Added a 'doc' sub-dir, starting with minor documentation regarding building, FAQ
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doc/building
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doc/building
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1. Building all of the game-logic
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To build the game-logic for all games, issue 'make' inside the src/
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directory of the repository. This requires you to have the latest
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fteqcc installed.
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2. Building a specific game or mod
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For that you'll have to navigate into the client and server directory
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of the game you want to compile. For example if you're only wanting to
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build the Half-Life game-logic, navigate into src/client/valve, issue
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'make' there, then do the same inside src/server/valve.
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3. Building the engine
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The engine is not part of this project.
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However, as of this writing, building the engine is simple.
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Checkout/Clone the FTEQW engine repository, then navigate into the
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engine/ sub-directory and issue 'make m-rel' there.
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This will generate a 'fteqw' binary for your platform in the sub-directory
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titled 'release'.
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4. Misc notes
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To those not in the know, the game-logic is written in QuakeC, it is thus
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platform and architecture independent. You do not need to rebuild the logic
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for each and every platform. The result will be identical.
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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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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: Not really. Unless you've got crashes etc. to report that are really bad
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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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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.
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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: I don't like how you're doing [insert thing here]!
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A: Too bad!
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@ -45,15 +56,24 @@ 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$$.
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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: [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!
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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.
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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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