FTEQW
Documentation of the FTE engine source tree.
config_minimal.h
Go to the documentation of this file.
1// Build-Config file for FTE's minimal builds.
2// to use: make FTE_CONFIG=minimal
3// These builds are a compromise between true minimal and something that will actually work.
4// As such we allow pk3s, md3s, pngs, and built-in menus, but that's about it.
5
6// Features should either be commented or not. If you change undefs to defines or vice versa then expect problems.
7// 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.
8
9//general rebranding
10//#define DISTRIBUTION "FTE" //should be kept short. 8 or less letters is good, with no spaces.
11//#define DISTRIBUTIONLONG "Forethought Entertainment" //think of this as your company name. It isn't shown too often, so can be quite long.
12//#define FULLENGINENAME "FTE Quake" //nominally user-visible name.
13//#define ENGINEWEBSITE "http://fte.triptohell.info" //for shameless self-promotion purposes.
14//#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.
15
16//filesystem rebranding
17//#define GAME_SHORTNAME "quake" //short alphanumeric description
18//#define GAME_FULLNAME FULLENGINENAME //full name of the game we're playing
19//#define GAME_BASEGAMES GAME_SHORTNAME //comma-separate list of basegame strings to use
20//#define GAME_PROTOCOL "FTE-Quake" //so other games won't show up in the server browser
21//#define GAME_DEFAULTPORT 27500 //slightly reduces the chance of people connecting to the wrong type of server
22//#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.
23//#define GAME_DOWNLOADSURL NULL //url for the package manger to update from
24//#define GAME_DEFAULTCMDS NULL //a string containing the things you want to exec in order to override default.cfg
25
26
27// Allowed renderers... There should ONLY be undefs here (other C files won't be pulled in automatically)
28//#undef GLQUAKE
29//#undef D3D8QUAKE
30//#undef D3D9QUAKE
31//#undef D3D11QUAKE
32//#undef VKQUAKE
33#undef HEADLESSQUAKE //no-op renderer...
34//#undef WAYLANDQUAKE //linux only
35
36//Misc Renderer stuff
37#define PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel.
38//#define PSET_SCRIPT //scriptable particles (both fte's and importing effectinfo)
39//#define RTLIGHTS
40//#define RUNTIMELIGHTING //automatic generation of .lit files
41//#define R_XFLIP //old silly thing
42
43//Extra misc features.
44//#define CLIENTONLY //
45#define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions.
46#define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported.
47#define AVAIL_DINPUT
48//#define SIDEVIEWS 4 //enable secondary/reverse views.
49//#define MAX_SPLITS 4u
50#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.
51//#define TEXTEDITOR //my funky text editor! its awesome!
52//#define PLUGINS //support for external plugins (like huds or fancy menus or whatever)
53//#define USE_SQLITE //sql-database-as-file support
54//#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)
55
56//Filesystem formats
57#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.
58#define PACKAGE_Q1PAK //also q2
59//#define PACKAGE_DOOMWAD //doom wad support (generates various file names, and adds support for doom's audio, sprites, etc)
60//#define AVAIL_XZDEC //.xz decompression
61//#define AVAIL_GZDEC //.gz decompression
62#define AVAIL_ZLIB //whether pk3s can be compressed or not.
63//#define AVAIL_BZLIB //whether pk3s can use bz2 compression
64//#define PACKAGE_DZIP //.dzip support for smaller demos (which are actually more like pak files and can store ANY type of file)
65
66//Map formats
67#define Q1BSPS //Quake1
68//#define Q2BSPS //Quake2
69//#define Q3BSPS //Quake3, as well as a load of other games too...
70//#define RFBSPS //qfusion's bsp format / jk2o etc.
71//#define TERRAIN //FTE's terrain, as well as .map support
72//#define DOOMWADS //map support, filesystem support is separate.
73//#define MAP_PROC //doom3...
74
75//Model formats
76#define SPRMODELS //Quake's sprites
77//#define SP2MODELS //Quake2's models
78//#define DSPMODELS //Doom sprites!
79#define MD1MODELS //Quake's models.
80//#define MD2MODELS //Quake2's models
81#define MD3MODELS //Quake3's models, also often used for q1 etc too.
82//#define MD5MODELS //Doom3 models.
83//#define ZYMOTICMODELS //nexuiz uses these, for some reason.
84//#define DPMMODELS //these keep popping up, despite being a weak format.
85//#define PSKMODELS //unreal's interchange format. Undesirable in terms of load times.
86//#define HALFLIFEMODELS //horrible format that doesn't interact well with the rest of FTE's code. Unusable tools (due to license reasons).
87//#define INTERQUAKEMODELS //Preferred model format, at least from an idealism perspective.
88//#define MODELFMT_MDX //kingpin's format (for hitboxes+geomsets).
89//#define MODELFMT_OBJ //lame mesh-only format that needs far too much processing and even lacks a proper magic identifier too
90//#define MODELFMT_GLTF //khronos 'transmission format'. .gltf or .glb extension. PBR. Version 2 only, for now.
91//#define RAGDOLL //ragdoll support. requires RBE support (via a plugin...).
92
93//Image formats
94//#define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression
95//#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool. doesn't support mips.
96//#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.
97//#define IMAGEFMT_PBM //pbm/ppm/pgm/pfm family formats.
98//#define IMAGEFMT_PSD //baselayer only.
99//#define IMAGEFMT_XCF //flattens, most of the time
100//#define IMAGEFMT_HDR //an RGBE format.
101//#define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
102#define IMAGEFMT_TGA //somewhat mandatory
103#define IMAGEFMT_LMP //mandatory for quake
104#define IMAGEFMT_PNG //common in quakeworld, useful for screenshots.
