// Build-Config file for FTE's minimal builds. // to use: make FTE_CONFIG=minimal // These builds are a compromise between true minimal and something that will actually work. // As such we allow pk3s, md3s, pngs, and built-in menus, but that's about it. // Features should either be commented or not. If you change undefs to defines or vice versa then expect problems. // Later code will disable any features if they're not supported on the current platform, so don't worry about win/lin/mac/android/web/etc here - any such issues should be fixed elsewhere. //general rebranding //#define DISTRIBUTION "FTE" //should be kept short. 8 or less letters is good, with no spaces. //#define DISTRIBUTIONLONG "Forethought Entertainment" //think of this as your company name. It isn't shown too often, so can be quite long. //#define FULLENGINENAME "FTE Quake" //nominally user-visible name. //#define ENGINEWEBSITE "http://fte.triptohell.info" //for shameless self-promotion purposes. //#define BRANDING_ICON "fte_eukara.ico" //The file to use in windows' resource files - for linux your game should include an icon.[png|ico] file in the game's data. //filesystem rebranding //#define GAME_SHORTNAME "quake" //short alphanumeric description //#define GAME_FULLNAME FULLENGINENAME //full name of the game we're playing //#define GAME_BASEGAMES GAME_SHORTNAME //comma-separate list of basegame strings to use //#define GAME_PROTOCOL "FTE-Quake" //so other games won't show up in the server browser //#define GAME_DEFAULTPORT 27500 //slightly reduces the chance of people connecting to the wrong type of server //#define GAME_IDENTIFYINGFILES NULL //with multiple games, this string-list gives verification that the basedir is actually valid. if null, will just be assumed correct. //#define GAME_DOWNLOADSURL NULL //url for the package manger to update from //#define GAME_DEFAULTCMDS NULL //a string containing the things you want to exec in order to override default.cfg // Allowed renderers... There should ONLY be undefs here (other C files won't be pulled in automatically) //#undef GLQUAKE //#undef D3D8QUAKE //#undef D3D9QUAKE //#undef D3D11QUAKE //#undef VKQUAKE #undef HEADLESSQUAKE //no-op renderer... //#undef WAYLANDQUAKE //linux only //Misc Renderer stuff #define PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel. //#define PSET_SCRIPT //scriptable particles (both fte's and importing effectinfo) //#define RTLIGHTS //#define RUNTIMELIGHTING //automatic generation of .lit files //#define R_XFLIP //old silly thing //Extra misc features. //#define CLIENTONLY // #define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions. #define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported. #define AVAIL_DINPUT //#define SIDEVIEWS 4 //enable secondary/reverse views. //#define MAX_SPLITS 4u #define VERTEXINDEXBYTES 2 //16bit indexes work everywhere but may break some file types, 32bit indexes are optional in gles<=2 and d3d<=9 and take more memory/copying but allow for bigger batches/models. Plugins need to be compiled the same way so this is no longer set per-renderer. //#define TEXTEDITOR //my funky text editor! its awesome! //#define PLUGINS //support for external plugins (like huds or fancy menus or whatever) //#define USE_SQLITE //sql-database-as-file support //#define IPLOG //track player's ip addresses (any decent server will hide ip addresses, so this probably isn't that useful, but nq players expect it) //Filesystem formats #define PACKAGE_PK3 //aka zips. we support utf8,zip64,spans,weakcrypto,(deflate),(bzip2),symlinks. we do not support strongcrypto nor any of the other compression schemes. #define PACKAGE_Q1PAK //also q2 //#define PACKAGE_DOOMWAD //doom wad support (generates various file names, and adds support for doom's audio, sprites, etc) //#define AVAIL_XZDEC //.xz decompression //#define AVAIL_GZDEC //.gz decompression #define AVAIL_ZLIB //whether pk3s can be compressed or not. //#define AVAIL_BZLIB //whether pk3s can use bz2 compression //#define PACKAGE_DZIP //.dzip support for smaller demos (which are actually more like pak files and can store ANY type of file) //Map formats #define