This is designed for the disc version of Half-Life, released before Steam.
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Supporting both is a bit annoying right now. I might add support for the
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Steam UI one day. Just right now it's in an alpha-stage where yes, most DOES
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work, the backend is constantly changing still and I can't afford to support
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all these things at once.
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Q: Why Counter-Strike 1.5? Not any earlier/later version?
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A: The best and last free to distribute version, no shield, no gambling.
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Q: Can I connect to 1.5 servers using FreeCS?
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A: The protocol is different. While it would not be impossible to do, there
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is no intention in doing so. 1.5 is a dead game server wise, the protocol
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is complete garbage and we'd lose a bunch security benefits and fixes by
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attempting to be compatible. It's pointless. I can crash a 1.5 server/client
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within seconds - you want me to re-implement that too?...
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Q: How about CS:S?
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A: One thing at a time.
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Q: What's it with support for 'valve', 'scihunt', 'tfc', 'rewolf', 'gearbox'?
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A: Other mods. They do kinda keep the codebase in check too, since
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there's a lot of shared code between them and they do help keep specifics
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into their own source tree.
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Q: [insert thing here] isn't 100% exact as in the original 1.5.
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A: Sometimes bugs get fixed, sometimes very minor details get streamlined in
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order to get more work done in other areas. FreeCS will most likely never
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be done in that accuracy aspect, but it'll get better with time.
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Feel free to contribute when it comes to low-hanging fruit like tweaking
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variables! Trust me, plenty of people come and go and they seem to be really
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distressed when a weapon damage is off by few hitpoints. I know.
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Q: Why do this when you can just run a VM?
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A: FreeCS isn't just making CS more portable. It also fixes bugs. It optimises
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the netcode greatly. It's got much better lag compensation and client-side
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player and weapon prediction than CS ever did. Yes, even the Steam version.
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Q: I still don't get it - why not play CS on Steam?
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A: This is clearly not intended for you, then!
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Q: Will you make Nuclide's supported games available on Google Play?
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A: No. If you can manually copy over the content (that I legally cannot and will
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not ever distribute with the project) onto your internal phone/tablet memory
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then you can also install FTEQW's official .apk - which may I remind you is
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a completely different project entirely.
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DEVELOPMENT:
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Q: Is FTEQW a GoldSrc replacement?
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A: No. It is not aiming to be anything like that. FTE has been around for
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longer (in parts) than even GoldSrc has. It's just a QuakeWorld engine
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that supports an whole lot of formats.
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You can easily make very modern games with it too. It's not limited like
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GoldSrc and Source in terms of rendering as it's fully accessible.
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Q: X#sh3D? Why not use that instead of FTE QuakeWorld?
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A: There are enough GPL violators around, I do not need to contribute to that
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cesspool. 'From scratch' my a$$. Ironically, that project took code from
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FTEQW going all the way back to the late 2000s. Do not support it.
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Q: Make a wiki/discord/youtube/twitter/facebook etc. and spend time on
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maintaining that, instead of working on the project, to build 'hype'.
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A: I'm sure you are the first one to suggest such an idea... No thanks.
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2
vmap
2
vmap
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fi
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if [ "$VMAP_NOLIGHT" != "1" ]; then
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"$SCRPATH"/bin/vmap -light -custinfoparms -fs_basepath "$SCRPATH" -v -fs_game platform -bounce 8 -samplesize 8 -threads $BUILD_PROC -shade -shadeangle 60 -patchshadows $*
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"$SCRPATH"/bin/vmap -light -custinfoparms -fs_basepath "$SCRPATH" -v -dirty -fs_game platform -bounce 8 -samplesize 8 -threads $BUILD_PROC -shade -shadeangle 60 -patchshadows $*
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fi
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