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Spoike 16c8e521ef
Protocol compat with the Rerelease Update 4, at the expense of earlier versions.
3 months ago
engine Protocol compat with the Rerelease Update 4, at the expense of earlier versions. 3 months ago
fteqtv Fix some qtv/browser connectivity bugs/timing issues. 10 months ago
iqm Merge patch from ticket #120 from illwieckz, renaming iqm to iqmtool in the Makefile. 9 months ago
plugins Try to fix up some ICE quirks. 4 months ago
q3asm2 Redefine snprintf for Windows. 15 years ago
quakec Fix up fteqcc's typedefs. 4 months ago
specs fixed eztv md4 incompatibility. 3 years ago
CMakeLists.txt Fix up fteqcc's typedefs. 4 months ago
README.txt Added the build-everything script from triptohell to the svn. Made more generic, and included a second script to install emscripten+android+nacl dependancies. Updated the makefile and fixed a couple of bugs. 6 years ago Fix some issues from last commit. 3 months ago Add linux_aarch64 target to the cross-compile build scripts. 9 months ago Fix fixes. 5 months ago Lazy GLSL loading, for faster load times. 4 years ago
fte.m4 Fix some updater issues. 10 months ago Add mods menu and all-cvars menu to menusys. 3 years ago
fteqw_readme.txt Added fteqw_readme.txt, a README file for binary releases. 2 years ago
ftetools_readme.txt openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. 2 years ago
imgtool.c Move Quake3 support to a plugin. There's still a number of stubs+bugs. 9 months ago


Yay, you found out the secrit location to download the sauce code from!

Right, urm, now what?
Yeah, good question.


Quick start guide:
cd engine
make sv-rel -j4
make gl-rel -j4
cd ..
engine/release/ -nohome -basedir ~/quake
engine/release/ -nohome -basedir ~/quake

You do not need to configure. The makefile will automatically do that depending on the target build/system.

Easy Build Bot System:
If you want to set up a linux box that cross-compiles each target with your own private customisations, then you can run the script to set up which targets you wish to support.
You can then just run the script any time your code changes to have it rebuild every target you previously picked.
The script can also be run from cygwin, but does not support compiling for linux then.
(The setup script will install android+emscripten+nacl dependancies for you, so you're likely to find this an easier way to deal with those special targets).
(note that the android sdk can be a big download, while installing emscripten may require several hours to compile clang and about 40gb of disk space if emscripten doesn't provide prebuilt stuff for your distro).

To compile the FTEDroid port with cygwin:
make droid-rel PATH=C:\Cygwin\bin\ DROID_SDK_PATH=/cygdrive/c/Games/tools/android-sdk DROID_NDK_PATH=/cygdrive/c/Games/tools/android-ndk-r7 ANT=/cygdrive/c/Games/tools/apache-ant-1.8.2/bin/ant JAVATOOL="/cygdrive/c/Program\ Files/Java/jdk1.7.0_02/bin/" DROID_ARCH="armeabi x86" -j4 DROID_PACKSU=/cygdrive/c/games/quake/id1/pak0.pak
On linux you can omit the PATH, ANT, and JAVATOOL parts as they should already be in the path (yes I copied the above out of a batch file).
Then install the release/FTEDroid.apk file on your android device.
The DROID_PACKSU part is used to include the pak file within the android package. Ideally you would use a pk3 file instead. Also you would use something that will not violate iD software's copyright. THIS IS AN EXAMPLE ONLY. You can omit the setting entirely if you require the user to provide their own packages.
Note that there is no way to install the package with a different name at this time.