Q1BSPS //Quake1 //#define Q2BSPS //Quake2 //#define Q3BSPS //Quake3, as well as a load of other games too... //#define RFBSPS //qfusion's bsp format / jk2o etc. //#define TERRAIN //FTE's terrain, as well as .map support //#define DOOMWADS //map support, filesystem support is separate. //#define MAP_PROC //doom3... //Model formats #define SPRMODELS //Quake's sprites //#define SP2MODELS //Quake2's models //#define DSPMODELS //Doom sprites! #define MD1MODELS //Quake's models. //#define MD2MODELS //Quake2's models #define MD3MODELS //Quake3's models, also often used for q1 etc too. //#define MD5MODELS //Doom3 models. //#define ZYMOTICMODELS //nexuiz uses these, for some reason. //#define DPMMODELS //these keep popping up, despite being a weak format. //#define PSKMODELS //unreal's interchange format. Undesirable in terms of load times. //#define HALFLIFEMODELS //horrible format that doesn't interact well with the rest of FTE's code. Unusable tools (due to license reasons). //#define INTERQUAKEMODELS //Preferred model format, at least from an idealism perspective. //#define MODELFMT_MDX //kingpin's format (for hitboxes+geomsets). //#define MODELFMT_OBJ //lame mesh-only format that needs far too much processing and even lacks a proper magic identifier too //#define MODELFMT_GLTF //khronos 'transmission format'. .gltf or .glb extension. PBR. Version 2 only, for now. //#define RAGDOLL //ragdoll support. requires RBE support (via a plugin...). //Image formats //#define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression //#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool. doesn't support mips. //#define IMAGEFMT_ASTC //lame simple header around a single astc image. not needed for astc in ktx files etc. its better to use ktx files. //#define IMAGEFMT_PBM //pbm/ppm/pgm/pfm family formats. //#define IMAGEFMT_PSD //baselayer only. //#define IMAGEFMT_XCF //flattens, most of the time //#define IMAGEFMT_HDR //an RGBE format. //#define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load. #define IMAGEFMT_TGA //somewhat mandatory #define IMAGEFMT_LMP //mandatory for quake #define IMAGEFMT_PNG //common in quakeworld, useful for screenshots. //#define IMAGEFMT_JPG //common in quake3, useful for screenshots. //#define IMAGEFMT_GIF //for the luls. loads as a texture2DArray //#define IMAGEFMT_BLP //legacy crap //#define IMAGEFMT_BMP //windows bmp. yuck. also includes .ico for the luls //#define IMAGEFMT_PCX //paletted junk. required for qw player skins, q2 and a few old skyboxes. //#define IMAGEFMT_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data. #define AVAIL_PNGLIB //.png image format support (read+screenshots) //#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots) //#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies. #define PACKAGE_TEXWAD //quake's image wad support //#define AVAIL_FREETYPE //for truetype font rendering //#define DECOMPRESS_ETC2 //decompress etc2(core in gles3/gl4.3) if the graphics driver doesn't support it (eg d3d or crappy gpus with vulkan). //#define DECOMPRESS_S3TC //allows bc1-3 to work even when drivers don't support it. This is probably only an issue on mobile chips. WARNING: not entirely sure if all patents expired yet... //#define DECOMPRESS_RGTC //bc4+bc5 //#define DECOMPRESS_BPTC //bc6+bc7 //#define DECOMPRESS_ASTC //ASTC, for drivers that don't support it properly. // Game/Gamecode Support //#define CSQC_DAT //#define MENU_DAT //#define MENU_NATIVECODE //Use an external dll for menus. //#define VM_Q1 //q1qvm implementation, to support ktx. //#define VM_LUA //optionally supports lua instead of ssqc. //#define Q2SERVER //q2 server+gamecode. //#define Q2CLIENT //q2 client. file formats enabled separately. //#define Q3CLIENT //q3 client stuff. //#define Q3SERVER //q3 server stuff. //#define AVAIL_BOTLIB //q3 botlib //#undef BOTLIB_STATIC //should normally be set only in the makefile, and only if AVAIL_BOTLIB is defined above. //#define HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats. //#define HUFFNETWORK //crappy network compression. probably needs reseeding. #define NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode). //#define