105//#define IMAGEFMT_JPG //common in quake3, useful for screenshots.
106//#define IMAGEFMT_GIF //for the luls. loads as a texture2DArray
107//#define IMAGEFMT_BLP //legacy crap
108//#define IMAGEFMT_BMP //windows bmp. yuck. also includes .ico for the luls
109//#define IMAGEFMT_PCX //paletted junk. required for qw player skins, q2 and a few old skyboxes.
110//#define IMAGEFMT_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data.
111#define AVAIL_PNGLIB //.png image format support (read+screenshots)
112//#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
113//#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies.
114#define PACKAGE_TEXWAD //quake's image wad support
115//#define AVAIL_FREETYPE //for truetype font rendering
116//#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).
117//#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...
118//#define DECOMPRESS_RGTC //bc4+bc5
119//#define DECOMPRESS_BPTC //bc6+bc7
120//#define DECOMPRESS_ASTC //ASTC, for drivers that don't support it properly.
121
122// Game/Gamecode Support
123//#define CSQC_DAT
124//#define MENU_DAT
125//#define MENU_NATIVECODE //Use an external dll for menus.
126//#define VM_Q1 //q1qvm implementation, to support ktx.
127//#define VM_LUA //optionally supports lua instead of ssqc.
128//#define Q2SERVER //q2 server+gamecode.
129//#define Q2CLIENT //q2 client. file formats enabled separately.
130//#define Q3CLIENT //q3 client stuff.
131//#define Q3SERVER //q3 server stuff.
132//#define AVAIL_BOTLIB //q3 botlib
133//#undef BOTLIB_STATIC //should normally be set only in the makefile, and only if AVAIL_BOTLIB is defined above.
134//#define HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats.
135//#define HUFFNETWORK //crappy network compression. probably needs reseeding.
136#define NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode).
137//#define SUBSERVERS //Allows the server to fork itself, each acting as an MMO-style server instance of a single 'realm'.
138//#define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7)
139//#define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140)
140//#define SAVEDGAMES //Can save the game.
141//#define MVD_RECORDING //server can record MVDs.
142//#define ENGINE_ROUTING //Engine-provided routing logic (possibly threaded)
143//#define USE_INTERNAL_BULLET //Statically link against bullet physics plugin (instead of using an external plugin)
144//#define USE_INTERNAL_ODE //Statically link against ode physics plugin (instead of using an external plugin)
145
146// Networking options
147//#define NQPROT //act as an nq client/server, with nq gamecode.
148#define HAVE_PACKET //we can send unreliable messages!
149//#define HAVE_TCP //we can create/accept TCP connections.
150//#define HAVE_GNUTLS //on linux
151//#define HAVE_WINSSPI //on windows
152//#define FTPSERVER //sv_ftp cvar.
153//#define WEBCLIENT //uri_get+any internal downloads etc
154#define HAVE_HTTPSV //net_enable_http/websocket
155//#define TCPCONNECT //support for playing over tcp sockets, instead of just udp. compatible with qizmo.
156//#define IRCCONNECT //lame support for routing game packets via irc server. not a good idea.
157//#define SUPPORT_ICE //Internet Connectivity Establishment, for use by plugins to establish voice or game connections.
158//#define CL_MASTER //Clientside Server Browser functionality.
159//#define PACKAGEMANAGER //Allows the user to enable/disable/download(with WEBCLIENT) packages and plugins.
160
161// Audio Drivers
162//#define AVAIL_OPENAL
163//#define AVAIL_WASAPI //windows advanced sound api
164#define AVAIL_DSOUND
165//#define HAVE_MIXER //support non-openal audio drivers
166
167// Audio Formats
168//#define AVAIL_OGGVORBIS //.ogg support
169//#define AVAIL_MP3_ACM //.mp3 support (windows only).
170
171// Other Audio Options
172//#define VOICECHAT
173//#define HAVE_SPEEX //Support the speex codec.
174//#define HAVE_OPUS //Support the opus codec.
175//#define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
176//#define HAVE_MEDIA_ENCODER //capture/capturedemo work.
177//#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).
178//#define HAVE_JUKEBOX //includes built-in jukebox crap
179//#define HAVE_SPEECHTOTEXT //windows speech-to-text thing
180
181// Features required by vanilla quake/quakeworld...
182//#define QUAKETC
183#define QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself.
184#define QUAKEHUD //support for drawing the vanilla hud.
185#define QWSKINS //disabling this means no qw .pcx skins nor enemy/team skin/colour forcing
186//#define NOBUILTINMENUS
187//#define NOLEGACY //just spike trying to kill off crappy crap...
188//#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too.
189#define NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely. 1 just omits the text. (ignored in debug builds.)
190
191// Outdated stuff
192//#define SVRANKING //legacy server-side ranking system.
194//#define SVCHAT //ancient lame builtin to support NPC-style chat...
198
199
200#ifdef COMPILE_OPTS
201//things to configure qclib, which annoyingly doesn't include this file itself
202-DOMIT_QCC //disable the built-in qcc
203-DSIMPLE_QCVM //disable qc debugging and 32bit opcodes
204#ifndef AVAIL_ZLIB
205-DNO_ZLIB //disable zlib
206#endif
207#ifdef AVAIL_PNGLIB
208-DLINK_PNG
209#endif
210#ifdef AVAIL_JPEGLIB
211-DLINK_JPEG
212#endif
213
214-DNO_OPUS
215-DNO_SPEEX //disable static speex
216#ifndef AVAIL_BOTLIB
217-DNO_BOTLIB //disable static botlib
218#endif
219-DNO_VORBISFILE //disable static vorbisfile
220
221
222
223-Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway.
224#endif