Browser versions of FTE:
The FTE browser plugin is available only in windows.
Compile with 'make npfte-rel FTE_TARGET=win32'.
This will yield an npfte.dll file.
You can 'register' this dll by running 'regsvr32 npfte.dll' at a command prompt (this is the standard way to register an activex control - any setup software should provide some mechanism to do this at install time). This will register both the netscape/firefox/chrome/opera version, and the activex/IE version of the plugin.
Note that the plugin will run the engine in a separate process and thus requires a valid fteqw.exe file in the same directory as the plugin.
If given an 'npfte.txt' file that contains the line 'relexe foo', the plugin will try to run foo.exe instead of fteqw, basedir "foo" can be used to invoke it with a different basedir. You can use this if you'd rather run the mingl or gl-only version, or if you'd like to retarget npfte to invoke a different quake engine intead. Note that different quake engines will need to support the -plugin argument and the stdin/stdout parsing for embedding - at the time of writing, no others do.
The following chunk of html can then be included on a web page to embed it. Yes. Two nested objects.

Nacl version of FTE:
in windows compile with cygwin, not minsys.
This will give you two 'nexe' files.
You can then embed the 'fteqw.nmf' file (its entire contents can be found on the following line) with mime type 'application/x-nacl' on your page. Give it a sane width/height.
"program": {
"x86-64": {"url": "fteqw_x86_64.nexe"},
"x86-32": {"url": "fteqw_x86_32.nexe"}

You can object.postMessage("join foo") / qtvplay / map to tell it to switch server/map/stream.
You can read console prints via listener.addEventListener('message', handleMessage, true);
Your users will need to explicitly allow nacl use outside of google play (in about:config or whatever it is), or you will need to submit your port of fte to google play.

This stuff has separate directories
engine: FTEQW game engine itself. Both client and dedicated server.
engine/ftequake: location of old msvc6 project file. Might not work.
engine/dotnet2005: location of microsoft visual c 2005 project file. Most likely to be up to date, but also most likely to be specific to Spike's config.
engine/dotnet2010: location of microsoft visual c 2010 (express) project file. Might not work.
engine/release: the makefile writes its release-build binaries here. Intermediate files are contained within a sub-directory.
engine/debug: the makefile writes its debug-build binaries here. Intermediate files are contained within a sub-directory.
fteqtv: the qtv proxy server program.
plugins: several optional plugins that do various interesting things, though not so interesting
q3asm2: my quick hack at a qvm assembler which is not horribly slow. ignore it.
quakec: Various quakec mods. Some interesting, some not.
quakec/basemod: TimeServ's attempt to bugfix and modify vanilla quake
quakec/csaddon: ingame csqc-controlled editors. Currently contains the camquake featureset (thanks Jogi), rtlights editor, terrain editor ui, particle editor.
quakec/csqctest: my csqc sample mod. Originally created as a feature testbed for the csqc api. Useful as a reference/sample, but you perhaps don't want to use it as a base.
specs: modder/advanced documentation and samples.

Interesting commandline arguments:
-nohome disables the use of home directories. all file access will occur within the gamedir.
-basedir $FOO tells the engine where to find the game.
-game $FOO traditional NQ way to specify a mod.
-mem $FOO may still be needed on linux, at least for now. Not required on windows. Value is in MB.
+sv_public 0 stop the server from reporting to master servers.
-window override config files to force fte into windowed mode at startup. Can still be made fullscreen via the menus or console.

NQ compat cvars:
sv_port 26000 (fte listens on port 27500 by default, as its derived from quakeworld).
cl_defaultport 26000 (see above. you can always specify the port in the connect command).
sv_nomsec 1 (disables player prediction, giving authentic nq player physics).
sv_listen_nq 1 (if 0, disables NQ clients. if 1, allows qsmurfing. if 2(default), blocks qsmurfing but may have compat issues with some clients).

Limit breaking stuff:
pr_maxedicts 32767 (max ent limit)
sv_bigcoords 1 (expands coord sizes, but has compat issues)

Hexen2 / Quake2 / Quake3:
Copy the engine to your h2/q2/q3 dir, and run from there.
Alternatively, specify the h2/q2/q3 dir via -basedir.
The engine will autodetect the game from its basedir, and reconfigure as appropriate if appropriate.

You can report problems on IRC.
Join #fte

If you refuse to use IRC, you can instead report issues to Spike via the forums, or the forums, depending on where you're able to create an account.
Bug reports are (generally) always apreciated! :)