SUBSERVERS //Allows the server to fork itself, each acting as an MMO-style server instance of a single 'realm'. //#define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7) //#define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140) //#define SAVEDGAMES //Can save the game. //#define MVD_RECORDING //server can record MVDs. //#define ENGINE_ROUTING //Engine-provided routing logic (possibly threaded) //#define USE_INTERNAL_BULLET //Statically link against bullet physics plugin (instead of using an external plugin) //#define USE_INTERNAL_ODE //Statically link against ode physics plugin (instead of using an external plugin) // Networking options //#define NQPROT //act as an nq client/server, with nq gamecode. #define HAVE_PACKET //we can send unreliable messages! //#define HAVE_TCP //we can create/accept TCP connections. //#define HAVE_GNUTLS //on linux //#define HAVE_WINSSPI //on windows //#define FTPSERVER //sv_ftp cvar. //#define WEBCLIENT //uri_get+any internal downloads etc #define HAVE_HTTPSV //net_enable_http/websocket //#define TCPCONNECT //support for playing over tcp sockets, instead of just udp. compatible with qizmo. //#define IRCCONNECT //lame support for routing game packets via irc server. not a good idea. //#define SUPPORT_ICE //Internet Connectivity Establishment, for use by plugins to establish voice or game connections. //#define CL_MASTER //Clientside Server Browser functionality. //#define PACKAGEMANAGER //Allows the user to enable/disable/download(with WEBCLIENT) packages and plugins. // Audio Drivers //#define AVAIL_OPENAL //#define AVAIL_WASAPI //windows advanced sound api #define AVAIL_DSOUND //#define HAVE_MIXER //support non-openal audio drivers // Audio Formats //#define AVAIL_OGGVORBIS //.ogg support //#define AVAIL_MP3_ACM //.mp3 support (windows only). // Other Audio Options //#define VOICECHAT //#define HAVE_SPEEX //Support the speex codec. //#define HAVE_OPUS //Support the opus codec. //#define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins //#define HAVE_MEDIA_ENCODER //capture/capturedemo work. //#define HAVE_CDPLAYER //includes cd playback. actual cds. named/numbered tracks are supported regardless (though you need to use the 'music' command to play them without this). //#define HAVE_JUKEBOX //includes built-in jukebox crap //#define HAVE_SPEECHTOTEXT //windows speech-to-text thing // Features required by vanilla quake/quakeworld... //#define QUAKETC #define QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself. #define QUAKEHUD //support for drawing the vanilla hud. #define QWSKINS //disabling this means no qw .pcx skins nor enemy/team skin/colour forcing //#define NOBUILTINMENUS //#define NOLEGACY //just spike trying to kill off crappy crap... //#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too. #define NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely. 1 just omits the text. (ignored in debug builds.) // Outdated stuff //#define SVRANKING //legacy server-side ranking system. ////#define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm. //#define SVCHAT //ancient lame builtin to support NPC-style chat... ////#define SV_MASTER //Support running the server as a master server. Should probably not be used. ////#define WEBSERVER //outdated sv_http cvar. new stuff acts via sv_port_tcp instead (which also gives https). ////#define QUAKESPYAPI //define this if you want the engine to be usable via gamespy/quakespy, which has been dead for a long time now. forces the client to use a single port for all outgoing connections, which hurts reconnects. #ifdef COMPILE_OPTS //things to configure qclib, which annoyingly doesn't include this file itself -DOMIT_QCC //disable the built-in qcc -DSIMPLE_QCVM //disable qc debugging and 32bit opcodes #ifndef AVAIL_ZLIB -DNO_ZLIB //disable zlib #endif #ifdef AVAIL_PNGLIB -DLINK_PNG #endif #ifdef AVAIL_JPEGLIB -DLINK_JPEG #endif -DNO_OPUS -DNO_SPEEX //disable static speex #ifndef AVAIL_BOTLIB -DNO_BOTLIB //disable static botlib #endif -DNO_VORBISFILE //disable static vorbisfile -Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway. #endif