fteqw/engine
Spoike 7b1eb0b906 don't crash on missing fog shaders.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4450 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-07-31 18:00:11 +00:00
..
botlib reworked demo playback and interpolation. 2013-07-26 17:19:06 +00:00
client Reduce webgl dependancies (no more q2/q3/plugins which wouldn't work anyway). Use websockets via our own javascript thunk to avoid issues/weirdness with emscripten's bsdsockets emulation. 2013-07-31 00:20:16 +00:00
common Reduce webgl dependancies (no more q2/q3/plugins which wouldn't work anyway). Use websockets via our own javascript thunk to avoid issues/weirdness with emscripten's bsdsockets emulation. 2013-07-31 00:20:16 +00:00
d3d reworked demo playback and interpolation. 2013-07-26 17:19:06 +00:00
dotnet2003 fixed some bugs with the previous commit (missing files, and some sw renderer issues). updated the dotnet2003 project files. 2007-05-25 23:03:49 +00:00
dotnet2005 reworked demo playback and interpolation. 2013-07-26 17:19:06 +00:00
dotnet2008 SDL MSVC project files updated. 2011-07-16 05:02:37 +00:00
dotnet2010 Trimmed some dead files. 2012-09-30 05:52:03 +00:00
droid compile fix. 2013-07-28 00:48:14 +00:00
ftequake ------------------------------------------------------------------------ 2013-03-12 22:58:13 +00:00
gas2masm update vc2005 project again, remove cvsignore files out of repository 2006-04-02 03:59:30 +00:00
gl don't crash on missing fog shaders. 2013-07-31 18:00:11 +00:00
http couple of compile fixes for the webgl port 2013-06-23 20:11:58 +00:00
libs fixed a few warnings and errors 2013-06-23 03:59:48 +00:00
nacl changed to not load gamecode from quake paths, to avoid issues with buggy quakeworld clients that will freely download stuff from anywhere (not sure what to do about ktx, but it can be reenabled with a cvar). 2013-05-11 14:02:55 +00:00
npfte ------------------------------------------------------------------------ 2013-03-12 23:01:08 +00:00
partcfgs splitscreen cleaned up more. 2013-06-23 02:17:02 +00:00
qclib Add loop and until keywords for hexen2 compat. Official code doesn't use these but they are supported by the official hcc thus mods do use them. 2013-07-31 01:59:16 +00:00
server remove most of the spam when running progsless. its uninteresting in that situation. 2013-07-27 12:23:13 +00:00
setup added support for external capture plugins - and using avcodec as a plugin.c. 2012-11-27 03:23:19 +00:00
shaders misc fixes. 2013-06-26 00:39:13 +00:00
sw slightly better doom3 compat 2013-07-29 17:36:44 +00:00
web Reduce webgl dependancies (no more q2/q3/plugins which wouldn't work anyway). Use websockets via our own javascript thunk to avoid issues/weirdness with emscripten's bsdsockets emulation. 2013-07-31 00:20:16 +00:00
.cproject Added all targets to the Eclipse cproject file. 2009-09-04 15:27:23 +00:00
.project Changed compiler (CC) to use MinGW GCC, but it still uses Cygwin Make because it works better atm. 2009-09-02 04:32:47 +00:00
BSDmakefile testing, never mind this 2008-04-27 10:23:37 +00:00
LICENSE This should have been in here all along. 2005-06-01 18:31:29 +00:00
Makefile erk, emscripten defaults to asm_js now? o.O 2013-07-31 07:01:34 +00:00
README.MSVC just added the ml.exe requirement 2005-11-19 16:32:14 +00:00
makeconfig.sh Tweeks to the d3d renderer. Supports various shader features now. Other changes/fixes/breakages also. 2010-05-01 22:47:47 +00:00

README.MSVC

This code compiles against libjpeg, libpng, zlib, dx7, libogg and libvorbis.
You can find the main MSVC 6 workspace in the ftequake directory.
You will need to build the gas2masm project's debug build first.
After that, you will have a choice of FTE builds.
If you are running without libraries, you can pick the mingldebug build. For sw only builds, select the debug/release options. For dedicated builds, choose the logical one. The MDebug/MRelease builds are the merged binaries.

important: msvc 6.0 standard install doesn't come with "ml.exe" which is needed to build fte, you can get it from either service pack 5 or 6. or grab it from somewhere i dunno

zlib:
libs/zconf.h
libs/zlib.h
libs/zlib.lib
You will need zlib if you wish to build a version of FTE with png/zip/pk3 support.
If you don't have it, you can hunt out the line '#define AVAIL_ZLIB' in bothdefs.h and disable it.

Ogg Vorbis:
libs/ogg/*
libs/vorbis/*
At the time of writing, ogg vorbis support is not fully functional and is #ifdefed out. You will not need these libraries.
Lack of these files can be indicated by removing any '#define AVAIL_OGGVORBIS' line found in bothdefs.h (if they exist)

lib jpeg:
libs/jpeg.lib
libs/jpeglib.h
libs/jmorecfg.h
libs/jconfig.h
libs/jerror.h
These files are optional and not strictly needed for anything other than screenshots and loading Quake3 textures.
Hunt out and kill '#define AVAIL_JPEGLIB' from bothdefs.h to disable the requirement.
URL pending.

libpng:
libs/libpng.lib
libs/png.h
libs/pngconf.h
These files are for support of png textures and screenshots.
Hunt out and kill '#define AVAIL_PNGLIB' from bothdefs.h to disable the requirement.
URL pending.

DirectX 7 SDK:
libs/dxsdk7/include/*
libs/dxsdk7/lib/*
These are used for the d3d renderer. They are only benefitial in this way.
This feature is normally enabled via an ifdef in the project file. An '#define NODIRECTX' in bothdefs.h will disable all requirements of dx. It is normally only used in the merged binaries.
Without this define, it will expect to find DX5 headers and libraries in your compilers default directories.
You can obtain an uptodate copy of directx from Microsoft's Website.