fteqw/engine
Spoike 7c6eb18a76 in_xinput 1 is now default. because we can.
android gets a couple more gamepad buttons.
gamepads now have separate keybindings. I've created some default binds for mods that are unaware of gamepad buttons.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5142 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-08-16 02:14:07 +00:00
..
botlib a dos port, as a dig at eukara about his xbox port project. 2017-05-19 03:32:02 +00:00
client in_xinput 1 is now default. because we can. 2017-08-16 02:14:07 +00:00
common in_xinput 1 is now default. because we can. 2017-08-16 02:14:07 +00:00
d3d some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +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 in_xinput 1 is now default. because we can. 2017-08-16 02:14:07 +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 in_xinput 1 is now default. because we can. 2017-08-16 02:14:07 +00:00
ftequake fix some of the things that baker didn't like. sorry it took so long. 2016-08-25 00:12:14 +00:00
gas2masm update vc2005 project again, remove cvsignore files out of repository 2006-04-02 03:59:30 +00:00
gl some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +00:00
http implement pcma+pcmu codecs for voip for xmpp compat, because they're fairly simple and I can. 2017-06-21 01:24:25 +00:00
libs LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now. 2016-07-12 00:40:13 +00:00
nacl playdemo accepts https urls now. will start playing before the file has finished downloading, to avoid unnecessary delays. 2017-05-10 02:08:58 +00:00
npfte ------------------------------------------------------------------------ 2013-03-12 23:01:08 +00:00
partcfgs some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +00:00
qclib in_xinput 1 is now default. because we can. 2017-08-16 02:14:07 +00:00
server in_xinput 1 is now default. because we can. 2017-08-16 02:14:07 +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 some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +00:00
sw some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +00:00
vk some Q2 compat tweaks. moved all q2 temp-ents to particle scripts. 2017-08-14 16:38:44 +00:00
vulkan centerprints with links now show cursors. 2017-07-28 01:49:25 +00:00
web fix .gravity on non-players. 2017-07-31 17:15:37 +00:00
xdk Builtin for movetype_push ents, wastes config changes 2017-06-15 14:23:26 +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 fixed a couple of stupid things. 2017-08-14 17:43:13 +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.